KF2 Field Medic Perk Guide (Early Build)
A short Russian guide to the Medic, translated. The author warns that updates made it outdated, so it is a snapshot of the early game. Current material: Medic weapons and hybrid builds and the Medic perk page.
The Field Medic perk.
Role
The Medic is even more of a support class than Support itself. Along with the Berserker it is one of two necessary classes, and the only one whose death in the last waves usually means the team's death. A rear-line class: stand behind everyone next to the Demolitionist while still seeing the others.
Cons:
- low damage;
- the weakest class in the game;
- effective only against small Zeds;
- unfit for melee without certain talents;
- the most monotonous gameplay because you barely fight.
Pros:
- earns XP without kills;
- moves faster than other classes;
- can give armor to others for free;
- grenades make a poisonous barrier small Zeds cannot cross;
- the syringe heals more and recharges faster than for other classes.
The author's joke picture: "When you decided to play medic" (a real scalpel held up to the screen).
Talents
| Tier | Left | Right | Author's pick |
|---|---|---|---|
| Healing Surge / Enforcer | health +20% | ammo +20% | Solo: right; team: left. The team will protect a Medic with everything, so he need not fight |
| Combatant / Armament | full armor at start and armor 60% cheaper | darts less effective but they restore armor | Solo: left; team: right. Armor is restored for the team and the Medic. With Vaccination you can skip buying armor if you restore everyone before the last Zed dies (only if everyone plays well) |
| Regeneration / Lacerate | slow health regeneration | enemies bleed for about 15 seconds | Solo: right; team: left. Small Zeds die without it and it barely works on large ones |
| Vaccination / Acidic Compound | like Armament, restores armor along with health, more efficient, and briefly resists Bloat vomit | darts become poisonous and grenades may panic Zeds | Solo: right; team: left. Take the right only if the whole team is dead and you have no ammo |
| Airborne Agent / Sedative | darts create a healing cloud giving 10% to everyone near the healed teammate | darts put any Zed (except bosses) to sleep for about 4 seconds | Clearly right: to heal several players throw a healing grenade, while a guaranteed stun can save the team from a Fleshpound, especially with a Demolitionist using stunning dynamite |
Weapons
The Medic is most effective with several weapons, switching between them to fire darts almost continuously. To make darts home in on a wounded teammate, aim down sights and point at them: you hear a distinctive sound and a blue outline appears around the crosshair. Nearly all Medic weapons can stun enemies briefly, especially when shooting legs.
- HMTech-101 Pistol: tier 1, almost the only starting weapon any class will use: one slot, kills any trash with a headshot. Drawbacks: heals less in other classes' hands and always fires 2 darts.
- HMTech-201 SMG: tier 2, as useless as it is fast firing; do not buy it. Fires 2 darts, slightly more effective than the pistol's.
- HMTech-301 Shotgun: tier 3, the most powerful weapon in the arsenal and best for alternating while healing. Fires 2 darts of the same effectiveness. If you must fight, this shotgun beats the fast SMG.
- HMTech-401 Assault Rifle: tier 4, the class's best weapon; without it you are only half useful. It can fire three darts, but fire one at a time and let them recharge for a second to heal without switching weapons, though less effectively. Drawbacks: heavy recoil (only short bursts) and low stopping power.
Tactics
Hide behind teammates, take tier 3 and 4 weapons and use up your darts freely: while you switch, they recharge. Use grenades only when a big crowd gathers at your position or to cover a retreat; Zeds passing through the healing cloud get briefly poisoned, small ones die after a while and large ones take some damage. You do not need to fight: healing earns XP, not much but almost continuously.
FAQ
- What is the best Medic weapon?
- The HMTech-401 Assault Rifle (tier 4) is the class's best weapon, while the HMTech-301 Shotgun is the strongest and is good to alternate with when healing.
- How do I make darts home in on a teammate?
- Aim at the wounded ally: you hear a distinctive sound and a blue outline appears around the crosshair.