Do you Medpack?

beyond.wudgebeyond.wudge Join Date: 2012-10-19 Member: 162731Members
edited January 2013 in NS2 General Discussion
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?
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Comments

  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2013
    12v12 pub game:

    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
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    I basically never medpack mid combat. No guarentee on your investment.

    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.
  • beyond.wudgebeyond.wudge Join Date: 2012-10-19 Member: 162731Members
    edited January 2013
    Koruyo: Mmmmm, that makes sense.

    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.
  • nikodimus86nikodimus86 Join Date: 2012-10-22 Member: 163188Members
    Ammo and meds only if they are killing buildings like spur, veil or the cara/regen thingy I can't remember.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    edited January 2013
    I agree with your conclusion, unless your support is going to directly effect your team either gaining or killing and rt or upgrade, I never give medpacks and rarely give ammo except maybe to my best players (who are usually actively pursuing the above). I also will of course spam meds to try to save phase gates.

    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.
  • beyond.wudgebeyond.wudge Join Date: 2012-10-19 Member: 162731Members
    How many meds is saving a phase worth? 5 res? 10? 15?
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    <!--quoteo(post=2064870:date=Jan 22 2013, 07:49 AM:name=beyond.wudge)--><div class='quotetop'>QUOTE (beyond.wudge @ Jan 22 2013, 07:49 AM) <a href="index.php?act=findpost&pid=2064870"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How many meds is saving a phase worth? 5 res? 10? 15?<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    I tend to hold back meds unless I'm supporting a battle over an rt/tech point. I am much more happy to dole out meds when my marines are carrying welders. Without armor, medpacks turn into res sinks.

    I will support a good rambo that is attacking upgrades/rts.
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    bro, do you even medpack?!
  • WildChickenWildChicken Join Date: 2004-08-25 Member: 30891Members, Constellation
    <!--quoteo(post=2064832:date=Jan 22 2013, 02:59 PM:name=|strofix|)--><div class='quotetop'>QUOTE (|strofix| @ Jan 22 2013, 02:59 PM) <a href="index.php?act=findpost&pid=2064832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I basically never medpack mid combat. No guarentee on your investment.

    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.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    I med spam the people I know can get kills, the others I let die. Meds and ammo are the most important thing the marine comm has to do.
  • AxehiltAxehilt Join Date: 2003-09-12 Member: 20796Members
    In addition to the factors others point out, I consider resource node count:
    <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)
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    I feel like mid-combat meds are even more useful than they were in NS1 with the new partial bite mechanic. A med or two can sometimes be the equivalent of 3 bites which is significant. Medding baddies is always costly, though.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    This thread is hilarious, no wonder the public Marine winrate is so bad. It's one thing to not med a doomed Marine but quite another to let one continually wander around the map only one bite from dying. If you do this, Marines will be unable to get anything done or waste all their time running back to armories for heals, wasting the most valuable resources - time and map control. Just as important, Marines are individual human players, and if they don't get meds, they'll be less likely to take the risks needed to win the game.
  • neighbsneighbs Join Date: 2012-09-11 Member: 159024Members
    Spamming medpacks on your opponents last hive is the most mannered way to end the game in my opinion.
  • Warrior JWarrior J Join Date: 2012-11-19 Member: 172431Members, Reinforced - Diamond, Reinforced - Shadow
    only if they can shoot
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    edited January 2013
    <!--quoteo(post=2064915:date=Jan 22 2013, 12:35 PM:name=neighbs)--><div class='quotetop'>QUOTE (neighbs @ Jan 22 2013, 12:35 PM) <a href="index.php?act=findpost&pid=2064915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Spamming medpacks on your opponents last hive is the most mannered way to end the game in my opinion.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • waflzwaflz Join Date: 2012-09-07 Member: 158459Members
    Medding is important when your dropping meds to hold a very important location or trying to get a ninja gate off.

    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.
  • bongofishbongofish Join Date: 2003-08-17 Member: 19893Members
    <!--quoteo(post=2064910:date=Jan 22 2013, 01:23 PM:name=Underwhelmed)--><div class='quotetop'>QUOTE (Underwhelmed @ Jan 22 2013, 01:23 PM) <a href="index.php?act=findpost&pid=2064910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This thread is hilarious, no wonder the public Marine winrate is so bad. It's one thing to not med a doomed Marine but quite another to let one continually wander around the map only one bite from dying. If you do this, Marines will be unable to get anything done or waste all their time running back to armories for heals, wasting the most valuable resources - time and map control. Just as important, Marines are individual human players, and if they don't get meds, they'll be less likely to take the risks needed to win the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • ritualsacrificeritualsacrifice Join Date: 2012-11-14 Member: 171148Members, Reinforced - Shadow
    wat is this i don't even.... there are people who really think that NOT medpacking is a good idea? letting your marines die is almost always bad unless you're trying to save up for something expensive like Exos or something, but if you're trying to save up for exos that means you <i>probably</i> should have just used more meds early game and kept the pressure up.

    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.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=2064943:date=Jan 22 2013, 01:19 PM:name=bongofish)--><div class='quotetop'>QUOTE (bongofish @ Jan 22 2013, 01:19 PM) <a href="index.php?act=findpost&pid=2064943"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    no unless its late in game or already won. ns2 without r4k res flow is just too slow compared to ns1 for any kind of medpack unless really strategically necessary.
  • hushus Join Date: 2012-11-25 Member: 173206Members
    Question lost relevance when noted its on a 12v12 server.
    Thanks for showing the new players how hollow and bad the game is with a clusterf**k vs clusterf**k.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    You medpack either
    - 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.
  • Omar - The WireOmar - The Wire Join Date: 2012-11-01 Member: 165320Members
    lol @ the people who say they don't, or rarely do.
  • umphreyumphrey Join Date: 2012-10-31 Member: 165280Members
    Sometimes I tend to be pretty stingy with them, but often times I do it just to inspire the men. No one complains, or ignores a waypoint, when they get constant health, ammo, and extractor drops. However sometimes it just isn't worth it, you know your marine is going to die. Also, sometimes the only difference in keeping a marine alive is armor, and a medpack doesnt even help. For example, early game, skulk gets 1 bite, medding up from 78 health doesn't change anything unless he's fighting a gorge or a lerk.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    I medspam quite a bit. Any time I think a fight is important enough that I want to win it, and it's a fight that I think could be won with medspam and potentially lost without it, I medspam. Although technically I don't always medspam - often I just drop medpacks on the marine instead of spamming like 8.
  • GoldenGolden Join Date: 2004-09-01 Member: 31169Members, NS1 Playtester, NS2 Playtester, NS2 Map Tester, WC 2013 - Silver, NS2 Community Developer
    I medspam very often. Killing an alien harvester is easily worth 15 res in medpacks, especially in a pub. Not to mention you often kill a second node by keeping the marines alive.
  • TurboCatTurboCat Join Date: 2012-12-30 Member: 176811Members
    I have been going back and forth on this issue however after reading these replies perhaps I do need to spam med packs more often than just watching people die..
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