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Medikits: Extremely Effective Yet Under-Utilized


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#26
Kronner

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Hulluliini wrote...

Oh..so it boosts your health? I thought it's only used for reviving your squaddies. :o


Health AND shields/barrier ..

#27
Average Gatsby

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Kronner wrote...

Hulluliini wrote...

Oh..so it boosts your health? I thought it's only used for reviving your squaddies. :o


Health AND shields/barrier ..


And, if you activate it while being shot, your shields will continually regenerate; they can't be broken.

#28
Kronner

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Average Gatsby wrote...

And, if you activate it while being shot, your shields will continually regenerate; they can't be broken.


wow did not know about that..that makes it even more OP than I thought :blink:

Modifié par Kronner, 19 mars 2010 - 08:36 .


#29
Hyunsai

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Hum, don't forget you must have the 2 upgrades before getting some bad surprises in game, ah ah ah...

#30
El Jueta

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The only gripe i have with the medkits is that on insanity there's a fine line between being shot at and being dead. Usually i find myself instantly running for cover, and by then i can wait for the shield reload, which makes the medkit a moot point, or, if i have no cover, i'm rarely able to fire the medkit in the red before i die. I've been able to do it a pair of times at the most. But maybe that's just me :whistle:

That being said, it is extremely useful in instances like a krogan fight, when you can go around a corner and heal yourself, out of his line of sight. Then you have that split second to heal and prevent death from his shotgun/big bad headplate.

Modifié par El Jueta, 19 mars 2010 - 10:04 .


#31
Sabresandiego

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El Jueta wrote...

The only gripe i have with the medkits is that on insanity there's a fine line between being shot at and being dead. Usually i find myself instantly running for cover, and by then i can wait for the shield reload, which makes the medkit a moot point, or, if i have no cover, i'm rarely able to fire the medkit in the red before i die. I've been able to do it a pair of times at the most. But maybe that's just me :whistle:

That being said, it is extremely useful in instances like a krogan fight, when you can go around a corner and heal yourself, out of his line of sight. Then you have that split second to heal and prevent death from his shotgun/big bad headplate.


If you dont use pause, medikits are a skill based reactionary ability which is why I enjoy them so much (especially on insanity). The key to using them effectively is based on reaction speed and habit. For me, I use them the second my shields drop if I dont have a charge target.

Modifié par Sabresandiego, 19 mars 2010 - 10:09 .


#32
El Jueta

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Sabresandiego wrote...

If you dont use pause, medikits are a skill based reactionary ability which is why I enjoy them so much (especially on insanity). The key to using them effectively is based on reaction speed and habit. For me, I use them the second my shields drop if I dont have a charge target.


Yeah, that way should work nicely, except i'm on an Xbox and I can't afford dropping one of my total 3 measly hotkeys to put unity in one of them <_<

#33
Kronner

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Sabresandiego wrote...

If you dont use pause, medikits are a skill based reactionary ability which is why I enjoy them so much (especially on insanity). The key to using them effectively is based on reaction speed and habit. For me, I use them the second my shields drop if I dont have a charge target.


Dunno, imho it is no problem to press the hotkey once Sheps shields are down, he/she still has a few seconds at least, when Shep is in red already, then it depends on situation, but on PC, players still have enough time to use the medi-gel, no idea about xbox though.

#34
Tlazolteotl

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Hmm .. I got into the habit of trying to keep squadmates conscious regardless of the opposition.

I think it conditioned me to ignore medigel.

#35
Urazz

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Christina Norman wrote...

They are under used I'm considering removing the cooldown on first aid in ME3 to encourage more use of medkits.

Yeah that would cause me to use them a bit more since it wouldn't diminish my ability to use my other abilities but I'd be just fine if there was just a medigel dispenser on the Normandy or it would be replenished after each mission.  Since it wouldn't exactly be a somewhat limited item, I wouldn't mind using it more often then.

#36
aragfore03

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I find myself not wanting to use my medkits in case I get into an intense battle later and need them.... anyone else do this? Playing on insanity and my guys are dying... a lot! So I find myself doing battle alone.

#37
Shep309

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Guilty as charged. I can't count how many times I've gone through the game and not utilized medpacks. I'm so bad that even when squad members go down in combat I'll fight 6v1 or whatever until I win and they self res.

I have no idea why I'm so stingy with medpacks

#38
Tlazolteotl

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Also, for some reason I think removing Shepard's scars is more important than upgrading medigel.

So I rarely have enough platinum.

#39
clanhenderson8

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Kronner wrote...

kefka004 wrote...

Yeah, they are useful. I think they are underutilized because people have a mental block about using abilities that are in limited quantity. It's the same reason I don't utilize heavy weapons like I should. I always think, "I should save it for a rainy day." But that rainy day rarely comes along and I just wind up with maxed out power cells that I could be using to expedite the combat. The Arc Projector has helped to alleviate my packrat/OCD nature though. I love spamming that thing.


This.
Also, some people want to make the game harder on them, so no medi gel, no heavy weapons, no warp explosions etc.


Yeaaaaaa boiiii.

#40
Tokion

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Is the limited heavy ammo and medi-gel really nessessary?



Shouldn't Cerberus operatives who have access to so many prototype weapons and resources be at least be 'locked and loaded' before each mission by refilling their ammo and med kits? D:

#41
Tlazolteotl

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Umm, think of it this way. If you restock heavy weapon ammo every mission, wouldn't you just spam it for half the mission?

Same deal with medigel. Probably feasible to just spam medigel and dash to the end of level.


#42
Atmosfear3

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Tlazolteotl wrote...

Umm, think of it this way. If you restock heavy weapon ammo every mission, wouldn't you just spam it for half the mission?
Same deal with medigel. Probably feasible to just spam medigel and dash to the end of level.


