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Soviet Medics

15 Aug 2019, 06:26 AM
#1
avatar of Serrith

Posts: 783

This is an issue that has plagued the soviets for a long time and now that medics are being adjusted as a whole I think it's an opportunity to sneak this in.

Soviets have the fewest healing options, have the largest squads on average and lack any non doc aoe healing options. The only soviet healing comes from 3 base medics. This is insufficient for the faction that fields the largest model counts while simultaneously lacking supplemental healing.

My suggestion is simply to double the number of medics that the medic upgrade produces from 3 to 6. This will allow soviets to return their armies to the field at similar rates as other factions.
Alternatively double the healing speed of medics while keeping the number of medics at 3 but I feel this would unfairly benefit individual squads particularly in the early game.

I do not believe either of these proposed options warrants a corresponding nerf.
15 Aug 2019, 06:36 AM
#2
avatar of Unit G17

Posts: 498

6 medics sounds nice. +1
15 Aug 2019, 07:01 AM
#3
avatar of Katitof

Posts: 17883 | Subs: 8

4 would be ok.
6 is waaaaay too much.
15 Aug 2019, 09:11 AM
#4
avatar of gbem

Posts: 1979

I would like more healing options for the soviets... if axis got the sdkfz buffed to have an improved MG and sights i would like a sort of "combat ambulance" upgrade for the M5 soo the soviets have better lategame healing for their larger squads
15 Aug 2019, 14:06 PM
#5
avatar of thedarkarmadillo

Posts: 5279

Add 1for each tech building that way early game blob isn't really possible but late game isn't ground to a halt if 2squads retreat at the same time.
15 Aug 2019, 14:53 PM
#6
avatar of Bananenheld

Posts: 1593 | Subs: 1

Add 1for each tech building that way early game blob isn't really possible but late game isn't ground to a halt if 2squads retreat at the same time.

Sounds pretty gud'
15 Aug 2019, 14:59 PM
#7
avatar of aerafield

Posts: 2981 | Subs: 3

4 is ok. Its one of soviet faction's main designs that they got bad healing
15 Aug 2019, 15:57 PM
#8
avatar of distrofio

Posts: 2358

Double healing, yes. Double medics, not so much
15 Aug 2019, 16:24 PM
#9
avatar of gbem

Posts: 1979

4 is ok. Its one of soviet faction's main designs that they got bad healing


that statement sounds like an enemy at the gates meme/reference
15 Aug 2019, 16:34 PM
#10
avatar of Lago

Posts: 3260

Double healing, yes. Double medics, not so much


That's the same thing.
15 Aug 2019, 16:43 PM
#11
avatar of thedarkarmadillo

Posts: 5279

4 is ok. Its one of soviet faction's main designs that they got bad healing

The fact that they have poor field healing options is sufficient. Retreating to base to heal is bad enough a drawback for it to actually work when there
15 Aug 2019, 16:48 PM
#12
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

Biggest problem I have is how often they run over to my allies base on some 2v2 maps. Would be great if we could reduce the range of their coverage so they arent walking around as much
15 Aug 2019, 17:00 PM
#13
avatar of aerafield

Posts: 2981 | Subs: 3

Biggest problem I have is how often they run over to my allies base on some 2v2 maps. Would be great if we could reduce the range of their coverage so they arent walking around as much


Patch will standardize this range to 20. Dunno how much it is right now
15 Aug 2019, 18:02 PM
#14
avatar of Crecer13

Posts: 2184 | Subs: 2

Another big problem of Soviet medics is a bug with the impossibility of healing, when several units stand together they form a large group, medics cannot heal.
15 Aug 2019, 20:10 PM
#15
avatar of Mr. Someguy

Posts: 4928

I'd just add an AOE heal to the base for more consistent healing with larger groups, but keep the medics too because I like them.
15 Aug 2019, 21:43 PM
#16
avatar of WAAAGH2000

Posts: 730

Maybe heal aura more better?
15 Aug 2019, 23:23 PM
#17
avatar of thedarkarmadillo

Posts: 5279

Maybe heal aura more better?

Slow aura heal but also the medics as now? That could work actually. Fixes all the problems really.... If your infantry gum up the medics that one gulag bound bastard in the middle will still heal. If the medics flock to your team mate your units will still heal, slowly but still. Maybe tie it to 2 buildings and the medic upgrade?
16 Aug 2019, 17:59 PM
#18
avatar of Acidfreak

Posts: 281


Slow aura heal but also the medics as now? That could work actually. Fixes all the problems really.... If your infantry gum up the medics that one gulag bound bastard in the middle will still heal. If the medics flock to your team mate your units will still heal, slowly but still. Maybe tie it to 2 buildings and the medic upgrade?

+1
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