project-navigation
Personal tools

Author Topic: Combat Medics  (Read 25641 times)

Offline Doctor J

  • Squad Leader
  • ****
  • Posts: 265
    • View Profile
Combat Medics
« on: March 05, 2008, 05:55:38 pm »
Those of you that use dedicated medics, do you chose who will be a medic before or after assigning other combat roles?  Right now i hand out weapons first, based on soldier skills.  The last two will probably have skills of 14 - 16, so i just have them carry a one-handed weapon and a medikit.  I am contemplating changing that to pick the two fastest individuals for medics, then handing out other weapons from there.

ufogio

  • Guest
Re: Combat Medics
« Reply #1 on: March 05, 2008, 09:38:35 pm »
I choose at least two smg users before choosing the medic.
Usually, I prefer the medic to have at least a good speed and good skills in close combat, but if I can't find anyone with these characteristics, I use one at random, or either don't use a medic in the group.

Panthera Leo

  • Guest
Re: Combat Medics
« Reply #2 on: March 07, 2008, 12:22:03 am »
In real life, I understand the concept of a dedicated medic. In the game though, I still don't understand the concept. It's easier for me to either kill them before they kill me, then worry about the medkit, or ,sense I typically travel in packs, retreat two units behind cover and use the medkits.

I can't see the use of the half-step of a single handed weapon, and a med kit that see little use during the actual firefighting.

Offline Doctor J

  • Squad Leader
  • ****
  • Posts: 265
    • View Profile
Re: Combat Medics
« Reply #3 on: March 07, 2008, 06:21:14 am »
"Different strokes for different folks!"  Since i started using a dedicated medic, the only KIAs i've had were a few unlucky individuals who took too many hits before they could hide.  OTOH, i've had some good instances where [in my last mission, for example] the machine gunner was able to stay put and keep firing while the medic behind him kept applying patches.  The other issue is that if the medikit is not already in hand, you probably won't be able to apply a patch until the turn *after* you get behind cover.  Until the healing is actually needed, i can use the lightly armed medics to verify that buildings in my rear area are actually clear of bad guys.

ufogio

  • Guest
Re: Combat Medics
« Reply #4 on: March 10, 2008, 05:18:06 pm »
In real life, I understand the concept of a dedicated medic. In the game though, I still don't understand the concept. It's easier for me to either kill them before they kill me, then worry about the medkit, or ,sense I typically travel in packs, retreat two units behind cover and use the medkits.

Just try it once and then reply to this post again.
Ufo:ai is a tactical game, and tactics is not going out with as many weapons you can carry and shoot at every direction :)

nemchenk

  • Guest
Re: Combat Medics
« Reply #5 on: March 19, 2008, 02:00:31 pm »
Just my 2p -- I always have a dedicated Medic. Usually, the soldier with the worst Accuracy+Weapon skill combo :P The Medic is given a one-handed weapon, usually the Heavy Pistol as they can snipe with it from the back lines (pistol Aimed Shots are cheap.)

While you could argue that they are a wasted unit, the immediacy of being able to apply the medikit far outweighs extra (but poorly-aimed!) firepower for me. There's hardly ever *that* many targets to shoot at anyway ;)

Offline blondandy

  • Sergeant
  • *****
  • Posts: 391
    • View Profile
Re: Combat Medics
« Reply #6 on: March 24, 2008, 11:22:15 pm »
I usually give every soldier a medikit. I will probably carry on doing this until penalties for carrying too much weight are implemented.

Offline Doctor J

  • Squad Leader
  • ****
  • Posts: 265
    • View Profile
Re: Combat Medics
« Reply #7 on: March 25, 2008, 06:10:16 am »
I've been using two Medics before the availability of nano armour, after which one is fine.  I've discovered that if i put Laser Pistols in the hands of my Medics as soon as they are available, they are now able to provide longer range covering fire than the troops using standard weapons.  I leave them on multi shot reaction fire until healing is needed.  I replayed Rom last night, and the Medics got a kill each.

