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Any reason ostheer medical kits don't heal to full health?

18 Dec 2015, 11:55 AM
#21
avatar of Svanh

Posts: 181

Why not simply make the ability free?
18 Dec 2015, 12:11 PM
#22
avatar of Robbie_Rotten
Donator 11

Posts: 412

jump backJump back to quoted post17 Dec 2015, 08:24 AMKozokus
Hello.

Untouched, this ability seems to fall in the category of "nice but i have better things to do" like the tripwireflare of the sovietz.
Most of he time a médibunker at the base is a far more cost effective on the long term, particulary in teamgames (and far less microintensive)
As stated before, the occasionnal sniper heal makes it cute, but i would prefer something else(a smoke, a UKFheal, sandbagz, a hitzedirt stance,...)

Kozo


Trip wire flares are pretty legit for 10 munitions and killing a model or 2.
18 Dec 2015, 12:20 PM
#23
avatar of SpaceHamster
Patrion 14

Posts: 474



Trip wire flares are pretty legit for 10 munitions and killing a model or 2.


Now if only they didn't take ages to plant :snfPeter:
18 Dec 2015, 12:38 PM
#24
avatar of Robbie_Rotten
Donator 11

Posts: 412



Now if only they didn't take ages to plant :snfPeter:


Maybe its time for triple stack 10% faster build bulletins :snfPeter:
18 Dec 2015, 12:40 PM
#25
avatar of Kozokus

Posts: 301



Trip wire flares are pretty legit for 10 munitions and killing a model or 2.


Oh yes they are! i am just sad that they are unseen most of the time. Even if maphack is less useful in coh2 than in other RTS, intel is still king.

Kozo.
18 Dec 2015, 12:43 PM
#26
avatar of Cafo

Posts: 245

If I remember right they cant even heal themselves it has to heal another squad so you need 2 seperate vet grens to heal eachother...NotLikeThis.
18 Dec 2015, 12:57 PM
#27
avatar of Iron Emperor

Posts: 1653

Tried using this ability(vet 1 ability for ostheer infantry) and for its price; it's not worth it if it only heals a model to half or half and quarter of its HP. If anyone knows the exact amount it heals by and can post it here that would be great.

Either way, should be buffed to heal to full health.


Let it be as the brits medic kit, would be 1000% netter
18 Dec 2015, 15:54 PM
#28
avatar of Wygrif

Posts: 278

Most active healing abilities don't heal to full health.

USF didn't either until they made the ambulance a toggle rather than an active ability. (Why did this happen btw? To cater to scrubs who couldn't micro it?)

Brit heal and ostheer medkits work the same way, they heal about 75-80% so if you're extremely low on hp you won't get quite to full health. Maybe there's some variance in the exact numbers but this has been my basic experience with such abilities.





IIRC it was pitched as an anti-blobbing thing. Since it's not a timed ability, no need to bunch up all your units at once to get it. Since you're not bunching up your units all at once, you're less likely to wander into the field in a massed group when you're done.

That said, ambo micro was dumb. It took up apm for no reason in a faction that was already overflowing with apm sinks.
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