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OKW Medkits Bug/Feature

7 Apr 2017, 05:12 AM
#1
avatar of insaneHoshi

Posts: 911

I noticed that one can get more than 3 uses out of the medkit pile.

If you get multiple squads to sit right on top of the medkit, and they are all able to use the medkit at the same exact time, only one use of the kit will be consumed.

7 Apr 2017, 05:22 AM
#2
avatar of Luciano

Posts: 712

shh, dont tell anyone
7 Apr 2017, 05:22 AM
#3
avatar of insaneHoshi

Posts: 911

shh, dont tell anyone


Oops
7 Apr 2017, 11:59 AM
#4
avatar of August1996

Posts: 223

Welp, time to abuse this and save Muni for STGs and flame nades.
7 Apr 2017, 12:45 PM
#5
avatar of Dangerous-Cloth

Posts: 2066

Seems legit
7 Apr 2017, 12:49 PM
#6
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2

I follows all the air drop health supplies, not sure if this is intended but all air dropped health affects near by troops.
7 Apr 2017, 13:29 PM
#7
avatar of Switzerland
Donator 33

Posts: 545

Even without the bug, vet 0 healing for 10 muni per 3 squads. Never build med hq medics again if you want mech start. So lawl.
7 Apr 2017, 14:49 PM
#8
avatar of __deleted__

Posts: 4314 | Subs: 7

Even without the bug, vet 0 healing for 10 muni per 3 squads. Never build med hq medics again if you want mech start. So lawl.



Also most OKW squads get free squad healing at vet 2-4
7 Apr 2017, 16:06 PM
#9
avatar of Vipper

Posts: 13476 | Subs: 1

Paratroopers passive healing vet 2
VG passive healing vet 3
Obersoldaten healing vet 3
Fallschirmjäger healing vet 3
Commandos heal vet 3

But UKF have active healing...
7 Apr 2017, 16:30 PM
#10
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post7 Apr 2017, 16:06 PMVipper
Paratroopers passive healing vet 2
VG passive healing vet 3
Obersoldaten healing vet 3
Fallschirmjäger healing vet 3
Commandos heal vet 3

But UKF have active healing...

Yeah but that's what they get instead of an ambulance, medhq, base medics, or bunker medics. Asymmetry I guess.
7 Apr 2017, 16:38 PM
#11
avatar of Mr. Someguy

Posts: 4928

Bug? I thought it was intentional design.
7 Apr 2017, 16:46 PM
#12
avatar of Vipper

Posts: 13476 | Subs: 1


Yeah but that's what they get instead of an ambulance, medhq, base medics, or bunker medics. Asymmetry I guess.

Only it does not really work IS can stay on the field longer than any other infantry...

Anyway passive healing gives no significant advantage to OKW that is my point.
8 Apr 2017, 03:36 AM
#13
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post7 Apr 2017, 16:46 PMVipper

Only it does not really work IS can stay on the field longer than any other infantry...

Anyway passive healing gives no significant advantage to OKW that is my point.

Wait so if passive healing doesn't help okw that much how does active healing help brits so much? I find both very useful.
8 Apr 2017, 06:37 AM
#14
avatar of Vipper

Posts: 13476 | Subs: 1

Active healing is allot faster, an aura and available from vet 0. I addition IS is stronger defensive unit requiring is most cases more that one unit to dislodge it.
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