Do you Medpack?
beyond.wudge
Join Date: 2012-10-19 Member: 162731Members
I find as a comm I tend to cookie-cutter a bit and skimp on the medpack drops. My view is that individual players fundamentally matter less in NS2 and therefore you don't get the same return on each 1 res you spend. In a 6v6 medpacking is important due to the scarcity of player presence on the map. In a 12v12 for instance this issue is totally different as there are heaps of players everywhere and research has a bigger impact.
However, curiously I find ammo useful in any game size as it lets a player keep pressuring from a distance. It lets the Marines do more and more damage to a finite number of alien structures without wasting a lot of time getting into position to ax, becoming vulnerable to skulks, making the res well spent. In fact, it often is better spent in a bigger server as the extra few mags in the right hands can often tip the edge on a fight and get you harvester kills or a string of skulks taken out. I think ammo is a more consistent quantity for the 1 res you pay.
What do you guys do? Med pack or no med pack? When and why?
However, curiously I find ammo useful in any game size as it lets a player keep pressuring from a distance. It lets the Marines do more and more damage to a finite number of alien structures without wasting a lot of time getting into position to ax, becoming vulnerable to skulks, making the res well spent. In fact, it often is better spent in a bigger server as the extra few mags in the right hands can often tip the edge on a fight and get you harvester kills or a string of skulks taken out. I think ammo is a more consistent quantity for the 1 res you pay.
What do you guys do? Med pack or no med pack? When and why?
Comments
Look at the scoreboard and find out who can aim decently(K/D), and if nobody else at least support them. (usually those ppl will roam around getting ###### done)
For the rest try to get them into a useful position and give them an armory and phasegate. (those will usually be the ones that stick together in useless places (e.g. 8 guys standing around an rt spot doing nothing waiting for the res ticking until you can drop the rt), an armory in a good spot will magically lure them towards this position, chances are if you try to make it with med and ammo drops only, it will be a too big res sink with possibly nothing coming out of it)
Once it looks good on the rt side of things you can start to assist everybody.
:P
If someone asks for a medpack after surviving an encounter, I assess where they are, and how likely they are to lock down anything useful for me. I very rarely condone marines being in "no mans land" though, so I rarely need to drop medpacks.
In the late game do you find that weapon/equipment drops or medpacks/ammo gives better returns? I sort of wonder about weapon drops when one shotgun is the same as 20 medpacks.
Strofix: I've had that tendency lately but that's more because I'm unsure of the need for it. I will note that many times you can make a higher life form stop attacking an area with you medpack enough because they aren't getting any real kills. If for the first few times a pub Fade goes in he gets zero kills he may decide to relocate which is very useful.
I definitely find quite a few games where I look at what upgrades we have 10minutes into the game and I just shake my head because I know my newbie commander has been spamming meds way too hard.
Well thats obviously going to be circumstantial to the game. Typically I would say a ton, its inherent value is 15res and you also have to consider other structures, future res flow, map control, denial of res flow. I would say its worth as many as you can spam until its clear its going down no matter what.
I will support a good rambo that is attacking upgrades/rts.
If someone asks for a medpack after surviving an encounter, I assess where they are, and how likely they are to lock down anything useful for me. I very rarely condone marines being in "no mans land" though, so I rarely need to drop medpacks.<!--QuoteEnd--></div><!--QuoteEEnd-->
What is no mans land? Killing alien harvesters is the singlemost important function of any given marine. In a standard pub game, aliens get 4-5 RTs off the bat. The problems with the alien economy at more than 2 RTs is what makes aliens win so many games (according to NS2Stats anyways).
If you have a marine (or more) dedicating themselves to killing harvesters, med and ammo those ######s like hell.
<!--quoteo(post=2064882:date=Jan 22 2013, 05:06 PM:name=supsu)--><div class='quotetop'>QUOTE (supsu @ Jan 22 2013, 05:06 PM) <a href="index.php?act=findpost&pid=2064882"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->bro, do you even medpack?!<!--QuoteEnd--></div><!--QuoteEEnd-->
Meds for zups, not even once.
<b>1 Node:</b> We can't have nice things (no medpacks)
<b>2 Nodes:</b> We can't have nice things (no medpacks)
<b>3 Nodes:</b> We can occasionally have nice things (rare medpacks)
<b>4-5 Nodes:</b> We can have nice things (solid medpack support)
<b>6 Nodes:</b> The game is over, aliens just don't know it yet (fanatical medpack support)
Hell no, go out with a bang. Once the base is recycled and the marines are dead drop as many med packs as you can beside the CC. Get out of CC and onto the medpack pile. Enjoy trolling and killing aliens until you run out of medpacks.
hilarious when you have over 100 res worth of medpacks.
When a marine is seconds from finishing a res node and an alien is running at him.....
Building an obs....
You gota decide if its worth it or not givin the situation.
If you have any doubt *dont medpack* Its to expensive. Unless of course 4+5+ res nodes.
You really think that medpack spam is the determining factor in whether marines win or not?
Medpacks are highly situational.
I hate giving out medpacks, 100 health is barely two bites. Weapons or armor upgrades are worth more unless whatever the marines are doing is vital to your strategy.
I would even say that meds are more important than armor and weapons upgrades... I win most games as marine com with just A1/W1 + shotguns, mines and a few phasegates.. And that's because I keep my marines alive and out in the field as long as possible.
Obviously there are exceptions to the rule, and there are some players that I won't med at all because they'll just die anyways... but you're almost always gonna want to med people.
Also: Phase getting hit? med spam the floor around it so the first guy through has a chance to grab a kill or two. IP getting hit? Drop some med packs near it. Skulk on your obs? Drop some meds near your comm chair, hop out, stand on them and shoot.
Throw a nanoshield + meds onto a guy with a shotgun and watch him solo a fade like it's nothing.
I <3 meds.
Medpacks are highly situational.
I hate giving out medpacks, 100 health is barely two bites. Weapons or armor upgrades are worth more unless whatever the marines are doing is vital to your strategy.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think medpacks often determine which side is left standing after an engagement, which translates into more resources, map control, tech, etc.
I have yet to come across any sort of strategy that didn't involve keeping Marines alive long enough to reach objectives.
Thanks for showing the new players how hollow and bad the game is with a clusterf**k vs clusterf**k.
- Good players (usually high kdr) or
- Players in critical situations/locations (e.g. building PG, sniping upgrades, last guy defending base)
Doesn't matter regarding playercount, pub or comp.