Medpacks should not heal immediately. They should heal over time. This duration can be short, as long as it doesn't heal immediately. Please investigate this!
My suggestion is that medpacks should heal the damage done by one skulk bite for the duration of perhaps 1 - 0.75 times the skulk attack duration.
Since the later evolution of alien lifeforms, causing more damage, is a threat to this approach, there should also be a marine upgrade available to improve the efficiency of medpacks by e.g. 1.5x - 2x.
As the introduction of Heavy Armor approaches, this is becoming an even more important issue. HA-marines, accompanied by insta-healing medpacks would be impossible to repel for the aliens! As medpacks are not based on the usage of resources, like in NS1, and instead costs energy (in B208 from the armory), medspam is a much larger problem.
I noticed the devproc design task "Move med/ammo packs to Command Station", and I'm not sure what this means. But if you've limited the spawn of med/ammo to a perimeter around the command station, I believe you're not going at the best approach.
Post edited by Unknown User on
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