We believe that the following changes will make MedHQ an already more valuable tier, and also make healing more accessible and affordable OKW as a whole:
- FlakHT receiving major buffs to its utility and synergy with infantry
- Medkits becoming more available, and more affordable
- The QoL change that makes medics avoid chasing after retreating infantry, which should cut down the time until healing can commence.
Thus, we decided to revert the healing rate buff of MedHQ from 8 to 5, to bring OKW healing in line with other base-medic factions. Players need not be alarmed by it though, since the healing rate increase was not applied in the first place.
This is because we do not want to create super-tiers for any faction in the game.
I'm somewhat confused your reasoning. My understanding is that the buff to med-kits on SPs (including how much HP they heal), making them available at vet 0, and the MUN price reduction was to make going MRHQ first viable without sacrificing healing. In my opinion the balance team has succeeded. I used it a bunch of times during testing last night and it does do what you intended. It is more micro intensive but not having to wait for vet 1 is huge for this being viable. Overall I say good change.
On the other hand three medics healing at 8, which is the default of other healers, should be the norm, especially since you are paying for the medics now. While the medics not chasing will help, I'm not sure I agree it would completely make up for that HP/sec loss. I have played this change in Miragefla's CE mod and in no way did it seem unbalancing, especially when everyone crowds around the BGHQ to get healed.
I just don't see upping the medics' heal to 8 unbalancing in playtest and it also seems fair considering OKW pays for medics. Obviously Relic's intention was to have increased healing now that the medic were researched and not default. I also can't see putting med-kits down to supplement things if you went BGHQ first.
Any chance you guys would reconsider?