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==Offensive Strategy== |
==Offensive Strategy== |
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*If your [[troops]] are low in health and they are reasonably close together, deploy a Medkit where they are standing if they are attacking a [[buildings|building]]. If they are moving towards a building, deploy it slightly ahead of them to compensate for the travel time the Medkit takes when fired and the movement of the troops. |
*If your [[troops]] are low in health and they are reasonably close together, deploy a Medkit where they are standing if they are attacking a [[buildings|building]]. If they are moving towards a building, deploy it slightly ahead of them to compensate for the travel time the Medkit takes when fired and the movement of the troops. |
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− | * If you use groups of [[Heavy|Heavies]] as "meat shields" while your other troops do the damage, stack two Medkits on your [[Heavy|Heavies]] to increase their lifetime as meat shields |
+ | * If you use groups of [[Heavy|Heavies]] as "meat shields" while your other troops do the damage, stack two Medkits on your [[Heavy|Heavies]] to increase their lifetime as meat shields. It should be noted that this won't help against turrets with single-shot defenses like [[Cannon]]s, [[Boom Cannon]]s and [[Doom Cannon]]s which might kill a Heavy in one shot before the Medkit can do anything. Therefore, it is best to do this against splash defenses such as [[Machine Gun]]s, [[Flamethrower]]s, and [[Mortar]]s. |
*It is a good idea to put one or two Medkits on your [[Warrior]]s as they attack the [[Headquarters]] to shield them from splash damage [[Defensive Buildings|defenses]] and to heal up any damage they may have incurred from [[mine]]s on the way to the [[Headquarters]]. |
*It is a good idea to put one or two Medkits on your [[Warrior]]s as they attack the [[Headquarters]] to shield them from splash damage [[Defensive Buildings|defenses]] and to heal up any damage they may have incurred from [[mine]]s on the way to the [[Headquarters]]. |
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**You can also place a Medkit on the [[Warrior]]s as they wait for the [[Smoke Screen]] to fade off so that they will be ready to withstand damage when they are revealed. |
**You can also place a Medkit on the [[Warrior]]s as they wait for the [[Smoke Screen]] to fade off so that they will be ready to withstand damage when they are revealed. |
Revision as of 04:12, 1 July 2015
"Heal your troops on the battlefield. Troops inside the Medkit's area of effect will recover health."
Summary
- The Medkit is the 3rd weaponry unlocked for the Gunboat. It is unlocked at Headquarters level 4.
- When it lands, the Medkit forms a yellow ring that heals troops inside.
- Inside the yellow ring, small red crosses appear floating in the air, indicating that troops are being healed.
- The Medkit is able to stack with other Medkits as well as healing from the Medic.
- The amount that the Medkit heals is applied to each individual troop within the Medkit's area of effect. The heal is not split between troops.
Offensive Strategy
- If your troops are low in health and they are reasonably close together, deploy a Medkit where they are standing if they are attacking a building. If they are moving towards a building, deploy it slightly ahead of them to compensate for the travel time the Medkit takes when fired and the movement of the troops.
- If you use groups of Heavies as "meat shields" while your other troops do the damage, stack two Medkits on your Heavies to increase their lifetime as meat shields. It should be noted that this won't help against turrets with single-shot defenses like Cannons, Boom Cannons and Doom Cannons which might kill a Heavy in one shot before the Medkit can do anything. Therefore, it is best to do this against splash defenses such as Machine Guns, Flamethrowers, and Mortars.
- It is a good idea to put one or two Medkits on your Warriors as they attack the Headquarters to shield them from splash damage defenses and to heal up any damage they may have incurred from mines on the way to the Headquarters.
- You can also place a Medkit on the Warriors as they wait for the Smoke Screen to fade off so that they will be ready to withstand damage when they are revealed.
Upgrade Differences
- There are no visual differences between upgrades. However, the healing per pulse increases at each level (the number of pulses and the duration of the effect always stay the same).
Trivia
- Medkits disappear after 7.5 seconds.
- The Medkit pulses once every 0.28 seconds, approximately four times per second.
- Each Medkit pulses 25 times before it disappears.
Effect Radius |
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3.5 tiles |
Number of Shots | Energy Cost |
Cumulative Energy Cost |
---|---|---|
1 | 6 | 6 |
2 | 9 | 15 |
3 | 12 | 27 |
4 | 15 | 42 |
5 | 18 | 60 |
6 | 21 | 81 |
7 | 24 | 105 |
8 | 27 | 132 |