They could compromise and provide us with a +1 medigel/+25% ammo restock after each mission is complete.

#43
Tlazolteotl

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That's a good idea, actually. It'll encourage people to use some medigel/heavy weapon ammo, and if they actually use it sometimes, they'll see how useful it is.

#44
cxensign

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The boost from Unity is great, but reactive powers do not play nicely with long global cooldowns.  Unless you're running past an annoying encounter you just don't plan to use medigel, the way you can with the other barriers.  I make use of it on occasion, but it's fairly rare that I have the opportunity due to it being locked out by the GCD.

I don't mind the charges; honestly the main reason I don't use heavy weapons much is the time required to switch to them.  It just doesn't make sense to switch to one to fire a couple shots, then switch back; I feel I have to commit to using it for a while to make it worthwhile.  I guess that's why the Cain is the only heavy weapon worth anything; it's designed for the only role heavy weapons are any good at to begin with.

#45
WillieStyle

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Unity is one of the reasons Barrier/Geth Shield Boost/Fort are so bad.

#46
Tokion

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Tlazolteotl wrote...

Umm, think of it this way. If you restock heavy weapon ammo every mission, wouldn't you just spam it for half the mission?
Same deal with medigel. Probably feasible to just spam medigel and dash to the end of level.


Using the gun for parts of the mission is better than not using it at all for most missions. Which is what I was doing most of the time because I wanted to use the Cain for only 2-3 encounters in the game. And scavenging for ammos in other missions just so i can 'bring them to another mission' feels kind of lame.

#47
Ahglock

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Tlazolteotl wrote...

Umm, think of it this way. If you restock heavy weapon ammo every mission, wouldn't you just spam it for half the mission?
Same deal with medigel. Probably feasible to just spam medigel and dash to the end of level.


Limit ammo enough that you wont use it all the time, but have it replenish every mission so you don't feel like you have to save it.  You don't need 30 missiles, 3-5 HW ammo would be fine, just have it restock when you get back to base.  It is silly that a organization that spent billions bringing you back from the dead now is pinching pennies while you are in the field. 


For ,medi-gel I'd rather they just remove the limited resource aspect of it, put it on a separate cooldown and make it really long like 1 minute or so.  Make the cooldown for the target, not for sheapard.  Since shepard always uses it, but he uses it on himself or on teammates.  He can use 3 in a row to heal the team, but lets say he uses one on Jack he can't heal Jack again for 1-2 minutes.  Also ditch auto heal.

#48
WillieStyle

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Ahglock wrote...

For ,medi-gel I'd rather they just remove the limited resource aspect of it, put it on a separate cooldown and make it really long like 1 minute or so.  Make the cooldown for the target, not for sheapard.  Since shepard always uses it, but he uses it on himself or on teammates.  He can use 3 in a row to heal the team, but lets say he uses one on Jack he can't heal Jack again for 1-2 minutes.  Also ditch auto heal.

An ability with no cooldown that heals you and replenishes your shields instantly?
Since there are no enemies in game that can 1-shot you (or stun lock you from healthy to dead), that would make you invincible.

#49
OneBadAssMother

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?! Never noticed this.



I just charge anyway while with 1% health left. Sorry, vanguard lover here lol

#50
Ahglock

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WillieStyle wrote...

Ahglock wrote...

For ,medi-gel I'd rather they just remove the limited resource aspect of it, put it on a separate cooldown and make it really long like 1 minute or so.  Make the cooldown for the target, not for sheapard.  Since shepard always uses it, but he uses it on himself or on teammates.  He can use 3 in a row to heal the team, but lets say he uses one on Jack he can't heal Jack again for 1-2 minutes.  Also ditch auto heal.

An ability with no cooldown that heals you and replenishes your shields instantly?
Since there are no enemies in game that can 1-shot you (or stun lock you from healthy to dead), that would make you invincible.


How, would a really long cooldown make it easier than now with a fairly
short cooldown that heals everyone on your team at the same time.  Do
you really think 8 charges with refils throughout the level limits you? 
Seriosuly how often are you seeing red vines on a level?

My way
you can make the cooldown long enough its once per fight, heck that can
be the duration. It doesn't come back until the fight music ends.  It
might make boss fights somewhat challenging for once. 

Maybe in
the specific instance of a vanguard charge it would make it easier on a
single charge because you'd have your powers at disposal right after you
charged, but again is once per fight that big of a deal.  Do you
vangaurd charge only once in the fight?  And if that was unbalnced you
ocuyld double cooldown it, give it a 3-4 second global cooldown with a
really long cooldown on its own. 

Right now, you really aren't
limited in charges since you have a decent pool even before you improve
it since there are plenty of recharge points throughout the level.  Once
its improved you can spam it pretty hard in any tough fight, you get
autoheal on top of that, it hits the enitre party if they are down, and
the cooldown is short enough it only stops you from throwing a power
right after it.  The game is easyt mode even on insanity.

My way
you can make every fight a tough and boss fights really hard, your
limited resource isn't a superficial one per the level but a limit in
you have to use it at the right time in the fight. 

And what enemies are currently in ME2 is irrelevant since this is about changes for ME3, and it would obviosuly change enemy and fight design.  Right now the design seems to be a bunch of easy fights, one fight that should be tough but isn't. then a boss fight which again is usuallyeasy unless you intentionally gimp yourself or intentionally pick a bad tactic.  It is designed so you probably wont be using your medigel in any fights but maybe the supposedly tough one and the boss fight, and you replenish your medigel between the tough one and the boss fight, so there is no reason you can't use it multiple times in the same fight.  On top of auto heal that is much more imbalanced.