Evrik wrote:
The ACE3 team do need to make the PAK's more important. The system in ACE2 was great. Each infantry soldier had a small kit of half a dozen bandages and a couple of morphine / epi in their personal kit. In an emergency they could prevent themselves from bleeding out (assuming they weren't insta-killed), or stabilize a comrade until a medic got there. Using epi took a longer time for non-medics, but could still be used. PAKs were the only way of treating broken legs and restoring aim (it used to shake really badly after taking heavy damage so you were largely combat ineffective unless on full auto at close range). It made the medic important, but not vital, which I think is the balance we are hoping to achieve. In order to keep pushing forward, you needed a medic on site to keep people combat effective. However, without a medic, you could at least keep squad members alive to allow a withdrawal or wait for reinforcements / medics to arrive. It also led to the medic running around asking infantry for spare morphine / epi's during longer ops.
Pretty much this. I also dont get why they removed something that was once in CSE. It was more or less the way it was in ACE3 with the addition that non-medics could use the paks (and have the same bonuses of a medic) if they were inside a medical vehicle or building. So even when face a situation were all medics are down or not around, you could still organize a MEDEVAC vehicle and solve the situation with it. That kept the flow up and also added another small layer of depth to it.