Reworked Medikits

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Author: RealityMachina

Last revision: 1 May, 2020 at 02:29 UTC

File size: 117.76 KB

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Description:

Trying to make current healing abilities work like they did in X2 doesn’t really work to make a Medic character less prominent (unless you’re running full encounter heals, but then you’re not here for this then) or critical at higher difficulties, so let’s flip the script.

Rundown

The base medikit abilities (including the ones from my Medikit expansion), are now infinite use, and instead come with a 1 turn cooldown when used.

They also provide a new breach option, Triage, which allows for a partial health restore of your teammates before breaking through. This is one time per mission by default.

To make sure this doesn’t 100% supplant Medics, they do get some bonuses for using Medikits:

Medikits have a 0 turn cooldown on Medics. Yes this means they can do a full health restore on someone if you park them right next to you.

Triage gets an additional charge on Medics.

Yes this makes Refresh a bit more of a joke than it already is, but it already was a joke if you had someone who could stun an enemy and give Terminal time to top up people’s health for free.

Alternatively, you can go to the mod folder (this is in a path like steamappsworkshopcontent8821002076608170), edit the mod’s XComGameCore.ini and empty out the array if you just want the base medikit changes.

You can also further customize details like cooldown bonuses or whether medikits are a free action *seperately* from utility items.

Compatibility notes

This does NOT affect any other healing abilities configured to use ammo, like the Gremlin Heals mod.

Why buff it this hard?

Yes this makes Medics more stronger by default, but also significantly raises the floor of medikits so they feel like an actual alternative to bringing a dedicated Medic instead of feeling like something that could be useful but instead feels like you should just bring an actual Medic along.

Plus the targeting of them hasn’t been changed, so positioning of units is still important for actually applying heals to another unit without a GREMLIN to make the task easier.