Medikits: Extremely Effective Yet Under-Utilized
#51
Posté 20 mars 2010 - 09:08
#52
Posté 20 mars 2010 - 10:44
just give medigel its own cd not linked to actual powers cd, otherwise there'll be complaints of diablo-esque EZ mode because of potion spamming.Christina Norman wrote...
They are under used I'm considering removing the cooldown on first aid in ME3 to encourage more use of medkits.
#53
Posté 20 mars 2010 - 11:30
Modifié par Mallissin, 20 mars 2010 - 11:30 .
#54
Posté 21 mars 2010 - 02:48
Sabresandiego wrote...
Once you have researched the technology that allows medikits to restore your shields, they are one of the best abilities in the entire game. Most people just use medikits for reviving squadmates, however one of their best uses is to prevent your own death and to keep your health and shields maximized. Health kits are found in abundance throughout the game, and the +100 credits from having max medikits is less useful than a faster playthrough with minimal reloads and the convineance of not having to wait behind cover for maximum shields. Try to get in the habit of spamming medikit in emergency situations, you will be surprised how good it is.
Did not consider it,my tactics was once shepard was down within an inch of his life,i'll play hide and seek,let my squadmates handle it.especially with the battles with the scions
#55
Posté 21 mars 2010 - 10:32
Good to see I'm not the only one who obsessively reads the news for plot hintsMallissin wrote...
Sirta Foundation, who makes medigel, is going out of business. Horde what you have, people!
#56
Posté 21 juin 2010 - 01:24
#57
Posté 21 juin 2010 - 01:46
#58
Posté 21 juin 2010 - 04:02
also have a squaddie who can use an ability to recharge the squad's shields. it would add a neat element to the combat as the player would have to choose between max damage/ defense and weaker squad members who can heal you as you fight on the front line
#59
Posté 22 juin 2010 - 07:06
#60
Posté 22 juin 2010 - 07:31
(1) I don't want to find medigel flying around in the strangest places. No more looting of the stuff except where it belongs.
(2) Refill of medigel on the Normandy.
(3) Don't know about the cooldown. Maybe a shorter cooldown will help, but without (2) I still won't use it unless I absolutely must.
#61
Posté 22 juin 2010 - 07:36
#62
Posté 22 juin 2010 - 10:04
In fact, I don't even use medigel when my teammates go down, I pretty much only use it for the purpose of restoring shields
Christina Norman wrote...
They are under used I'm
considering removing the cooldown on first aid in ME3 to encourage more
use of medkits.
Hmm... not to sure I like the sound of that to be honest. An emergency boost with a cooldown is nice, using it tactically feels rewarding. If there is no cooldown it just turns into a spam fest
Modifié par Bhatair, 22 juin 2010 - 10:08 .
#63
Posté 22 juin 2010 - 10:35
#64
Posté 23 juin 2010 - 01:25
Sabresandiego wrote...
Once you have researched the technology that allows medikits to restore your shields, they are one of the best abilities in the entire game. Most people just use medikits for reviving squadmates, however one of their best uses is to prevent your own death and to keep your health and shields maximized. Health kits are found in abundance throughout the game, and the +100 credits from having max medikits is less useful than a faster playthrough with minimal reloads and the convineance of not having to wait behind cover for maximum shields. Try to get in the habit of spamming medikit in emergency situations, you will be surprised how good it is.
I only use a medkit when charge is bugged/there is no one nearby to charge and you are being damaged.Those situations are very rare. I charge in scion groups, harbringer groups, heavy mechs on insanity and honestly
almost never use a medkit. I can't see the use of a medkit when charge restores your shields to 100% beside reviving your teammates. Most of the time I use the cooldown for another (WAIT FOR IT) charge. Reviving teammates for 200$ and wasting a cooldown seems unnessesary when I can kill an enemy or two in that period of time.
Back to the topic. For people playing other classes then vanguard, well they camp behind crates all the time and if they die because of really bad reflexes, spamming medkits won't really help anything
Modifié par Neuzhelin, 23 juin 2010 - 01:30 .
#65
Posté 23 juin 2010 - 06:25
#66
Posté 23 juin 2010 - 01:22
#67
Posté 23 juin 2010 - 03:04
If not, bring back the Medic class from the first game. Its passive power could be that their armor is like a mobile medigel factory, where it can spit out a medigel every five minutes to start. Then the amount of time is reduced as you put points into it. The Medic could also have an active power to speed up medigel production for its duration during battle; say every 30 seconds. As you put points into the power it lasts longer: 60 seconds at level 1 up to 120 seconds at level 3, then you can evolve it so it can produce medigel faster or last longer. The cooldown for the power should be long so it's not overpowered, something like 30 or 45 seconds.
Just thinking aloud here, but other powers for a medic could be like a squad shield boost, a cooldown reset for squadmates or temporary reduction in cooldown time, neural shock as a class power, and decreased regeneration time for squadmates.
