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Author Topic: Falls med kits  (Read 13004 times)
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Malgoroth Offline
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« Reply #20 on: December 05, 2010, 04:02:19 pm »

9.6 HP/S instead of 96 HP/s

..96 seemed fair to me...  Roll Eyes

is 9.6 the same heal rate as the Wehr med-kit?
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #21 on: December 05, 2010, 04:11:37 pm »

I would assume 9.6 is per squad, rather than per squad member? Cause 9.6 HP/s/squad member would be retarded.

Malgoroth, 96 HP/s would allow a sherman to outheal two paks shooting it at the same time. Imagine what it's like on infantry lol.
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bbsmith Offline
The Brain and Muscle
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« Reply #22 on: December 05, 2010, 04:16:57 pm »

Fak. I mean .96 LOL. the Triage heals at 2 HP/s
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Mysthalin Offline
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« Reply #23 on: December 05, 2010, 04:19:23 pm »

.96 with a duration of 20 seconds is 19.2 HP/healed per use.. which is barely two garand shots worth of damage. I think he does have a point that it's a bit underwhelming.

Perhaps a buff to 1.2 HP/s and duration buff to 30 seconds? Would still not make them terminators, or as good as a triage in direct combat, but allow them to heal a respectable ammount of health?
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RoyalHants Offline
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« Reply #24 on: December 05, 2010, 04:22:15 pm »

.96 with a duration of 20 seconds is 19.2 HP/healed per use.. which is barely two garand shots worth of damage. I think he does have a point that it's a bit underwhelming.

Perhaps a buff to 1.2 HP/s and duration buff to 30 seconds? Would still not make them terminators, or as good as a triage in direct combat, but allow them to heal a respectable ammount of health?

seems fair to me
« Last Edit: December 05, 2010, 04:23:59 pm by RoyalHants » Logged

Yeah calbanes, I mean - some people like smokaz are still yet to win a single game, even though they've been around here for years.

smurfORnot Offline
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Posts: 4715



« Reply #25 on: December 05, 2010, 04:22:43 pm »

I told u,u have to use both medikits to even heal unit...and healing is almost not noticiable...I would trade them T3 for T1 triage any day...so even though you pop healing in fight,there is almost not any diferance...
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brn4meplz Offline
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« Reply #26 on: December 05, 2010, 04:24:15 pm »

the FSJ Med kits last the same time as WM medkits. 60 seconds.

I'm looking into them further to see where a discrepancy might be found but nothing yet.
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He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
Katusha Offline
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« Reply #27 on: December 05, 2010, 04:24:34 pm »

WTF man..... this is bullshit
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Mysthalin Offline
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« Reply #28 on: December 05, 2010, 04:25:21 pm »

Oh, I thought they were 20 seconds for whatever reason lol..

0.96 *60 = 57.6, so that's fair enough, should heal squad up fully from zero health, pretty much.
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brn4meplz Offline
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« Reply #29 on: December 05, 2010, 04:27:06 pm »

They should. I'm just checking the other stats with it
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smurfORnot Offline
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Posts: 4715



« Reply #30 on: December 05, 2010, 04:32:00 pm »

Oh, I thought they were 20 seconds for whatever reason lol..

0.96 *60 = 57.6, so that's fair enough, should heal squad up fully from zero health, pretty much.

except it doesnt...I used them,and know that with 3/4 of health kit used,I only healed like 1/5 or 1/6 of healt...when they were a bit more injured,I had to use both medikits to heal them fully back...
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bbsmith Offline
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« Reply #31 on: December 05, 2010, 04:35:41 pm »

Normal medkits heal at .8 HP/s improved ones are .96 HP/s. With the normal ones you should heal 48 HP vs 57.6. Its better for Soldier armor PE units since they have lower hp than Wehr units.
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smurfORnot Offline
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Posts: 4715



« Reply #32 on: December 05, 2010, 04:38:17 pm »

except u have ab armor and +15hp per man,so u dont heal whole...to take advantage of normal moving while using medikit...
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #33 on: December 05, 2010, 04:43:47 pm »

falls have 75 HP/man with that T3.. Healing up 48 health is above 66 percent of health returned.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #34 on: December 05, 2010, 05:01:15 pm »

so If 1 squad member has less than 17health,and rest are at full health,u still won't heal to the end...
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Artekas Offline
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« Reply #35 on: December 05, 2010, 05:06:13 pm »

Have you considered that they're not supposed to provide a 100% heal? At 8 munitions per medkit, you're not getting a bad deal.
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smurfORnot Offline
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Posts: 4715



« Reply #36 on: December 05, 2010, 05:08:55 pm »

for a T3 unlock they better be good...if they were T1 or T2,if would not complain if they didnt give full heal..
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Artekas Offline
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« Reply #37 on: December 05, 2010, 05:12:11 pm »

Unlocks are just new things to spend resources on and to make things more interesting, not meant to be straight improvements to your company on their own. As far as unlocks go, they're pretty good, giving elite infantry a method of healing and being doctrinally buffed too.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #38 on: December 05, 2010, 05:20:09 pm »

it's only T3 healing and it's not by any means better than other healings are... healing in fight won't help u all that much since u heal less than 1hp/s...u have to drop it close to your spawn so it doesnt get taken by enemy,so cost that u pay for your falls for paradrop is wasted,since u also have to drop them almost on spawn to take medikits,and u have to go all the way back to pick them up after u use those 2x uses(which is fast)...
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Katusha Offline
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Posts: 989



« Reply #39 on: December 05, 2010, 05:50:25 pm »

it's only T3 healing and it's not by any means better than other healings are... healing in fight won't help u all that much since u heal less than 1hp/s...u have to drop it close to your spawn so it doesnt get taken by enemy,so cost that u pay for your falls for paradrop is wasted,since u also have to drop them almost on spawn to take medikits,and u have to go all the way back to pick them up after u use those 2x uses(which is fast)...

+1 to paradrop wasted, and having to pick them up
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