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Poll
Question: Should all doctrines get some form of healing for their inf?
Yes - 20 (38.5%)
No - 12 (23.1%)
Malevolence is a failure - 20 (38.5%)
Total Voters: 51

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Author Topic: Healing  (Read 7490 times)
0 Members and 5 Guests are viewing this topic.
deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« on: May 30, 2010, 07:30:47 am »

What do you think? Suggestions as well.
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He made a funny thread for bear, and got banned.

Now bear makes his own funny thread. It's unsurprisingly not funny.

Keeps died for our funny threads.
Gaelthal Offline
EIR Veteran
Posts: 53


« Reply #1 on: May 30, 2010, 07:48:39 am »

It's fine as it is now in my oppinion. It's only Tank Hunter and Armor that doesnt have any form of healing afaik, since they are both more or less only focused on vehicles.
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Malevolence Offline
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« Reply #2 on: May 30, 2010, 07:57:06 am »

Needs joke option.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #3 on: May 30, 2010, 09:10:18 am »

Nope, simply unnecessary.
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Malevolence Offline
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Posts: 1871



« Reply #4 on: May 30, 2010, 09:11:22 am »

Is not joke option, is stinging truth! Tough internet man hurts feelings! Bawhawhawwww   Cry
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winisez Offline
EIR Veteran
Posts: 400


« Reply #5 on: May 30, 2010, 10:05:47 am »

I think healing should be non-doctrine TBH, i mean, repairing is isnt it? Give the doctrines with healing now super healing, or smthing.
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arsonist123 Offline
EIR Veteran
Posts: 145


« Reply #6 on: May 30, 2010, 01:15:17 pm »

I think healing should be non-doctrine TBH, i mean, repairing is isnt it? Give the doctrines with healing now super healing, or smthing.
+2nd
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #7 on: May 30, 2010, 01:58:12 pm »

im for it, its just one of those base game mechanicz.. all factions regardless of doctrine has healing available for their inf in vcoh.. IF they so OPT to get it... maybe infantry and airborne should lose tank repair, hmmmmm? oh wait thats already mirror balanced.. go go healing for everyone
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SlippedHerTheBigOne: and i have no repairkits
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vivie5 Offline
EIR Regular
Posts: 45


« Reply #8 on: May 30, 2010, 02:27:12 pm »

As an allied player, when there is an American healing station up my infantry can go forever under fire by motors and artillery. As an axis player, my units who are already smaller (4-5man) really don't have the same staying power. As a PE player specifically, I have no healing at all.
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Unkn0wn Offline
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Posts: 18378


« Reply #9 on: May 30, 2010, 03:23:48 pm »

Quote
As an axis player, my units who are already smaller (4-5man) really don't have the same staying power. As a PE player
Defensive has a triage bunker. SE has healing scout car and luftwaffe will get healing crates.
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #10 on: May 30, 2010, 04:15:59 pm »

hahah i like how people just vote mal's option  Cheesy
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lionel23 Offline
Donator
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Posts: 1854


« Reply #11 on: May 30, 2010, 04:22:14 pm »

Quote
As an axis player, my units who are already smaller (4-5man) really don't have the same staying power. As a PE player
Defensive has a triage bunker. SE has healing scout car and luftwaffe will get healing crates.


True but at T3 which is very end game...
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #12 on: May 30, 2010, 04:23:54 pm »

Quote
As an axis player, my units who are already smaller (4-5man) really don't have the same staying power. As a PE player
Defensive has a triage bunker. SE has healing scout car and luftwaffe will get healing crates.


True but at T3 which is very end game...

Scout car is t2, I forgot which tier the crates are in.

And every wehr gets med kits.
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Unkn0wn Offline
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Posts: 18378


« Reply #13 on: May 30, 2010, 04:47:07 pm »

Healing crates are T3 in the drafts but that's still subject to change.
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puddin Offline
EIR Veteran
Posts: 1701



« Reply #14 on: May 30, 2010, 04:51:20 pm »

med kits add up to more then a triage in many many games, 25MU per or even 15, on how many unitS?  It adds up quickly, as wella s medkits are slower and do not have the ability to heal completly. 
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Jazzhead Offline
EIR Veteran
Posts: 236


« Reply #15 on: May 30, 2010, 06:28:01 pm »

what are the stats for med kits? i.e recharge and number of uses. Is it unlimited uses, but on a cooldown?
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VERTIGGO Offline
EIR Veteran
Posts: 392



« Reply #16 on: June 03, 2010, 10:02:28 am »

Yeah I agree that the vCoH asymmetry of medic kits vs. triage center doesn't translate well to a fixed munitions environment. In vCoH it's easy to spend 25-50mun for a couple important units like snipers that take random fire, but for EIRR players to buy medkits specifically for every squad...

it borders on insanity.

As for Armor doc, or any other that has no option whatsoever... well that's just a bit cruel, eh?
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deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #17 on: June 03, 2010, 10:03:55 am »

gogo ambulance for armour! lockdown jeep like scoutcar lul.
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BigDick
Guest
« Reply #18 on: June 03, 2010, 10:23:36 am »

Is it unlimited uses, but on a cooldown?

two uses with cooldown between
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Falcon333 Offline
EIR Veteran
Posts: 1125


« Reply #19 on: June 03, 2010, 10:58:46 am »

Is it unlimited uses, but on a cooldown?

two uses with cooldown between

There's also a doctrine ability that simply puts it on cooldowns, ie. unlimited uses. I don't remember what it's called though.
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"Chance favors the prepared mind"
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