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Author Topic: Medkits  (Read 2568 times)
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nugnugx Offline
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« on: March 17, 2011, 06:16:36 am »

Should axis medkits be without the speed reduce?  I was thinking about this and let's have a scenario

you fight with grens vs allied infantry, you start loosing and normaly without medkits you would run because you'd know that you cannot win, with medkits you pop them, and stay and fight but you still loose because they cannot heal fast enough and you want to run but you die because you are very slow.

With normal speed you could still get away even though you thought you have a chance to run, meaning medkits would not harm you in any way ( i see reducing the movement as a double edged sword of medkits , they heal you , but they reduce your speed leaving you very vulnerable)

So what do you think guys about medkits with normal movement speed?
« Last Edit: March 17, 2011, 06:19:08 am by nugnugx » Logged

Tachibana Offline
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« Reply #1 on: March 17, 2011, 07:05:21 am »

Kits are fine imo. If your infantry is in a tight spot, jump for some yellow/green cover and pop the kits. Hopefully, with the extra survivability, you'll have time to rush them some support. If not, they'll still get to dish out some extra damage. Not to mention the value they already have of healing between major engagements.

If you need to just get out fast, sprint would a better option. Which it would be nice if LW allowed buyable sprint for grens/storms.
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NightRain Offline
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« Reply #2 on: March 17, 2011, 07:05:56 am »

Volks and KCH charging at infantry squad. Pop medkits on run and wipe out the enemy without suffering any losses!
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DarkSoldierX Offline
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« Reply #3 on: March 17, 2011, 09:04:35 am »

Not really, Medkits are perfectly balanced I say. I wish my PE grens got medkits Sad .
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nugnugx Offline
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« Reply #4 on: March 17, 2011, 09:38:35 am »

Volks and KCH charging at infantry squad. Pop medkits on run and wipe out the enemy without suffering any losses!

well yea but medkits are not any super heal that can outheal a damage done by infantry fire.
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DarkSoldierX Offline
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« Reply #5 on: March 17, 2011, 09:52:01 am »

I use em on my 4 man kch. When your in combat use them, they can save a man until the riflenubs are dead so I may put them in my ambulance so they can be rapeface again. On all my use so far they have been worth it. Especialy against HE pershings and shermans. the HE rounds will never hit you in the face meaning a man wont die (KCH high HP) So you move em back and heal em wit medkits or I put em in my ambulance.
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NightRain Offline
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« Reply #6 on: April 06, 2011, 12:28:59 am »

Scenario:

A) 2x KCH squad charges, they think it is safe and they pop medkits. Then comes Mr. Sherman and rofls the KCH.

B) Grenadier squad with 2x LMGs sees a massive rofl blob running at them. All vet 2 with BARs and shit. They hop out inside building, pop medkits and watch when the rofls come next door and start spamming bars at the walls. Grenadiers open fire with double LMGs and wipes out the rifles without suffering any losses or loosing just 1 guy

C) Infantry charge, pop medkits and wipes out everyone

D) Infantry remains stationary and fires at rushing rofls. Dies to suppression fire or gets rofled by a sherman or other tank cause they walk slowly away from it!
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