Home › Forums › General Discussion › Suggestions › Medics/Medic Station Upgrade Suggestion
- This topic has 9 replies, 8 voices, and was last updated 7 years, 2 months ago by mongalong247.
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30/08/2017 at 10:16 pm #3979mongalong247Moderator
Based on this thread started by @mor_juliet I have spent a lot of time looking at the AI and how it behaves.
- Forbid AI building medic to prevent MP wasted.
- Make AI upgrade medical station.
- Weird behavior, AI doesn’t like to reinforce their infantry. Make AI reinforce their infantry constantly.
From my testing I’ve been able to discover that both in CoH2 and Wikinger the AI just doesn’t reinforce their troops. Upon taking enough casualties they will retreat and if there is a medic or medic station upgrade they will heal but not reinforce.
What I propose as a way to fix the situation.
- Remove the medic from the game as a standalone unit – add this as an upgrade to (or a permanent part of) the various command squads. This way they will be able to follow infantry into battle with a passive healing ability.
- Made the medic station upgrade non-optional, build the cost into the first three building unlocks but have it unlock after the second building is built/unlocked.
- This one would require another custom AI script to constantly check for casualties and then reinforce their troops, something we can look into in the future.
If you can think of a better solution or any other ideas on how to go about this we would love to hear it!
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31/08/2017 at 2:00 am #3982OlhausenKeymaster
Hi mate, some notes aside:
For me is important to do changes but the first goal in those changes should be alwasy PvP. Then is ok to rework our system but taking that in mind.
HQ Medical Station, Ambulances and forwards HQ works fine in my point of view. Maybe we should think about medic itself. I did medic in the way it is because the player in the early game has two choices:
- Use resources for combat
- Buy a cheap medic to heal his troops.
The penalty to buy a medic instead a medical station in HQ is:
- Medic not use auto heal and need micro manage
- The heal ability in medics has cold downs.
Talking about heal ability, super elite troops has auto heal ability and not need medikits at all.
- This reply was modified 7 years, 2 months ago by Olhausen.
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31/08/2017 at 2:51 am #3983mor_julietParticipant
Is that impossible to make AI upgrade Medical Station by adding new script,and not changes the game? Like how AI upgrade battle phase 1,2,3.
Vanilla AI do reinforce its infantry(without mod). Wikniger AI reinforce its infantry in sometimes,but I’m not sure what condition make it reinforce.
- This reply was modified 7 years, 2 months ago by mor_juliet.
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31/08/2017 at 3:04 am #3985VinnySOBParticipant
Personally, I never build the medic unit for a couple of reasons:
First, you cannot have him attach to troops, like the linking ability in BK, so it is another piece you have to keep near your troops without getting him killed.
Second, it requires micro, as mentioned by Olhausen, which makes it less appealing. So, if you do not get him killed, you have to run him near troops, or troops to him, and then use his ability.
Last, you have the ability to build forward medic stations which allow for reinforcement, healing, and a forward retreat point. I usually build these over ambulances.
This is one area I really think Spearhead did a good a job. They did away with forward medic stations being built on strategic points and had a medic team (two models) which has the ability to put up a forward medic station. Therefore, if you purchased a medic squad you could move them to an area on the battlefield, similar to an ambulance, and have them use either their heal ability, like the medic unit in Wikinger, or set up a forward field hospital and retreat point, which is basically the same model used now as a forward medic station. Also, you could only build one medic team, so you could only have one forward medic station, which you could pack up and move, and you could also have an ambulance if necessary for larger maps.
I am always happier to have more units than less, even if I do not use them often, but the medic is the one exception as there are better options early game, like a forward medic station, which also reinforces and acts as a retreat point. I believe it is a far better bang for your buck. Same with the ambulance and forward HQ which also heals.
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31/08/2017 at 11:13 am #3995MorgothParticipant
That’s funny how different players come out with different solutions for same problems 😀 Personally I always make a medic, and never medic station. Medic is dirt cheap and he really don’t need to “run with units”. His place is in base and when your units retreat to reinforce, you simply need to activate his healing ara. It’s true that it absorbs your micro, but in early game it’s not a big deal. When u retreat 2 squads majority of your forces are in fact in base 😀 As Olhausen said, it’s a choice between spending ammo which in early game is precious, or 40 manpower, which is less then 2 reinforced volks.
Reason why i don’t build medic station is that for 200 manpower i prefer to build ammo cache or fuel cache and even more important – that it’s almost as costly as medic halftrack or ambulance(they are available very early) and it’s not mobile. But it could be usefull for early rush or on the bigger maps.
- This reply was modified 7 years, 2 months ago by Morgoth.
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31/08/2017 at 6:27 pm #4000NyvreModerator
Attaching a medic doesnt funcitonally sound much different from the existing medical supplies upgrade almost all units have.
I personally use the medic a lot on urban maps, because if there is no supression it is much easier to pull out units whenever you want to a truck+medic combo to have them healed (and reinforced) on the field. On non urban maps supression can often prevent such luxuries unless fire superiority can still be achieved(which, in pvp, isn’t by definition the majority of cases).
The medic is however immensely useful on urban maps or on any forward defense. I do however agree that the AI has no clue how to use them and just runs them into battle.
Very much a niche unit but not an useless one, imho.
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31/08/2017 at 7:25 pm #4001LorariusKeymaster
another benefit of the medic: it can heal troops which are in a house/bunker/trench
I really don’t like the microing of the medic, I would prefer a less fast healing rate if it would get rid of the button and have “auto heal” activated.
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31/08/2017 at 7:45 pm #4006VinnySOBParticipant
I was not aware the medic healed units in a house or trench, that definitely makes him more valuable to me now. Also, the medic + truck thing is something I thought may work, but never bothered. I will definitely try that as well. The AI does love making the medic and he somehow shoots the hell out of my troops with his pistol from inside of buildings. LOL. I should build him just for that.
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01/09/2017 at 12:58 am #4013qinzuoqiuParticipant
I think medic is fine, it is a good choice when you dont have enough resources for an ambulance, provide field medical support for early game, and of course heal the units within building or trench.
Actully, medic can be more useful, like people said, depoly/retract a medic station, and make it as a retreat point. Personally i like this idea, i know this will make medic somehow overlaping the ambulance, but they have thier own characteristics, medic is cheap, come earlier, but it vulnerable and slow, ambulance is more durable, fast, but come later and expensive(compare to medic). which unit you want is depend on player.
About medic can depoly/retract a medic station, i think this is very nice function, especially for British, they have no portable healing retreat point, make medic depoly a medic station as a retreat point, will be a great help, even only make British medic can depoly/retract the medic station, and maybe this will also make British more uniqe.
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05/09/2017 at 2:48 am #4052mongalong247Moderator
We’ve added a retreat point to the medic, he still has to manually distribute the supplies at this stage but we may look at a passive thing further on. Hopefully this gives the unit some more value early game, allowing you to pull men off the line and heal them. You will need to reinforce them still at a HQ or FHQ, this is only for healing of troops.
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