Difference between revisions of "Медик (Long War)"
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{{Прогрессия Параметров (LW)-entry | Мастер Старшина | 1 | 3 | 3 | 18 | 3(4) | 28(35) }} | {{Прогрессия Параметров (LW)-entry | Мастер Старшина | 1 | 3 | 3 | 18 | 3(4) | 28(35) }} | ||
{{Прогрессия Параметров (LW)-end}} | {{Прогрессия Параметров (LW)-end}} | ||
− | + | Псионики так же получают от 1 до 6 бонусной воли за уровень псионика (<code>1 + rand(6)</code>). | |
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== Tactical Advice == | == Tactical Advice == |
Revision as of 12:31, 20 July 2015
Данные соответствуют версии b15e. Актуальная версия: 1.0. |
Медик схож с классом Поддержки, специализирующемся как полевой медик, из ванильной версии ХСОМ. Его базовая способность Военврач, добавляет одно свободное использование медпакета и дополнительно увеличивает количество использований медпакета при экипировке с одного раза до двух.
- Основное оружие: Карабины, Штурмовые винтовки, Боевые винтовки, Пистолеты-пулеметы, Дробовики.
- Дополнительное оружие: Пистолеты, Легкие Пистолеты-пулеметы, Обрез.
- Классовое снаряжение: Нет.
Способности
Прогрессия характеристик
Звание |
За уровень |
Всего |
За уровень |
Всего |
За уровень* |
Всего* |
---|---|---|---|---|---|---|
Специалист | 1 | 1 | 3 | 3 | 6(7) | 6(7) |
Младший Капрал | 0 | 1 | 2 | 5 | 6(7) | 12(14) |
Капрал | 0 | 1 | 3 | 8 | 4(5) | 16(19) |
Сержант | 1 | 2 | 2 | 10 | 3(4) | 19(23) |
Мастер-Сержант | 0 | 2 | 3 | 13 | 3(4) | 22(27) |
Старшина | 0 | 2 | 2 | 15 | 3(4) | 25(31) |
Мастер Старшина | 1 | 3 | 3 | 18 | 3(4) | 28(35) |
* Даже без Скрытого потенциала во второй волне, есть шанс получить одну дополнительную волю. Шанс указан в скобках.
Псионики так же получают от 1 до 6 бонусной воли за уровень псионика (1 + rand(6)
).
Tactical Advice
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: Field Medic healing his squad, Tactical Support providing cover and defense or the Battle Medic providing fire support. If you choose to be a purist in a role or a jack of all trades it's up to you.
Role 1: Field Medic.
These medics are support units and are geared towards defensive roles. Their titular Field Medic perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. They offer the best healing in XCOM and can even help soldier recover faster from combat wounds.
With Field Medic, Paramedic, Savior and Revive they become dedicated healing medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won't do much good during said fire fights. Smoke Grenades can be taken as an item to offer them more options. These dedicated medics have many uses of medikits and plenty of healing making them suited to long operations such as base assault.
Role 2: Tactical Support.
Here medics are more than healing units, focusing on defensive support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades. Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke.
Because these medics are very item dependent it is advisable to only use them in short missions where their item uses are maximized. Such missions include small map Terror Missions, Abductions or small ship Crash Sites. On long missions they risk running out of items and becoming less effective. However during those short missions their support in invaluable as with good timing and tactics you can be keep your soldiers safe the entire mission duration (4 or more smoke grenade uses) preventing wounds rather than healing them, although they also have the tools to do so.
Role 3: Battle Medic.
These medics focus on using accurate guns to punish enemies for anything they try. With Covering Fire, Opportunist, Sentinel and Ready for Anything they are death machines capable of attacking and overwatching the same turn. Although not required Suppression can also be used for more fire options and the Aim bonus as well as Ranger for the damage bonus and Aim.
In long war medics have bad aim progression making them not viable combatants, the Battle Medic overcomes this by going on the left side of the perk tree, gaining bonus aim almost every single level. This puts them on par, if not above Infantry class (27 at max rank Vs Infantry 25) while still being able to heal. They make excellent overwatches that can shoot twice without penalty and trigger on enemy fire. The Battle Medic is better suited for missions where you are lacking fire support, as he/she prevents the enemy from advancing or taking actions besides grenades without punishment, while still capable of healing squadmates. Due to this appropriate items are Scope for the aim bonus to his shots and the normal Medikit to still fulfill his medical role.
Mechanics
Field Surgeon
A surgeon has 75% to remove 1HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. +1 to lowest point soldier's HP got - game tracks this value during the mission for wound time calculation. Never more than 1 HP. If a soldier was wounded for only 1 HP it has 75% to not require hospital time. For soldiers with "deeper wounds" (more than 1 HP lost) field surgeon will only reduce hospital time (by a significant amount if the hospital time rises non-linearly with the amount of HP lost. Minor wounds heal quick).
Having 2+ surgeons in mission means all soldiers injured in combat get this +1 to lowest HP value and will thus spend less (or no) time in hospital.