Panthera Leo

  • Guest
Re: Combat Medics
« Reply #8 on: May 07, 2008, 10:27:18 pm »
Just try it once and then reply to this post again.
Ufo:ai is a tactical game, and tactics is not going out with as many weapons you can carry and shoot at every direction :)

So done, btw, more then once. Staying at range, and advancing. My number of injuries increased as well as deaths. With fewer and weaker guns to bare they had longer to return fire. I stand by my tactics of using a heavy laser from beyond the alien's effective range range, and everyone having a med kit & secondary weapon.

Captain Bipto

  • Guest
Re: Combat Medics
« Reply #9 on: May 08, 2008, 08:59:15 am »
So done, btw, more then once. Staying at range, and advancing. My number of injuries increased as well as deaths. With fewer and weaker guns to bare they had longer to return fire. I stand by my tactics of using a heavy laser from beyond the alien's effective range range, and everyone having a med kit & secondary weapon.

About your comment about the half arse hand gun option.  Get a laser pistol for your medic and he'll do fine...  I use my medic as a conservative scout, mostly to spot for my grenade launchers.  Ever since getting the laser pistol (BTW make sure the medic has a good close combat skill...) I have used him a couple times for flanking, but only if I am confident i have the aliens on the run.  Your idea of a med kit for everyone is a reasonable one, just represents a different school of thought thats all.  I just like having a guy with the kit on hand instead of shuffling thru the inventory...lets me load up my guys with extra nades too.

Panthera Leo

  • Guest
Re: Combat Medics
« Reply #10 on: May 09, 2008, 12:58:02 am »
Hm, ok, It's still lost on me, and I'm still looking for why it's topic.

My reaction to close range combat in the late game is:

1. Plasma Blade = Dead Alien.
2. Dead trooper!
3. Grenade!

The aliens have devastatingly deadly close range attacks, and are not shy about using them. Truthfully, the Laser Rifle is a far better weapon the the Heavy Laser, the Heavy Laser just out preforms anything at range. On top of that, only on the higher difficulties do aliens have the aim to make use partial weapons at range.

I look at smaller arms, and think "Crud! I have to hug them to use this! So much for this rookie."

Captain Bipto

  • Guest
Re: Combat Medics
« Reply #11 on: May 09, 2008, 02:56:40 am »
Lol.  Just a different school of thought.

Offline MunkyFish

  • Rookie
  • ***
  • Posts: 14
    • View Profile
Re: Combat Medics
« Reply #12 on: May 09, 2008, 09:40:05 am »
I usually give every soldier a medikit. I will probably carry on doing this until penalties for carrying too much weight are implemented.

this is what i do
then i try to keep my troops in pairs on the battlefield

Offline msal

  • Cannon Fodder
  • **
  • Posts: 6
    • View Profile
Re: Combat Medics
« Reply #13 on: June 24, 2012, 04:07:11 pm »
I give every man a medikit so no need for medics just 2 guys supporting each other

Offline geisthund

  • Squad Leader
  • ****
  • Posts: 103
    • View Profile
Re: Combat Medics
« Reply #14 on: June 24, 2012, 06:58:19 pm »
Until there is a way for soldiers to gain a specialist advantage in healing, it just doesn't make sense to have dedicated combat medics - every soldier heals just as well as everyone else, but some fight better than others.

all my soldiers have medikits, but when one gets injured I usually pick the nearest soldier who either has the lowest hit rate, or the incorrect ranged weapon to make hitting unlikely to heal that soldier. The plan is that at some arbitrary point in time when I notice underperformers, I swap them out to base defence and swap in one of my other training squads (I have 5 squads of 8).

In the original UFO this really worked because the noncombat officers could still train, and they also continued being promoted. So my pen pushers could end up colonels etc - and somehow some of my biggest ranks came from retired combatants turned administrators / commanders -- which is how things work in real life, no?