#68
Posté 23 juin 2010 - 03:30
A medic class is intriguing, but one of the things I was pleased about with ME2 was that I was no longer limited in the requirement of picking a squadmate that could unlock crates for me. Every mission has locked doors and terminals that need to be hacked, essentially requiring you to take a tech with you all the time. So not so sure about giving one class so much power in their ability to heal.
Eliminating the cooldown on medikits. Providing plenty of opportunities to replenish the medikits (read: allowing you to go the medbay and grab more). Letting medikits heal you from the very start rather than requiring you upgrade it first. Allowing you to carry more of them -- on Horizon, with a limitation of 5 medikits and both squadmates dying frequently, you're in trouble fast if you keep reviving them. In fact, why do I have to revive my squadmates all the time? Dude, heal yourself once in awhile.
#69
Posté 15 juillet 2010 - 08:21
#70
Posté 16 juillet 2010 - 04:19
Christina Norman wrote...
They are under used I'm considering removing the cooldown on first aid in ME3 to encourage more use of medkits.
You want to increase their use and at the same time make them more valuable to the player, have a unlimited dispenser on the Normandy but have rarely any medi-gel pick-ups on missions. Let's take ME2 for example. By having the dispenser, players wouldn't instinctively hoarded medi-gel for fear of there not being more pick-ups coming (and no matter how many times we see the missions in ME2 overflowing with medi-gel pick-ups, we still have this hoarding gamer instinct). This way it would almost be a waste not to use your medi-gel while on mission since you can just refill it. Actually have it automatically restock when returned to the Normandy; I could see players endless getting frustrated by landing on a planet, realizing they forgot to restock their medi-gel, back up to the Normandy,...
Now you might say this is how ME1 had it, and that's true. However fully upgraded medi-gel in ME2 is far more useful than in ME1. The unlimited dispenser didn't encourage more use in ME1 because medi-gel sucked then. It didn't restore health even near fully, it didn't restore shields at all, and it didn't revive allies. Plus if you wanted to make it more useful, you had to spend skill points on First Aid instead of powers. You made how medi-gel worked and upgraded much better in ME2, you just also changed the one part that did work fine (refilling on the Normandy).
And if you want to people to use them, then don't have a reward, no matter how small, for not using them! No 100 credits for finding medi-gel when your carrying capacity is already full. And hell don't even let people activate the medi-gel pick-up if their capacity is already full. You had that crap in ME1, so you'd click it, picking up no medi-gel cause your capacity is full, but now the pick-up is empty. If that was instead still sitting there, it act as a reminder to people that they can use medi-gel and they'll feel more comfortable knowing they can come back to get that pick-up when needed.
As I was saying, with the Normandy visits refilling medi-gel, pick-ups on missions should be few and far between. Still keeping with the ME2 example, if this was the class it would have given players more incentive to research the medi-gel upgrades capacity upgrades. My first playthrough of ME2, I didn't research any for a long time because I thought why increase my capacity when there are tons of pick-ups lying around everywhere.
Medi-gel should also heal health from the get go; i'm not sure about keeping shields as an upgrade or not yet.
As far as removing the cooldown, maybe shrinking it a little but I honestly never had a problem with it. It was already a very short cooldown in ME2. I can see why, for balance, they aren't completely spammable, but then again who cares if some single player somewhere needs to spam a bunch in a row to survive.
Modifié par Simbacca, 16 juillet 2010 - 04:22 .
#71
Posté 16 juillet 2010 - 05:50
#72
Posté 17 juillet 2010 - 04:10
Christina Norman wrote...
They are under used I'm considering removing the cooldown on first aid in ME3 to encourage more use of medkits.
Its not the cooldown its the fact that medigel is a limited commodity. Rationally I know I'll always find more; but the fact that it doesn't resupply at the start of each mission still makes me apprehensive on a subconscious level and keeps me from using it.
#73
Posté 09 août 2010 - 09:07
Wait... Unity restores you as well?
#74
Posté 09 août 2010 - 09:22
MadCat221 wrote...
*reads OP*
Wait... Unity restores you as well?
I wish I had known that in my insanity play through. The time it takes to heal and regen shields is ridiculous as a soldier. Luckily I had reave which healed me in some cases.
#75
Posté 09 août 2010 - 10:39
You need to get two upgrades which will unlock the Trauma Module. Then it will heal you. Quickest method to get those upgrades is probably Mordin's recruitment (it's in his clinic) and getting Dr. Chakwas her brandy (upgrade after you guys get totally wasted).MadCat221 wrote...
*reads OP*
Wait... Unity restores you as well?
There's another medigel upgrade available at the Citadel, so it's possible to get Emergency Shielding as well, which will bring unity up to its full effectiveness before you hit Horizon.





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