So looking into the technical detail it seem that the reason it work is something like this: Unit have unit_type to define which type of unit it is (duh) so that ability that target certain type of unit can work as intended because when you want USF ambulance to only heal infantry, you need something to define which one is infantry type and not just heal the Sherman tank So which that, I gonna take the Bofos, 6 pdr AT gun and 17 pdr emplacement as an example (There are like 6-8 type in 1 unit and I only gonna mention some of them): - Bofos have unit_type of: team_weapon, brits_bofors, building - 6 pdr AT gun (The actual gun, not the crew) have unit_type of: atgun, team_weapon - 17 pdr pit (Not the gun, the structure surrounded it) have unit_type of: atgun, team_weapon, building Interestingly that 17 pdr emplacement is made up by 2 entities if we ignore the crew: the pit and the gun itself. The pit does have practically the same unit_type as the gun but missing the team_weapon type. The one we focus on is the pit itself since it is the part where it have HP like a regular emplacement (The gun have 1 HP btw in case anyone wonder). Bofos seem to not share this quirk Now in order for a healing aura to be apply, it need to filter out which unit to heal thus we have a required_unit_type and it require these unit_type to be correct (I'm using Ostheer med drop crate here as the example): - infantry, atgun, hmgs, artillery, mortars The entire reason why they have to specify atgun, hmgs, artillery, mortars instead just use 1 universal tag like team_weapon tag and make life easier is because thing like the Bofos also have team_weapon tag and they obviously didn't wanted med crate to able to heal that Notice how the 6 pdr AT gun and 17 pdr pit have atgun tag? Yep, you are correct, since they check out the unit requirement of the med create, the 6 pdr AT gun and the 17 pdr pit can heal themselves when you pick up a med create Bofos and Mortar pit does not have any of those required tag thus they don't heal (Mortar pit have it own tag which is: brits_3inch_mortar, they don't use regular mortars tag) Now, I don't understand why they done the med create have unit_type: atgun, hmgs, artillery, mortars requirement because it make no sense to be able to heal the weapon/pit because there is already a way to heal the crew without these shenanigan is with the USF ambulance heal as since they only target unit_type: infantry and since the crew of atgun, hmgs, artillery, mortars have infantry tag, the USF ambulance are able to heal them and not the gun. My best guess is since the Ostheer med crate ability is a old ability so they never get around to update it to the USF ambulance standard or if they only specify infantry then the team weapons can't pick it up By the way, USF ambulance heal only have one required_unit_type and it just infantry
What do you think of Tac Support UKF in general? I've seen Tightrope use them pretty okay but I haven't had much luck in my own games. Raid Sections are pretty nice because you get to skip Bolster, but aside from that and the Crocodile+Command Vehicle Combo that comes so late, I feel like the Commander is pretty mediocre.
Raid sections are pretty weak imo. Their Vickers Ks don't have the correct moving accuracy stats (only 25% moving accuracy) which makes them really bad at what they unit is supposed to do (run and gun). Will make a video about that at some point The croc is good tho, and I made a video about how putting the command vehicle upgrade on it isn't a terrible idea.
I'm not sure. There are two Vickers K profiles in the game... I think (don't quote me) that special weapons, assault officer, and raid sections have the bugged version, and sappers have a different version. Again, I'm not sure tho, need to do more tests
I don't know why you did not mention that these crates also repair at guns and the like when you pick them up if they are full hp. It's a really fast repair rate too.
This also works on wehrmacht and OKW artillery when there is a medical crate around them. By clicking the artillery unit and heal them by clicking the crate afterwards I discovered this when i 1v1 against expert UKF Expert bot just for fun
It actually repairs the artillery piece, or just heals the crew? Axis "emplacements" are different, and the health bar you're seeing is crews health, not the artillery's.
