General > Discussion

Medpack

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Latino210:
This is fine, I never liked seeing a soldier patching up a trooper onthe field after he was almost gutted alive by a Plasma shot.

ShipIt:

--- Quote from: GPS51 on October 18, 2012, 02:05:52 am ---It appears to stop bleeding and give 3 hp per "heal" back to the injured soldier up to a certain point. In my case I healed a soldier from 10-16 hp no matter how many times I used the "heal" action on him.

--- End quote ---

This means your soldier had two wounds bleeding. First time using the medipack heals the first wound and gives three HP, second time heals the second wound and also gives three HP. Future attempts have no impact, as there is no more wound to treat.

GPS51:
Ah I wondered about that, thanks!

Anarch Cassius:
This is actually really re-assuring. I just got 2.4 and am loving it but I noticed right off the bat the Med kits were overpowered. I'm glad to see it's already being fixed.

The only two things I could suggest for the system would be maybe limiting uses of health kits and the possibility of a paramedic Skill and the ability to specialize troops as medics. In the campaign in would take some time to get a medic good enough to do serious HP recovery and in multiplayer it would give you a bit better recovery since MP characters are badass and downtime doesn't exist.

With the stun rules dedicated medics would also be good for bringing aliens in alive.

ShipIt:
Something similar was proposed here.

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