OKW Medkits Bug/Feature
Posts: 911
If you get multiple squads to sit right on top of the medkit, and they are all able to use the medkit at the same exact time, only one use of the kit will be consumed.
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Even without the bug, vet 0 healing for 10 muni per 3 squads. Never build med hq medics again if you want mech start. So lawl.
Also most OKW squads get free squad healing at vet 2-4
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VG passive healing vet 3
Obersoldaten healing vet 3
Fallschirmjäger healing vet 3
Commandos heal vet 3
But UKF have active healing...
Posts: 3053
Paratroopers passive healing vet 2
VG passive healing vet 3
Obersoldaten healing vet 3
Fallschirmjäger healing vet 3
Commandos heal vet 3
But UKF have active healing...
Yeah but that's what they get instead of an ambulance, medhq, base medics, or bunker medics. Asymmetry I guess.
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Posts: 13496 | Subs: 1
Yeah but that's what they get instead of an ambulance, medhq, base medics, or bunker medics. Asymmetry I guess.
Only it does not really work IS can stay on the field longer than any other infantry...
Anyway passive healing gives no significant advantage to OKW that is my point.
Posts: 3053
Only it does not really work IS can stay on the field longer than any other infantry...
Anyway passive healing gives no significant advantage to OKW that is my point.
Wait so if passive healing doesn't help okw that much how does active healing help brits so much? I find both very useful.
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