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Medikits: Extremely Effective Yet Under-Utilized


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#101
The Spamming Troll

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Bozorgmehr wrote...

Kronner wrote...

Medigel is ridiculous in ME2 - there is already auto regenerating health and shields, adding a superpower that restores all your health and shields insantly with 3s (I think) cooldown is over the top IMHO.

I'd welcome the Hidden&Dangerous (game) way - if squadmate dies it is for good. In that case AI would have to be much better though. (maybe not for all difficulties, but it would make Insanity more interesting, perhaps Hardcore too)


I don't like the way medkits work either. The extremely short cooldown also makes (bonus) powers like Fortification, Barrier and GSB almost redundant - they're on a 12 s cooldown :blink: I can live with the reviving thing, but it shouldn't regen Shep's health and shield.

Never played Hidden & Dangerous, but I think I would be playing solo most of the time if death squadies remained death. I think it could work if you use this system per mission (something else I don't like is the 'fights over; squadies reborn' thing. they should stay death till you either revive them or complete the entire mission)


this feels weird im posting a comment to you guys outside of an abept related topic....

anyways i agree with you both on medigel being somewhat awesome and somewhat unneeded.

i wouldnt want me squad mates to stay dead through out the entire game tho. thatd be far too much reloading for me the way my squad mates AI works. staying dead longer wouldnt really be a problem for me. it'd add alot more tactics and challenge so what the hell ,add it for insanity.

#102
tvai

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As compared to me1, medigel in me2 is underutilized.  I think this results more from the regenerating health effect than either the long cooldown or limited supply.  I would like to see health regeneration removed in me3.

Whatever the reason, more and more games seem to be replacing static health, recovered by medical kits, in favor of regenerating health.  Some would argue that regenerating health reduces downtime.  However, it's redundant since shields regenerate  anyways.  Maybe its just trendy.  Thankfully, games like Halo Reach are going back to the good ol' days of health packs.

Medigel is quite plentiful in me2.  The solution is not to encourage people to use it more with perks like shield restore but create a need for players to use it to regenerate lost health.  

#103
Manic Sheep

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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 ^

I am a major packrat in games. I am constantly saving everything just in case I need it later even tho I know that I won't or I already have the max number and I always try to do things in the most recourse efficient manner. It’s a really
bad habit. In oblivion I ended up having over 1000 health potions stashed in various places because I never used or sold them.

Modifié par Manic Sheep, 27 octobre 2010 - 10:09 .


#104
ryoldschool

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Maybe for the expert player medikits are not needed, and I like the auto-regen feature of ME2, but for not-so-expert players ( like me ), I can actually measure how good my strategy/build is by how many medigels I use on the collector ship ambush. I almost always need them to revive my teammates ( or keep me from dying after I'm almost thru it). Once I got so I could do hardcore without using medigel, then I moved up to insanity.



I would hate for them to remove the auto-regen feature. I hated looking for medkits all the time in games that require that.

#105
NYG1991

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I hotkey it to the left bumper on my console for my soldier.



I can recharge shields thrn pop AR almost instantly



the other defensive skillls can't match that cooldown time

#106
Big I

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I prefer auto regen to medkits. Even in ME1 I went straight for the first aid armor mods.



If I could stockpile them I might use them. As it is I'd rather get the credits.

#107
ryoldschool

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LookingGlass93 wrote...

I prefer auto regen to medkits. Even in ME1 I went straight for the first aid armor mods.

If I could stockpile them I might use them. As it is I'd rather get the credits.


Yes, if you could stockpile them on normandy, and only take a max of 8 upon leaving the ship it would allow you to use them without feeling you were wasting them.  Same thing for heavy weapon ammo.

#108
Sailears

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What about having a limited quantity of medigel, and auto-regen.

When you take health damage you can either use medigel manually, or you can wait and a certain percentage of your medigel reserve will be deducted automatically to restore your health (depending on how much damage you have taken).

Maybe there could be an option in the menu to toggle the automatic feature, so you can have it all manual if you want. Manual restore has a cooldown similar to as it is now. Auto-restore has no cooldown.

Shield restore can remain automatic.

Edit: Apologies if this has already been posted.

Modifié par Curunen, 28 octobre 2010 - 12:29 .


#109
Louis_Cypher

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Making it usable during cooldown would make it much more useful. Not only do I usually find myself in trouble during cooldown, when I do find my self in trouble with powers available, there's usually a better power to use. Charge recovers you shields, and also staggers a dangerous foe and can potentially move you to a better position, AR lets you get into cover fast, to prevent further damage and let your shields recharge normally, etc.

#110
BWBamboo

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Hm. I think pretty much the only reason I didn't use Medigel a lot was that I didn't realize it still healed. I vaguely remember hitting Unity instead of some other ability a few times and hearing the sound, but I was too focused on combat at the time to notice whether it had healed me or not. At least I'm not the only one ;)

Maybe it would have been a good idea to tell players they can now heal themselves using Unity. Sure, I could have read the upgrade text more carefully; then again, we have these crazily obnoxious "Hold 'f' button to end mission" messages flashing (and covering subtitles).