Now when I think about it, what if APCs would have an option to replenish troops?
Like in CoH. Get your wounded squad near an APC, interact and spawn missing soldiers.
Could be interesting.
And possibly exploitable. I can already think of one very nasty scenario.
Of course. I donāt argue points on the forum unless its something Iāve tested myself. When fighting against the m13, I always try to use the gunner position as a backboard of sorts, so my grenade lands in between the reserve ammo right behind the driver and co-driver positions.
However, as you said it moves a lot. It is not uncommon for the explosive pack to land outside of or bounce out of the vehicle. Its not uncommon for the blast to go off outside the doors of the driver and co-driver, at least a couple meters away, but still kill them. From the angle that it detonates and where they are sitting, the fragmentation should have had no possible effect. Yet the blast seems to pass right through thin armor and kill the occupants inside.
That is the exact issue that I foresee with this transport unit. Explosive packs landing outside of them, yet still killing the occupants inside.
Bruh, donāt exaggerate the damage range of explosive pack. You need to be very close like 2.5 meter to kill at least 1 crew member. Very often in Pacific that if you throw a explosive pack on a M13 and you didnāt cook it long enough, the M13 can just run away easily.
If you really use it as transport unit, you should be constantly moving. Unless you are just using it as a mobile mg, or else explosive pack shouldnāt be a problem. You have chance to use explosive pack on m13 mainly because it is just shooting while stationary. Try to use explosive pack on a mobile m13?
Not resurrect but deploy replacements for fallen soldiers.
Perfectly reasonable with no magic involved.
We are talking about enlisted here.
If we are about to argue about unrealistic things, first of all we should adres carrying capacity and paratroopers that are in 100% magical flying unicorns vomiting rainbows.
Itās not a rally point 2.0
Rally points donāt reinforce damaged squads.
If this is rally point 2.0 than your idea of medical halftracks is a medbox 2.0 and so on.
0.5 years ago I would have agreed.
But at this point there is not really a way back imo. If devs havenāt cared for 2y, they wonāt now.
There is nothing to follow.
Reinforcing a squad while arcade, at least has some realistic background to support it.
Meanwhile paras are complete BS in every way possible. Maybe except the crate idea, I really like this one (shame itās not pushed further).
Then we have a completelly different idea on how such APCs would work.
In my mind spawn APCs would be rally points 2.0 with maybe some gimmic like no ātoo close to theā¦ā limits (guess from where I got the idea). In exchange they would be highly visible, canāt be hidden and have to travel from the vehicle spawn.
I donāt see how this is unbalanced.
And thank God for that.
I donāt get how can you consider current paras āokā while APC deploying soldiers is āunrealisticā.
Itās contradictory data that Iām unable to comprehend.
List of small and big things that make paras a magic
plane teleports 30-50m away from droppoint (biggest BS imo)
plane is not considered a target (no marker)
paras drop into active fight
paras drop with heavy weapons
shit ton of smaller stuff that would make paras unplayable (skipping most of them is necessary due to gameplay though)
Maybe yes, maybe no.
At this point I donāt suggest anything since DF will do some magic anyway. I wonāt be surprised if APCs will get 50mm of armor or some other BS for the sake of ābalanceā just like paras.
iām going more for utility rather than just end up being the same as other titles out there.
requires more explanation.
but, the fundamental idea is to have transport vehicle, or logistic ones.
that serves different purpose.
now that i think of it, would be cool to have 5 different type of halftracks and players can choose which one they want ( and no, they donāt have to unlock them all. they should come when you unlock the halftrack in general )
( one for medkits )
( one for ammo )
( one for piooners )
( one for transport and weaponized )
( one as command halftrack to deply units as a rally point )
paras are ok, they just need some adjustment.
itās not like rocket artillery used like an assault tank.
that iād consider worse. or fgs being given like candies.
THATāS not ok.
paras are easily somewhat counterable, have limited ammo, still have to interact with the crate and they paradrop earlier if get hit.
( sorry for late answer, i was with Devenddar in the name of science to see if we could create pves. but it didnāt worked unfortunately⦠damn outdated customs )
Though imo itās one step lower than paras. Simply because paras have almost 0 connection to the reality.
Ok, they have one: they fall downwards. And the crate. I like the crate. Did I mention I like the crate?
Like, FGs and SPGs are history bending but at least they make sense in terms of physics. Paras donāt even do that.