on field hospitals and malta hospitals is not a bug is a feature, one of those things that devs changed without mention in patch notes, all other the other healing units stood the same.
Maltese hospitals are less relevant here, because they only have 8 range, but Field hospitals that heal all units by 10/s within 20 range should not be simply seen as a feature. It is for sure gamebreaking. Just compare field hospitals to Ethiopian monasteries that heal only 0.5/s.
They dont have a Range of 20 they have an diameter of 20 their Range is 10-12 from the center of the field hospital, same range as a musketeer and as i said i seems to be a feature, im not a dev but really doubt that ther would a 1 single line of code for all this 3 diferent buildings especiall since other healing building dont do that, i have being bein “abusing” this thou is nice and increase ur unit survivability it doesnt make them immortal since they have to be close to your army field hospital has limit of 4 and u have to use the card plus need t move them as to the frontline as your army move otherwise is irelevant.
Mountain monasteries & athos monasteries can do more then heal, they gather/produce resources train abuns/healers and have tech field hospital just heals.
But lets see,maybe is indeed a bug and devs fix next patch.
bit hard to test now but i do think it wasnt in the game that units can be healed while in combat
That was supposed to an Abun/ ethiopian thing
so it does feel a bit strange that field hostpitals are healing units in combat.
if that was the case before I feel like they would see much more widespread use
it wasnt indeed, before that only abun mountain/athos monasteries could heal units during combat also, i was using it few days before the patch and they only healed idle units,
i don´t think anyone bother use field hospital 200 wood for stationary healing station.
eh i dont know if its healing in combat its basically a better HP aura and that is a premium
like for comparison the base DPS of a musket is 7.6 so if its and early fight unless your opponent is very good at focus firing you are out healing their damage
there are also dumb shenanigans like using units with the damage spread ability as well
It does not matter what units of measure we use, it is same as skirm, 20 range.
The flag suggest that hospitals (and padre as well) should not heal non-idle units.
It is indeed a bug. You may not feel it as a bug, but just think of Supremacy. As Mexico, you can pay 100f 100w 100g in age 2 to get a tech that heals all your units consistently. Note that most age 2 units dont even have more than 20 damage at 3 ROF. You can literally have your units tanking TC shots with max vill count inside forever.
yeah this should be fixed it also works on artillery which makes them kinda unkillable
Didn’t see by that perspective, since only supremacy play is survival, and there wood is premium resource, since un treaty imperial units have more damage and imperial age fights there is more aoe dmg the benefit is less noticeable, then ofc should be fixed.