Request: Specialist medkit
Request: Specialist medkit
Like the grenadier (and all soldiers, really) are able to equip more than one grenade, could the specialist (or all soldiers) equip more than one medkit? or, does that effect the balance too much?
Thanks
Thanks
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Re: Request: Specialist medkit
They have a perk that gives more charges to carried medkit, and Med Protocal stacks.
I don't think it's necessary, it probably won't help much.
I don't think it's necessary, it probably won't help much.
Re: Request: Specialist medkit
That grants extra stacks on a single Medkit. What the OP is asking is for the ability for a single soldier (Specialist Medic or otherwise) to carry more than 1 Medkit. It doesn't seem an unreasonable request to me.moroniccinamun wrote:They have a perk that gives more charges to carried medkit, and Med Protocal stacks.
I don't think it's necessary, it probably won't help much.
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Re: Request: Specialist medkit
Sines wrote:That grants extra stacks on a single Medkit. What the OP is asking is for the ability for a single soldier (Specialist Medic or otherwise) to carry more than 1 Medkit. It doesn't seem an unreasonable request to me.moroniccinamun wrote:They have a perk that gives more charges to carried medkit, and Med Protocal stacks.
I don't think it's necessary, it probably won't help much.
Wait, so that's normally doable? I never really noticed or thought about it.
Disregard my smartass then :p
Re: Request: Specialist medkit
Now that I think about it "One Medkit per Soldier" is probably to prevent the use of a Field Medic unit bringing 9 Medkits to a battle. Not that I'm entirely sure WHY you would need 9 medkits. At that point, you REALLY should be making room for some flashbangs. But in that case, I guess you could change it so that Field Medic had a 'downside' of "This soldier can now carry only one Medkit".
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Re: Request: Specialist medkit
The real question is why prevent it? It is not broken or over powered, so why prevent it?Sines wrote:Now that I think about it "One Medkit per Soldier" is probably to prevent the use of a Field Medic unit bringing 9 Medkits to a battle. Not that I'm entirely sure WHY you would need 9 medkits. At that point, you REALLY should be making room for some flashbangs. But in that case, I guess you could change it so that Field Medic had a 'downside' of "This soldier can now carry only one Medkit".
Re: Request: Specialist medkit
I suspect it's just something that was the case in XCOM 1, and kind of stuck, because few people felt the need to bring multiple medkits, without bringing a medic soldier. But maybe there's another reason than 'habit'.
Re: Request: Specialist medkit
OP here
I was gearing up for a HQ assault and was trying to think of what I would need for the mission. When I got around time to think about heals, I was thinking 'gee, I might want to heal more than 4 times' so I was going to bring 2 specialists. But then as I was gearing my grenadier, I went 'wait a minute, can I gear 2 medkits?' thinking I would have to sacrifice a slot normally reserved for skulljack or vest.
I think there may be a balance issue ~somewhere~ with all the abilities that are related to healing for the specialist, but on the other hand there is sacrifice too with giving up a utility slot as well. Definitely not something I would want to run with as a matter of course
I was gearing up for a HQ assault and was trying to think of what I would need for the mission. When I got around time to think about heals, I was thinking 'gee, I might want to heal more than 4 times' so I was going to bring 2 specialists. But then as I was gearing my grenadier, I went 'wait a minute, can I gear 2 medkits?' thinking I would have to sacrifice a slot normally reserved for skulljack or vest.
I think there may be a balance issue ~somewhere~ with all the abilities that are related to healing for the specialist, but on the other hand there is sacrifice too with giving up a utility slot as well. Definitely not something I would want to run with as a matter of course
Re: Request: Specialist medkit
I wish is was more like the FIRST XCom...med kits had 10 uses and ya could toss them around if ya needed to...(its just duct tape and a pack of Gatoraid anyway)....
Re: Request: Specialist medkit
You can have perk + Armor mod for additional med kits.
My Specialist has about 6 usage of Med Kit. I don't even use it, but hey, won't take out an eye to have in reserve.
My Specialist has about 6 usage of Med Kit. I don't even use it, but hey, won't take out an eye to have in reserve.
Re: Request: Specialist medkit
Heck, make it a guaranteed AWC perk for specialists that lets them carry an extra medkit, but is only available after they've trained a certain number of AWC perks (maybe 1/3 to 1/2? I'm not sure what the right balance is, there -- or maybe only make it available after _everything_ has been trained, but allow them to carry as many medkits as they want... or... heck... make it both. +1 medkit at a certain point, and unlimited except by carrying capacity once everything else is trained, with both taking longer than normal to train, and the last taking significantly longer to train, meaning a true medic would have a hefty time investment, but would be very useful once trained... I like this idea, actually -- devs please implement ASAP, as I am obviously the sole arbiter of what is good for everyone).No1currz wrote:OP here
I was gearing up for a HQ assault and was trying to think of what I would need for the mission. When I got around time to think about heals, I was thinking 'gee, I might want to heal more than 4 times' so I was going to bring 2 specialists. But then as I was gearing my grenadier, I went 'wait a minute, can I gear 2 medkits?' thinking I would have to sacrifice a slot normally reserved for skulljack or vest.
I think there may be a balance issue ~somewhere~ with all the abilities that are related to healing for the specialist, but on the other hand there is sacrifice too with giving up a utility slot as well. Definitely not something I would want to run with as a matter of course
Re: Request: Specialist medkit
The way I see it, it is probably a design decision - back in Long War 1 people tended to stack medkits on Medics and get in a bad spot if something happened to said Medic.
Now having medkits on more than one soldier ensures that you can stabilize/heal if bad comes to worse, and you are also protected from poison/acid by default thanks to the medkit.
I think the current limit is better, as you are encouraged to have more soldiers covering for your Medic.
Now having medkits on more than one soldier ensures that you can stabilize/heal if bad comes to worse, and you are also protected from poison/acid by default thanks to the medkit.
I think the current limit is better, as you are encouraged to have more soldiers covering for your Medic.
Last edited by 8wayz on Sun Feb 05, 2017 6:32 am, edited 1 time in total.
Re: Request: Specialist medkit
A utility slot solely for medkits like the Grenadier's "grenade" slot would be nice.
Re: Request: Specialist medkit
You don't really need stackable med kits, the AWC offers field medic perk pretty reliably as a tier 2 defensive option.