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question about granate and suggestion for medikit


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i'm guessing it's about throwing grenade above walls for the 1st part. I know that i can throw above half-obstacles, not full obstacles (it bounces)

I also noticed that obstacles adjacent or within a couple tiles of my soldier do not impair his shoots at a target 10+ tiles away, which is new and i'm glad :)

For the medkit, it works the same as aiming process with weapons, starting at 5 TUs use. It's fine with me (adding a new button for special cases may not be do-able easily)

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Kind of following on from the earlier questions...how do you even use a medikit? I can't for the life of me figure out how...I can't find a hotkey for it anywhere and looking over things on the UI, I can't find a heal icon or similar on it.

Oh, and are medical packs one-use items, no matter how many TUs you spend, or are they TU limited, or is having one in your kit enough, and you can use them infinite times?

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open inventory, drag and drop it on main weapon slot (you need room to put weapon in backpack), close inventory.

You can activate it like a weapon (R key by default) and right click to increase the TUs cost to improve the HPs healed on the target, left click adjacent target to use.

I had a slight bug a couple times with it and did not reproduce it willingly : it used all my TUs (i wanted a big heal) but it consumed 1 (out of 50) charge of the medikit and healed 1HP to the target, instead of 20+ for the amount of TUs selected. I'll try to reproduce it, hopefully with a report sometime soon

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My issue with medkits is that I can't use them on the same soldier that is carrying them. If I have my leg shot up, I should be able to patch it. Having an arm blown off would ... complicate ... the issue, but not every wound is a crippling arm wound.

And if my arm is far too wounded to patch up, then how come I have the ability to fire MGs, Rockets, and Sniper Rifles? These require the use of both limbs, and preferably a steady mount to shoot from. It is not possible to fire these one-handed, even with a supporting structure like a crate or low wall.

If my arm is too badly injured to use a medkit, I should be relegated to using a pistol as well until healed.

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Well, my first thought is that the game isn't necessarily intended to be realistic. In the original XCOM soldiers couldn't heal themselves, and in this one they can't either. I don't have an issue with this, in fact I think it makes for more tense gameplay. If you can't heal yourself, you have to get a guy over there to heal him, which may not be possible at that moment. If he's bleeding, then it's even more tense.

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