As it stands now, I get a base of 75 points for a revival then I can make about 30 additional points after they wake up by healing them up to full. If I level the Medical Applicator to 5, where they are revived to 100% health... will I only get the 75 points and that is it?
That's how it was in the Beta but I guess you can revive more people in a heavy battle as the revive is much faster and has greater range.
An upgraded med-tool allows you to revive faster and from a safer distance, not to mention how much a it benefits your squad to have dead men up again in a flash and with full health, So to me it feels like it is worth it.
I would rather be able to revive my teammates faster instead of standing there for long periods of time and risk not getting EXP at all because I got killed by the enemy. The upgrade is definitely worth it despite losing a few experience points.
Unfortunately, if you're trying to min-max exp you'll find lots of catch 22s. However, as everyone mentioned here, with faster revives meaning potentially more revives and a longer life-span, it'll really either even itself our or even increase with an experienced player.
Problem is, it shouldn't "even itself out" If I get a better gun and kill people faster I don't get less XP for helping my empire. XP should be based on HP healed not time spent healing.
Last I checked triage got the nerf bat. It was giving 3xp every 30 seconds. I know it was giving WAY TOO much xp before, but now it is useless. It is faster for someone to go and class swap to a medic and heal themselves than it is for them to wait for triage to heal them.
You do get less XP by losing out on the heal but combat revives are easy with a maxed applicator, so I'd say it balances out. And what is the point of Triage, anyway? Did anyone use it for anything other than cert farming? It seems wholly redundant with our class ability. I really hope they'll add in all the stuff they removed from classes during tech test, a lot of it looked really cool. Like that plague-gun CMs got.
Maxed applicator is good. Half a squad of dead people can be revived faster. Less points sure, but compared to those other medics who don't care to level up their applicators, you'll revive faster than they do, sometimes stealing their revive points.
Exactly! During Beta I had them fully upgraded and I was earning way more points, simply because I could get people back on their feet faster. When fully upgraded I was reviving like 3 or 4 players with in the same time frame it used to take me to revive only one and heal them back to full health.
Investing in medigun is worth it. With non-certed gun you most often do not even res people - they redeploy at nearest spawn point, while with a fully upgraded one you res them thrice as fast, they are instantly ready to battle (well, ammo and grenade question aside) and thus protect you from dying and allow you to res even more people. Plus, many players remember which medic has good or bad medigun, and do not agree to a res from a bad medic mid-battle, since it most often results in instant death. Pluuus, the less time you spend resing/healing, the more time you have to shoot people. So a fully certed medigun is much more effective on top of being more satisfying.
Should I go for level 5 applicator (that is 500 certs, I will not get that amount even if I play whole day) or go for something else and more vital first?
During beta, I stuck with 4 ranks, this worked just fine for me. Your healing ability can usually heal the people you revived to max health, while you start reviving someone else. And even then, I don't think they can actually survive another bullet with max health, anyway.
Apparently it was changed i heard. You get points for amount healed/repaired now not for time spent doing the actions. So i think you get full points for reviving someone
The ticks are still timebased, however I seem to be getting more xp per tick now that I upgraded the gun. You still get less xp overall I think but not as bad, and the faster rez do help a lot in heavy deaths places like the teleporter rooms in biolabs or the back entrance in tech plants and similar buildings. It's worth it because you generally get more rez in, and rez gives a lot more xp than the healing afterward anyway.
Hrmmmm...that's a conundrum. Can you heal them to 200% health? No? Then yeah...just the revive points.
OP correct sequence is: 2 points in medic tools. Then get 2X reflex sight on weapon that supports it. Then max medic tool. Finally armor of choice followed by anything else you fancy. The exp you loose in healing is more than taken care off by the exp you will gain from being an uber fast reviver.With a max tool you can even revive while under fire! I did that in beta and i did that now,both times i never looked back or regretted it
Thanks everyone for your replies. I agree that it is better to max it out now. I am at level 4 now with the tool, and appreciate it much more then the slow as molasses revives that I had at the start. Stick and move... stick and move... I will say this however, There are times when I revive and the patient goes into their animation and then revives and yet I do not get the points. Someone said that you have to stay there and keep juicing them up a while longer instead of just waiting for the circle to fill up then leaving quickly. Unfortunately this seems true. In order to assure that I get "paid", I now hold the beam on them a couple of seconds past what I normally would... and it seems to work better, this is unfortunate and wish I could just move on when I see the circle fill up and the patient go to the second animation.