UKF healing procedure is nonsense
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Permanently BannedWhat worse you can't fully heal a heavily wounded unit and there is also a cooldown!!!!!!!!!
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I wouldn't mind if they were added in as T3 upgrade or something to be honest. But current brit healing is fine too. It has pros and cons: it's more micro intensive but it also give you great field presence when paired with a forward assembly.
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At first I thought the Tommie healing mechanic was tedious and an unnecessary micro burden. Now however, I consider it to be actually superior to other forms of healing. Once you learn to actually consistently use the ability, your potential field-presence increases dramatically. Got into a bad engagement and took a few hits? No worries, hide behind some shot blockers and patch yourself up. Did you have a Tommie squad in a building and it got hit by a mortar round or two? No worries, pop out of the building, activate the medic kits and your unit is good to go. Won an engagement but your unit is too low health to keep on the field? No worries, activate your healing kits and your units can stay on the field! It truly is amazing once you get the hang of it.
And you never have to retreat the sniper, that is what is really epic about this form of healing.
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And you never have to retreat the sniper, that is what is really epic about this form of healing.
The sniper is actually the one unit where I find it more annoying that you have to have a Tommie squad to heal. More often than not, when your sniper is taking damage, you have to retreat it instantly. Then you have to go find a tommie squad for healing and send it out on the field with low health.
Posts: 622
The sniper is actually the one unit where I find it more annoying that you have to have a Tommie squad to heal. More often than not, when your sniper is taking damage, you have to retreat it instantly. Then you have to go find a tommie squad for healing and send it out on the field with low health.
just send it to the field run towards a tommie and get healed. but I did kill a UKF sniper while I spot a sq of tommie with almost full health with medic actived, and stay behind. I rushed two 222 in and found the sniper hugging tommies with half health and ate it for breakfast.
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just send it to the field run towards a tommie and get healed. but I did kill a UKF sniper while I spot a sq of tommie with almost full health with medic actived, and stay behind. I rushed two 222 in and found the sniper hugging tommies with half health and ate it for breakfast.
You just gave me a good Fanfic idea.
Posts: 1384
At first I thought the Tommie healing mechanic was tedious and an unnecessary micro burden. Now however, I consider it to be actually superior to other forms of healing. Once you learn to actually consistently use the ability, your potential field-presence increases dramatically. Got into a bad engagement and took a few hits? No worries, hide behind some shot blockers and patch yourself up. Did you have a Tommie squad in a building and it got hit by a mortar round or two? No worries, pop out of the building, activate the medic kits and your unit is good to go. Won an engagement but your unit is too low health to keep on the field? No worries, activate your healing kits and your units can stay on the field! It truly is amazing once you get the hang of it.
And you never have to retreat the sniper, that is what is really epic about this form of healing.
It's something Ostheer and American players should learn to do honestly. I've used medkits and the ambulance medic for similar situations.
Posts: 8154 | Subs: 2
Brits healing mechanism is amazing only if your army consists of at least 2 Tommie's. Otherwise the ISs need to be going out of their way too much to heal their comrades. If you're in a team game try using your allies for healing.
This. It's versatile. Not like how the USF ambulance used to be.
If anything needs changing, are the medics from the Vanguard doctrine. You don't need them chasing units away. Pop a button and make them heal on a small area around them while they remain static.
Posts: 37
With medics the use of pyrotechnics will increase too, probably. Nowadays I never use it because it just slow down the healing of my squads.
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This. It's versatile. Not like how the USF ambulance used to be.
If anything needs changing, are the medics from the Vanguard doctrine. You don't need them chasing units away. Pop a button and make them heal on a small area around them while they remain static.
They should all work like that, really. Sure, EF medics don't usually get stuck trying to heal someone and force you to move the squad so they can, but it's a goddamn annoyance when they do.
Posts: 1890 | Subs: 1
Brit healing *is* pretty amazing but it would be nice to make more regular use of the pyrotechnics package too and buildable Medics would let you have more flexibility.
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