The more soldiers you play on and change to the next one, the more soldier xp, squad xp and campaign xp you gonna get.
I rather have my soldier with some hp to batle, than waste time on a downposition healing myself.
If I have another soldier avaiable I swap.
If Is the last one then I use the medkit but with no regards if I ill make it or not.
Take it like this. I survived a artillery strike and i am very low health. I have 1 medkit. Do i heal and go to maybe above half HP, or do i save it and most likely get downed and be able to get back up?
Okay… We have two incredible perks: +75% FAK use speed, +200% HP from FAK. We have plenty of FAKs in middle-game. We have two types of rucksacks to get more avialable FAKs in batlle.
So, why not use them?
Also. In Tunisia, on both sides I have stacks for two engineer squads and one for pure assault (assaulters\machinegunners). All engineers equiped with large backpack. My deathrate 3-4 times lower then closests allies have. Lower deathrate - more points my team have in reserve to complete mission.
My understanding of how the down mechanic works is that the chance of getting downed is based on how much damage you took, compared to how much health you had. So, if you have only 10% health, a rifle shot will almost certainly just kill you, but if you have 70%, it might down you instead. Thus, by medkitting while you are still up, you increase the chances of not dying outright when you do take damage again. You also of course are more likely to stay standing after small hits, like just in damage range explosions or long range smg rounds, if you actually have health.
Basically, while holding onto that last medkit when you only have 50% health in theory makes you have a chance at recovering from downed, that is outweighed by the fact that most hits that will down but not kill you could actually have been survived if you had medkitted, and heavier hits will outright kill you anyway.
Of you have no medkit you have no chance of being downed. So why medkit and get a little but of health back if it wont matter if hit by a BA. Now if you dont use it you might be downed
There are three outcomes that can happen when you take damage:
Your health isn’t depleted, so you stay standing
2)Your health is depleted, but the hit was light enough and you rolled well enough that you get downed, and you can medkit back up
3)You get downed, but have no medkit, needing a squad member to revive you or just being doomed
4)Your health is depleted, and you were hit hard or were unlucky, you die
Having a medkit on hand instead of using it while at say, half health, means that option 2 can happen, and option 3 can’t. However, it also makes the worst case, option 4, much more likely, and the best case, option 1, much less likely. Consuming the medkit on the other hand means you loose the middle ground option 2, but have better odds of the best case option 1, and 3 becomes more likely than 2 was before (If I am remembering correctly that you still get downed with no medkit), so you can drop your vengence grenade.
In most cases, because of how damn long it takes to get back up from downed, even with bonus medkit speed, I think it is better to shoot for 1 being more likely, than to improve the “average” outcome by hanging on to the thing.
I usually use them to make me being able to fight longer (especially going in to cqc where smgs are around as every scratch matters) but only if i know i have squad mates around that can back it up. If someone wipes you out quickly you dont have use for them anyways