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The Med Pack (Gren Vet 1 Ability)

15 May 2014, 13:08 PM
#1
avatar of Bryan

Posts: 412

I'm curious and a really brief google did not provide the answer, how much HP does it provide and how long does it take?

I've used it once or twice recently, usually on squads that were down to say 2 men, then i'd use a halftrack to reinforce them and they are back to full health, but I reckon that could be down to how damage was distributed through the squad (i.e. the other two lads caught the bullets for the most part).

Just wondering really, I know at 20 munitions they are purposefully not designed to be a long term efficient solution to your healing needs, but i've been playing around with the Jaeger armor doctrine (one with the Elaphant+Riegel mine), so hence trying to use the halftrack more as the teller mine is currently bugged and the Riegel I believe is better (don't quote me on that!).

It just occurred to me, that even if it is not the most efficient means of healing, I don't mind sacrificing some early game efficiency for a better, more efficient mid game by securing territory through brute force. I suppose just growing a pair and building my standard med bunker in a forward position would be an option, but that is sort of map dependent.

I reckon it could have some good synergy with the halftrack and large t1 play, but maybe i'm barking up the wrong tree as few ever use the med packs and I have not really got to test it in a proper tight game.

Any help would be appreciated, cheers! :)
16 May 2014, 00:15 AM
#2
avatar of stichy

Posts: 76

Couple times I Actually healed my squad IN battle, it takes only one guy to channel it so the firepower you loose is not that much, and after initial channel the receiving squad just gets health over time.

Quite cool in an infantry battle, I admit though I did this like only two times... I guess my micro is not there yet.

Anyway try this and let us know how it works out
16 May 2014, 09:50 AM
#3
avatar of S73v0

Posts: 522

I always forget there is such an ability :D
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