A unit of soldiers who not only know how to keep allies on the field, but also know how to fight along with other riflemen.
Recruit from TC, Barracks
Cost: 3
To: 27
Att: 8(+4 w/ aiming devices)
Armor: 0/0
Spd: 3
Sight: 3
Action/Turn: 1
Abilities:
Heal (rng 1, heal rate 5)
Curved shot
Stim
Jump Boots
Physical Enhancement Steroids: +1attack, lasts 3 turns, cooldown 1
Combat Medics IMPLEMENTED
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Combat Medics IMPLEMENTED
Last edited by StormSaint373 on Wed Mar 10, 2021 3:18 pm, edited 1 time in total.
Beware the calm before the Tempest. . .
Re: Combat Medics
Those stats are a too good. With the physical enchantment drugs these unit itself can gain attack over the basic riflemen, and also 1/1 armor. It only has 2 hp less. I know that riflemen are a 2 cost unit, but this boy also has heal and disenchant, which cost a 2 turn medics unit to loose almost all attack and 18 hp (well in addition to the mind protection drugs, but some mental resistance is way weaker and more situational than +3 attack and 1/1 armor) compared to 2 turn riflemen.
The changes I suggest are:
- Decrees the effects of the physical enchantment steroids to +1 attack, and honestly I would even remove the armor from them, unless you really want it. I'd say it should have some cooldown. Let's say 1 if +1 attack, 2 if also +1/1 armor.
- In addition I would do either one of this:
• decrease the heal rate to 5 - btw I'm pretty sure flesh and blood units have 100% bonus healing, so they would get healed by 10 instead of 20
• decrease stats - 27 hp and 8 attack seems more like it
Also I suppose it can be made in tc and barracks?
The changes I suggest are:
- Decrees the effects of the physical enchantment steroids to +1 attack, and honestly I would even remove the armor from them, unless you really want it. I'd say it should have some cooldown. Let's say 1 if +1 attack, 2 if also +1/1 armor.
- In addition I would do either one of this:
• decrease the heal rate to 5 - btw I'm pretty sure flesh and blood units have 100% bonus healing, so they would get healed by 10 instead of 20
• decrease stats - 27 hp and 8 attack seems more like it
Also I suppose it can be made in tc and barracks?
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- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Combat Medics
Yes it would.
Edited
I did both so that there is minimal chance of misbalancing.
Edited
I did both so that there is minimal chance of misbalancing.
Beware the calm before the Tempest. . .
Re: Combat Medics
I don't know about that, it may be too weak. I will think about this.
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Re: Combat Medics WAITING IMAGE
Hmm can do something like a fighter who shoots special syringes that heal allies and damage opponents? Or do they just change different ammunition, some of them are poisonous, others are healing? Or just make fighters who have a first-aid kit in one hand and a submachine gun in the other?
Re: Combat Medics WAITING IMAGE
We didnt plan for it to use chemical weapons, though it sounds interesting. I think the orginal concept was more like the latter from what youve listed.
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Re: Combat Medics WAITING IMAGE
?
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Re: Combat Medics WAITING IMAGE
I feel like they should have a more standard camouflage-pattern clothes, especially if they are supposed to actually fight.
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Re: Combat Medics WAITING IMAGE
?
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Re: Combat Medics WAITING IMAGE
That seems fine
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