The New New Medgel Changes and Configuring Your Apollo

Daniel Raymond explains that recent changes to Star Citizen’s med gel system have doubled med gel capacity and significantly reduced healing costs, while recommending an optimal Apollo med ship setup with one tier one med bed for healing and two tier two beds for regeneration to maximize efficiency. He also discusses the evolving role of med ships in gameplay, the potential for PvE rescue missions, and upcoming community events and contests on his channel.

In this video, Daniel Raymond from Ray’s Guide discusses recent changes to the med gel system in Star Citizen, highlighting that respawns and healing have become significantly cheaper. While a canister of med gel still costs the same, it now holds twice as much—200 units instead of 100. Consequently, healing costs have dropped substantially, with tier three injuries costing 2,500 credits, tier two injuries 5,000 credits, and the most severe tier one injuries 50,000 credits. Despite the cost reductions, regenerating in a hospital remains free, providing a necessary option for players who might otherwise be priced out of healing.

Daniel explains the new mechanics around med beds, noting that their capacity has increased in line with the canisters. Tier three beds hold 200 units, tier two beds 400 units, and tier one beds 600 units, although there may be a typo regarding the tier one bed capacity. The system requires players to use full canisters or none at all, which can lead to waste if the bed’s capacity doesn’t perfectly match the amount of med gel needed. This creates strategic considerations, such as having multiple med beds on a ship to manage healing and regeneration efficiently without wasting resources.

The video then explores optimal configurations for the Apollo med ship under the new rules. Daniel suggests equipping one tier one med bed on one side for all healing needs due to its capacity and ability to handle all injury severities, and two tier two beds on the other side dedicated to regeneration. This setup minimizes waste and maximizes efficiency, allowing teams to manage healing and respawns effectively. He emphasizes the importance of saving med gel, noting that careful management can prevent unnecessary expenses.

Daniel also discusses the role of med ships and medical rescue beacons in gameplay. While healing has become cheaper, responding players are only required to revive, not heal injuries, which can be done with simpler tools like med pens or guns. This limits the necessity of med ships to supportive roles in team ground battles rather than general rescue operations. He raises the question of whether there will be enough demand for independent rescue operators, suggesting that PvE content involving emergency search and rescue missions could fill this niche, providing engaging gameplay scenarios and incentives for med ship players.

Finally, Daniel touches on upcoming community events and contests on his channel, including a video ending contest tied to the 4.3.1 patch release, a Los Angeles area watch party for Sizzing Con and Bar Citizen, and giveaways for various ships. He encourages viewers to participate by subscribing, commenting with the secret word, and becoming channel members for automatic entry. He closes with his signature sign-off, wishing players to fly safe and keep it real in the Star Citizen universe.