The new Omni-Healing ambulance that's cheaper and faster to build and can be activated anywere has given USF pretty much the final word in healing tech for this game. It would be nice if OKW medics could at least not collide with objects so they didn't constantly get stuck or just move real slow
The unique fuel cost for the faction to get any healing arguably justifies the performance, though.
But yeah, the change to set-down healing made it baller as hell. Easily worth the 10 fuel.
Pretty much all the medics suffer from that greatly (USF medics being controllable are the worst, I've long since abandoned taking them out to leave at base with how often they just won't FUCKING HEAL while standing around doing nothing), the bug where you can see the healing icon above their target flicker as they attempt to heal but just can't from getting stuck has been happening since vanilla beta though fortunately is easily fixed by moving just a little bit. They'd
all be
much better standing around auto-healing anyone in a range, but they're all obviously balanced around being only able to heal a model per medic at a time. I'm assuming Relic's disinterested in doing that to keep USF Amberlamps and UKF medic upgrade special (and I suppose have an additional pop cost to them, though UKF's is with a unit you
start with).