KF2 Field Medic Guide: Weapons, Loadout, Skills (Early Version)
This is a translation of a Brazilian Portuguese guide, marked "outdated" by its author, about the Field Medic in the early version of Killing Floor 2. Numbers and weapon details have changed since, so use it for the overall role.
Perk bonuses
- Syringe recharge speed: 8 percent per level
- Syringe healing power: 2 percent per level
- Bloat bile resistance: 2 percent per level
- Movement speed: 0.4 percent per level (other sources list 1 percent)
- Armor bonus: 3 percent per level
The Field Medic is one of the most important classes on Suicidal and Hell on Earth. It is not hard to play, but not everyone can do it, because it does not fight Zeds directly: its focus is quick sequences of healing syringes to keep perks like the Berserker alive. It should stay behind the team, ideally somewhere with a view of everyone or where Zeds must face teammates first. Its weakness is exactly this dependence on teammates against large Zeds such as Husks and Sirens.
Priority targets
The medic can help by killing weaker enemies: Cyst -> Cloat -> Slasher -> Crawler -> Stalker. Their heads are fragile and one pistol or SMG shot is enough, which stops the team being swarmed while they handle stronger Zeds. Others need more: a Gorefast may need several headshots, as do Bloats and Sirens; a Husk should be hit only on the fuel tank on its back. Avoid Fleshpounds and Scrakes entirely.
Arsenal
The Field Medic has the most varied arsenal: a pistol at tier 1, an SMG at tier 2, a shotgun at tier 3, an assault rifle at tier 4 and a scalpel for melee. Despite that, medic weapons are the weakest in the game: lowest damage, worst recoil and only a high rate of fire.
HMTech-101 pistol.
HMTech-101 Pistol. The starting weapon, a little stronger than the 9mm. It kills small first-wave Zeds with one headshot (except Gorefast and Bloat). The syringe can hold at most two shots, and its recharge depends on your level.
HMTech-201 SMG.
HMTech-201 SMG. Slightly faster fire rate than the pistol and similar damage. It also holds two syringe shots.
HMTech-301 shotgun.
HMTech-301 Shotgun. Sweeps rows of weak Zeds and penetrates up to two behind the first. Its syringe also holds two shots, with a shorter recharge depending on level.
Hemogoblin.
Hemogoblin. An alternative to the 301 shotgun that fires darts that drain life from enemies; consecutive hits visibly change the Zed's appearance.
HMTech-401 assault rifle.
HMTech-401 Assault Rifle. Weaker than the shotgun but with more ammo and a higher fire rate than the SMG. Its recoil is very sensitive, so you need light mouse control at range. It stores five darts, ideal for a healing combo.
Medic grenade.
Medic Grenade. Instead of exploding it releases a gas that heals allies and infects enemies. It cannot heal several allies in different directions at once; use it when a Berserker is holding a Fleshpound or Scrake, to heal him and deal minor damage.
Loadout
At the end of a match the medic wants Hemogoblin plus SMG, or the 301 shotgun plus pistol.
Economy
The medic is not a combat perk so it spends little ammo, which leaves plenty of dosh, if you keep healing and fight only small Zeds. Until wave 3 you can save a lot if you stay on the pistol instead of the SMG, since they differ only in fire rate. With grenades saved, you can afford the rifle before the Scrake wave, then the shotgun and last the pistol. This assumes you do not pick up items, sell weapons or give dosh to dead or joining players.
Skills
The healing focused skill setup.
Healing focus. The first tier raises your health cap, and the next three give allies speed, damage and damage resistance bonuses. The final skill releases a healing gas around you during Zed Time that heals nearby allies for a few seconds.
The combat medic skill setup.
Combat medic. The second column suits solo or offline play, never team play. The author considers it weak: it gives miserable bonuses, the worst DPS of any class and heals with no bonus.
See also Field Medic loadout guide and Field Medic team guide.
FAQ
- Which Zeds should a Field Medic target?
- Weak Zeds first: Cyst, Cloat, Slasher, Crawler and Stalker, which die to one headshot. Avoid Fleshpounds and Scrakes completely.
- Is the Field Medic strong at fighting?
- No. The guide calls it the weakest class in damage, recoil and DPS; its value is healing, so it should stay behind teammates.