XCOM 2
Field Medic Class
[OBSI] Rumrunner  [developer] Mar 16, 2016 @ 5:50am
Revival Skill
First Aid: Revive has been added as an associated ability of the First Aid passive. Squaddies automatically get the skill upon ranking up.

Revive removes any negative mental condition from a friendly target also provides a temporary Will boost on application.

Due to FA: Heal, FA: Stabilize, FA: Revive, and Triage all pulling from the same charge pool, the amount of bonus charges have been upped to 3.

So, Squaddies start with 4 medikit charges, Aptitude still provides 2 more.

(Stabilize and Triage should both use 2 charges - but it might be bugged)
Last edited by [OBSI] Rumrunner; Mar 22, 2016 @ 5:19am
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Showing 1-15 of 15 comments
Jarquafelmu Mar 16, 2016 @ 9:33am 
What about if it was usable upon cooldown instead of once per mission?
Lance Mar 16, 2016 @ 11:10am 
i think is really important ,its totaly needed , your class is really good , and take the place of the medecine guy TOTALY
so its TOTALY needed for my part
Lance Mar 16, 2016 @ 11:12am 
and yyour field médic is really good and différent already , but a fild médic that cant reanimate , its like Xcom with no guns
Bobby Mar 16, 2016 @ 12:32pm 
Maybe adding healing +1 or +2?
a8a Mar 16, 2016 @ 3:06pm 
To distinguish this from the Specialist ability:

1. Name it "Resuscitate" or similar synoym.

2. Field Medic has to be adjacent to revivee. Means the Medic is more likely to be exposed to risk of enemy fire during revival, unlike the Specialist, or has to drag the unconscious comrade away from the engagement zone for safer revival. This fits the concept of a close support character for the squad.

3. Resusitate also adds more health to the recipient upon use. Fits the motif of deeper single-target healing that the Field Medic has, in contrast to the Specialist's wider whole-squad healing. Amount of healing increases if Nanomedikit is equipped rather than a normal Medikit.

4. Reduces wound recovery time by 25%, upgradeable with a perk to 50%.

Points three and four could be either / or. Reduced wound recovery time for everyone that gets injured in a mission with a Field Medic still alive at the end of it could instead be something that the class receives as its own ability, offering a compelling incentive to bring one along.
Thaleras Mar 16, 2016 @ 6:56pm 
So presently we have two classes that can take on the healer role. Head to head they have very similar throughput healing. Its the extras in the kit that make the difference.

Specialist: Long range healing, hacking ability, has to dedicate to healing (at least in medical protocol), solid base buff in aid protocol, okay fire support.

Field Medic: Base healing ability (at squadie), close range healer, excellent mobility allowing for great damage in the form of shotguns, a lot of squad support skills.

So if we call them equal in terms of healing with risk of close range healing being complimented by better damage potential.

Now Revival Protocol is balanced against Haywire protocol, which is a very hard choice to make. Design wise it is typically better not to just lump everything about one class into another, its always better to have competition and right now I see them as being very competive in the healer role. That said I have never felt the need for Revival protocol, so I do not see it being a necessity for another class.

Seems like the best way of not overlapping would be to code the squadie medikit heal special for the field medic to allow for a charge of the medikit to bring someone out of unconsciousness. I for one like the current skill trees, lots of compelling choices, but it certainly does not need a buff on top of getting revival ability.
[OBSI] Rumrunner  [developer] Mar 17, 2016 @ 8:55am 
After careful thought and your guys input, I'm going to add a Revive effect to the First Aid: Stabilize skill. This way a revive is added without replacing any current skills. First Aid: Stabilize ( probably will get renamed to Resuscitate - a8a :) ) will also be given a defense boost effect that lasts for 2 turns or so.

Also, I will attempt to add an effect to First Aid: Heal that reduces/removes Wounds time to healed allies ( no clue how hard this one will be, gotta experiment )
Thaleras Mar 17, 2016 @ 6:57pm 
Lucbration Infantry class has a skill that affects wound down time, might help in figuring it out. If nothing else he may be helpful. Incase it helps.
[OBSI] Rumrunner  [developer] Mar 19, 2016 @ 1:24pm 
Thanks for the info, Thaleras, I'll use that as a starting point.
[OBSI] Rumrunner  [developer] Mar 21, 2016 @ 4:48pm 
Revive skill added as an associated ability of First Aid, shares charges with Heal, Triage, and Stabilize. (increased First Aid charge bonus too)
Tabris Jun 24, 2016 @ 7:18am 
I've seen a fair amount of people reporting you can't revive uncouncous soldiers, I can't either, could it be a mod conflict or what?
ElTustador Jun 29, 2016 @ 2:44am 
Originally posted by Arrhythmia:
I've seen a fair amount of people reporting you can't revive uncouncous soldiers, I can't either, could it be a mod conflict or what?
Same for me
PoeMan X Oct 9, 2016 @ 12:33am 
Originally posted by Arrhythmia:
I've seen a fair amount of people reporting you can't revive uncouncous soldiers, I can't either, could it be a mod conflict or what?
I am having the same issue
Captain_Awesomed Oct 30, 2016 @ 4:19am 
Originally posted by Littlepip:
I've seen a fair amount of people reporting you can't revive uncouncous soldiers, I can't either, could it be a mod conflict or what?
Same here.
Warmaniac_209 Nov 29, 2016 @ 12:23am 
also getting the same issue here as the other reported, i cannot unse the first aid :revive ability on unconsious or disoriented soldier soldier
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