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!
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