Man this thread.
"Hey guys, it's fine to have shit healing for OKW, because unlike any other faction they've got a whopping 2.5 healing options that all suck ass in a different interesting way! Just look at the tactical variety!"
1. Would you please remind me the cost of OST or UKF healing upgrade? Because I'm fairly certain that 60 MU for infinite healing is a tad bit better than 30 MU for 3 squads. But hey, that's just me.
2. Just like brits.
3. Lol, that just made my day. You don't need to blob infantry around 1 crate because you can't heal multiple units with 1 crate. Boy, what a huge advantage.
4. Ambo has a tradeoff for the ability to move freely and provide forvard healing, but let's just conviniently forget about that. Maybe it'll be added to Mittens' list of complaits along with such gems as freedom blobs being outscaled by volks and USF's inability to fight heavy armor.
5. That would just make them even more useless, wouldn't it?
6. As opposed to all those healing options that require a setup time?
7. Yes, it can. If you are feeling like gifting your enemy some free healing with your own resources, scince crates are stationary.
8. As opposed to all those non-OKW healing options that are locked behind tiers?
9. Lolno, it is not.
10. Not much advantage over brits. But than again I'd argue that any healing does not requre much micro.
11. See №1.
I would gladly take soviets' healing over OKW's mess any day.
1. Ost healing requires 150MP + 60MU, and since it's usually put in the base, you can't heal on the field unless you use the single-squad single-use heal that comes with vet on Ost infantry.
At the same time, UKF requires you to blob infantry to heal them, so anything you want healed has to have the squad upgraded with the medkit to be outside of combat, alongside the unit you want healed. That's at least two squads outside of combat in order to get healing.
2. And only Brits can heal while moving. USF ambulance requires you to stay within the healing radius in order to receive healing. Same goes for Soviet, Ost and OKW medics.
3. Except you can heal up to 3 squads per crate. You can merely set the crate as a waypoint to pick up while each squad does their thing. You're not obligated to keep squads in a specific area until they're healed. They can just pick it up and perform a task rather than wait. Squad 1 can pick up a crate and go to point 1, squad 2 can pick up a crate and go to point 2, and squad 3 can do the same.
4. With a 3 second set-up/pack-up time that usually gets it destroyed the second a tank decides to charge through. But aside from that, bunkers can be shelled with at least 2 mortar barrages before being destroyed, the OKW medic truck, even moreso. You can literally put down a medic crate behind a sight/shotblocker while in combat and heal up.
5. Compared to Ost infantry.
6. Ambulances that require a safe spot in territory that isn't in conflict... Bunkers that have be put down and risk being an artillery magnet...
7. Except one squad can pick up all the kits you don't want the enemy to get. In the first place, you'd be putting it down to get on-demand healing for multiple squads.
8. In the first place, you aren't even going to put in MP for healing because you want more squads early-game.
9. Oh, but it is.
10. See no.3
11. 10 munis per use is a fairly efficient stopgap if you intend on skipping out on T1 in favor of a Luchs opening.