i think it’s come to everyone’s attention that the medkit should get a rework based off of how many times its usable.
the basic issue is that non medics have to make a difficult choice whether they will use the one and only medkit when they’re downed, or heal before they’re downed, or use it on someone else.
i think that it should be reworked in such a way that there will be more uses for the medkit apart from just using it once, for example:
-usable 2/3 times on yourself, although the bandaging time should be longer to prevent healing spam
-usable 2/3 times on someone else, again, bandaging time should be longer to prevent healing spam.
i know that there’s already a option to use a backpack and equip more medkits, but in that case the player runs into a issue where they have limited amount of ammunition, which isnt ideal.
I meant same time is still 3-4 sec for 2/3 selfheal/temmate heal as how its right now.
And for 1/3 time is same as how its now.
Just heal amount is different, but we can heal myself 2 times. And would be good if one of this heal times autoblocks of we dont have other medkits (I mean this 1/3 medkit amount for downed mode).
You can already make it usable four times by bringing a large backpack with four medkits. In Stalingrad the pacific you can bring medics along to heal and provide medkits boxes.
There are already lots of options and perks for better healing, I think it’s better to leave medkits as one-time use. I do think Healing someone else should use their medkits if they have one.
NO. The whole point of restricting supplies is to reduce the overall power of a single soldier.
If you want more grenades, you get less ammo and less medkits.
If you want more ammo, you get less grenades and less medkits.
If you want more medkits, you get less grenades and less ammo.
This is the way it is FOR A REASON.
If you are hurting that bad for ammo, make sure you have engineers putting down ammo boxes. Take the medkit bags, take the health perks, and play the game like it was intended!
all these issues could be solved by adding longer animations, so for example the grenade spam could be easily prevented by giving us a longer grenade arming animation, or medkit spam could be solved by simply giving longer time to heal/bandage yourself and others, however time for healing while downed should remain the same.
having less grenades without the ammo pouch just doesnt make sense because logically a soldier can tuck 1-3 of them on his belt or anywhere else, its what bugged me since i started playing.
having alot of everything would be ideal to make every soldier one man army, the issue is of course the spam that this could induce, that would be solved by just making the soldier movement more taxing and less profitable if they choose to turn their soldiers into 1 man armies.
meaning we would get HLL-like movement where you dont see tryhards leaning and shooting all over the place.
for summary:
more grenades should be given per soldier, but increase arming time for grenades.
-ammo pouch cannot be argued much, just look at the pouches and see how much they can realistically hold ammo
-medkits themselves are clearly shown as a bag, i doubt that every side is so poor they can offer every soldier just 1 option to heal yourself, or someone else.
-slow down movement if the soldier is loaded with all this equipment
This is exactly the reason they don’t let everyone have everything. This is a squad game so you have to specialize your soldiers and use the whole squad together
Couldn’t have said it better myself. This isn’t COD, BF, or HLL, this is Enlisted. One of the biggest reasons my buddies and I play this is because we don’t have to deal with 1 man armies.
Perhaps if they reintroduce lone fighter mode that could work, but definitely not for squads.
yeah ive thought of something like that, but i wonder how would we have the option to both customize and not be able to customize soldiers into 1 man armies
ive personally rarely had instances were i was stopped from advancing by grenade spammers, the window between each grenade throw is typically vast, so you take the time to aim and shoot the grenade thrower, or chuck the grenade right back at him if possible