+200% Health Restored by Medpack VS +35% Vitality? (Perk)

Hey guys. I have finally reached the point where I can start wondering about late game perks for my assaulters and have a question.
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I have been running both medkit buff perks on my guys (75% medpack usage speed & 200% health restored by medpack) for a long time and I’m wondering if I should stick with what I’m currently using or swap out the 200% medpack perk for a 35% Vitality perk instead.

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I’m leaning more towards keeping what I have, because if you get downed once and revive yourself, it will take all four, maybe three medkits to get back to full health and after that, you are pretty much screwed without medkits. With the 200% medkit perk though, I can be at full health FOUR seperate times and even revive at full health! The 35% vitality perk just does not look as enticing in comparison. I would rather always have full health more often (even if less health total) than maybe tank an occasional bullet that I wouldn’t have and be screwed after that. Not to mention I would be losing out on my 100% stamina perk if I ran vitality. But then again I have heard people say that Vitality is OP and makes soldiers “UNKILLABLE” etc.
I was just looking for some input on what you guys run / your opinions.

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you want play economic with meds and be quick on feet vs you want survive being one shoted by BA rifle.

I would keep as you have right now.

I personally would always pick the 35 more HP.

The quick revive can be very useful, but if you fight someone who knows what hes doing, you most likely wont even get a second chance.

The ability to even survive one single shot is huge!
Also, cant confirm 100% but I believe if you have more HP, your more likely get downed instead of killed.

The effect achieved by the 16 point perk is comparable to the three perks focused on first aid kits. The problem is that you have to use a large backpack and also take up 2-3 perk slots for this strategy.

On the other hand, the increased vitality takes up only one slot, and also allows you to use full smoke or ammunition, moreover, it protects against one-shot with 90% of the rifles in the game, and is critical for jumping into a room where a dude is aiming at a door.

Personally, I try to transform all soldiers into + 35% hp.

Basically it’s a trade-off.

+35% vitality means you survive a lot more that would normally kill or down a soldier the first time.

The medkit trio (+75% medkit speed, +200% medkit restored, increased chance to be downed) meanwhile requires you to carry with you a large backpack with medkits to be worthwhile, but most hits that would kill you will down you instead, and lets you come back multiple times.

The issue being with the latter, you need time for it to be effective. In addition, given the close range assaulters do their thing at, honestly surviving the first hit without being downed is probably more important.

Personally, I also like to run secondary weapons on my assaulters, instead of backpacks, so I can give them maxed-out basic bolt action rifles to deal with enemies at long range when necessary. Which if you do so as well, the vitality increase is a far better perk to run with.

But for classes that operate at longer ranges and have a backpack slot - Sniper, Gunner, Engineer, sometimes Trooper (I give my trooper 1’s backpacks and my trooper 2’s a second weapon slot for a grenade launcher rifle) - I perfer the medpack trio on them.

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35% vitality, for sure. Grenade pouches for everyone! Become a mobile artillery strike! :smiley:

Wait, you can switch perks at any time? Using gold you mean?

If you have a soldier that reaches max rank, they continue gaining experience as they’re used in matches, which can then get you retraining points, which you can then use to change out perks for another random roll on the perks.

It’s a no brainer, keep what you have… 35 vit is a 16 points perk and your assaulter on the picture has 15 max…

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Thank you for all the replies. I will take these into consideration! I’ve just played like this for so long It was good to hear other strategies.

That was an oops on my part, I should have selected Curt, as he has 17 points.

Personally, I try to transform all soldiers into + 35% hp.

Currently, I can only get the perk on one of my soldiers, and that almost might be a good thing, I’m thinking I’ll try the 35% vitality perk on that main guy and see if I like it.

Also, the main reason medkits seem appealing to me is because most of the time I’m playing some sort of defensive mode in Squads mode on Normandy, and the AI finds some way to kill itself immediately (walking outside of the only cover on the point even when I order them into a corner etc.) and I usually have to play one guy for an extended period to defend the point meaning medkits let me survive longer from stray damage when I peek from cover. But I can see merit in having a guy in my squad who can just bum rush everything and take an extra hit, have extra ammo, and take more perks. I will try a balance of both and see which I prefer.

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Vitality perk is not guaranteed, I had 20 5 Star Soldiers and only a couple has them. you need 16 points for it, its RNG

I wonder… maybe a new order idea for Darkflow to implement would be something along the lines of “+1 stat boost order” that could be applied once only per soldier. This way when you’re only 1 point short there could be a workaround way :thinking:

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This sounds like a really cool idea. I feel like orders as a whole seem too complex to keep adding new ones though… there should be some form of “order shop” so we dont have tons of different orders to juggle and never ending up with the ones we want… Maybe have a unique currency that you get from the battle pass? Possibly have the orders cost more if they are more powerful etc. idk…

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