So looking into the technical detail it seem that the reason it work is something like this:
Unit have unit_type to define which type of unit it is (duh) so that ability that target certain type of unit can work as intended because when you want USF ambulance to only heal infantry, you need something to define which one is infantry type and not just heal the Sherman tank
So which that, I gonna take the Bofos, 6 pdr AT gun and 17 pdr emplacement as an example (There are like 6-8 type in 1 unit and I only gonna mention some of them):
- Bofos have unit_type of: team_weapon, brits_bofors, building
- 6 pdr AT gun (The actual gun, not the crew) have unit_type of: atgun, team_weapon
- 17 pdr pit (Not the gun, the structure surrounded it) have unit_type of: atgun, team_weapon, building
Interestingly that 17 pdr emplacement is made up by 2 entities if we ignore the crew: the pit and the gun itself. The pit does have practically the same unit_type as the gun but missing the team_weapon type. The one we focus on is the pit itself since it is the part where it have HP like a regular emplacement (The gun have 1 HP btw in case anyone wonder). Bofos seem to not share this quirk
Now in order for a healing aura to be apply, it need to filter out which unit to heal thus we have a required_unit_type and it require these unit_type to be correct (I'm using Ostheer med drop crate here as the example):
- infantry, atgun, hmgs, artillery, mortars
The entire reason why they have to specify atgun, hmgs, artillery, mortars instead just use 1 universal tag like team_weapon tag and make life easier is because thing like the Bofos also have team_weapon tag and they obviously didn't wanted med crate to able to heal that
Notice how the 6 pdr AT gun and 17 pdr pit have atgun tag? Yep, you are correct, since they check out the unit requirement of the med create, the 6 pdr AT gun and the 17 pdr pit can heal themselves when you pick up a med create
Bofos and Mortar pit does not have any of those required tag thus they don't heal (Mortar pit have it own tag which is: brits_3inch_mortar, they don't use regular mortars tag)
Now, I don't understand why they done the med create have unit_type: atgun, hmgs, artillery, mortars requirement because it make no sense to be able to heal the weapon/pit because there is already a way to heal the crew without these shenanigan is with the USF ambulance heal as since they only target unit_type: infantry and since the crew of atgun, hmgs, artillery, mortars have infantry tag, the USF ambulance are able to heal them and not the gun. My best guess is since the Ostheer med crate ability is a old ability so they never get around to update it to the USF ambulance standard or if they only specify infantry then the team weapons can't pick it up
By the way, USF ambulance heal only have one required_unit_type and it just infantry
🤓
Ok, that's it, I'm going to turn off YouT.... '17 pounder can.... WHAT??????' bro your vids are supreme💥💥
The forward observation post this commander gets can also drop med crates at a much cheaper 20 muni cost
I wonder if this works with the Soviet Air-Dropped medical supplies from the forward HQ. It could be a little bit of synergy for 2v2s.
Dunno! Give it a test and tell me how it goes :)
it does
@@bertbert594 Yep just also checked
Does it work with the brittish forward assembly medic drop also?
Seems so,
What do you think of Tac Support UKF in general? I've seen Tightrope use them pretty okay but I haven't had much luck in my own games. Raid Sections are pretty nice because you get to skip Bolster, but aside from that and the Crocodile+Command Vehicle Combo that comes so late, I feel like the Commander is pretty mediocre.
Raid sections are pretty weak imo. Their Vickers Ks don't have the correct moving accuracy stats (only 25% moving accuracy) which makes them really bad at what they unit is supposed to do (run and gun). Will make a video about that at some point
The croc is good tho, and I made a video about how putting the command vehicle upgrade on it isn't a terrible idea.
@@GonkOrange i thought the moving bonus was fixed
@@minmean3016 no
@@GonkOrange what about special weapon regiment’s vickers? is that bugged?
I'm not sure. There are two Vickers K profiles in the game... I think (don't quote me) that special weapons, assault officer, and raid sections have the bugged version, and sappers have a different version. Again, I'm not sure tho, need to do more tests
I don't know why you did not mention that these crates also repair at guns and the like when you pick them up if they are full hp. It's a really fast repair rate too.
It repairs the at gun itself? I didn't mention it because I didn't know
@@GonkOrange After the healing is done it repairs team weapons very quickly yes. It fully heals and then repairs
This also works on wehrmacht and OKW artillery when there is a medical crate around them. By clicking the artillery unit and heal them by clicking the crate afterwards
I discovered this when i 1v1 against expert UKF Expert bot just for fun
It actually repairs the artillery piece, or just heals the crew?
Axis "emplacements" are different, and the health bar you're seeing is crews health, not the artillery's.
@@GonkOrange I think only heals the crew, and yeah you are right it is different
This one has HACKWALL like the pak88?
As a timed ability costing ammo.
For a good chunk of muni 1 it can. But Pak43 can be decrewed fast even by small arms and get captured so it’s balanced
@@JackBodnar pak-43 can be recrewed and placed behind structure so no arty can hit it, so it's imbalanced
Does picking up all 3 at the same time make it repair faster?
No
Yes, actually
But who would build the immobile 17 pounder when you are literally air dropped with the best at gun in the game.
The best at gun in the game..?
@@armano4125 6 pounder Rank 1 has rapid movement that runs fast, and rank 3 shoots rockets.
Because 17 pounder does make big boom? And big boom = good, obviously.