Perks & Classes

KF2 Field Medic Survival Manual: Skills, Principles and Enemy Tactics

A long Russian Field Medic manual (updated after the October 2018 Halloween event and the 2019 summer event) covering gear, skills, XP, prestige, multiperk, team principles and tactics against specific ZEDs. For other Medic references see the Field Medic Hell on Earth guide, uncommon advice and the stats reference.

Field Medic title art

The Field Medic.

Achievements

If your first perk is Medic, every fifth level (5, 10, 15, 20, 25) gives both a perk achievement and an achievement for the first developed skill, plus one for reaching level 25 with all skills. Each map completed on each of the four difficulties gives two achievements: one for the difficulty and one for the perk.

Equipment

The Medic's weapons are not powerful but are well suited to healing.

  1. HMTech-101 Pistol: the starting weapon, suitable for head shots; two healing darts; best for waves 1 to 3. Single shot.
  2. HMTech-201 SMG: slightly stronger; fit for waves 1 to 4 and against Bloats, Gorefasts and Stalkers.
  3. HMTech-301 Shotgun: among the strongest of the arsenal; fits waves 4 to 10; dart or volley of darts.
  4. Hemoglobin: 1100 dosh; capsules cause bleeding; bulky, limits mobility, two darts.
  5. HMTech-401 Assault Rifle: tier 4, fits waves 5 to 10, three darts; the best candidate for healing and for helping kill mutants.
  6. HMTech-501 Grenade Rifle: tier 4, added in the Halloween event (October 2018); has a main fire and an alt-fire healing grenade launcher; fits late waves (5 to 10).
  7. Scalpel and the Medic grenade.

HMTech-101 pistol

HMTech-101.

HMTech-201 SMG

HMTech-201.

HMTech-301 shotgun

HMTech-301.

Hemoglobin

Hemoglobin.

HMTech-401 rifle

HMTech-401.

HMTech-501 Grenade Rifle

HMTech-501.

Scalpel and Medic grenade

Scalpel and Medic grenade.

Skills

The manual recommends a team build of Symbiotic Health (instead of Resilience), a support skill at each tier, and at level 25 "ZED Time - Airborne Agent" (a healing gas cloud that heals everyone in range). Battle Surgeon raises perk weapon damage 20%, but the main principle is maximum output for the team. Zedative's poison is tiny, especially on Hell on Earth. Active skills can be swapped at any time, so non-recommended skills are fine for solo practice.

Level 5 skills

Level 10 skills

Level 15 skills

Level 20 skills

Level 25 skills

The skill tiers at 5, 10, 15, 20 and 25.

Recommended build

The recommended team build.

Experience

You gain XP for killing and for healing; the healing bonus per 10 healed points is +2 on Normal and Hard, +3 on Suicidal and +4 on Hell on Earth.

General notes

  • Prestige: since the summer event "Back and Kicking Brass" (June to July 2019) there are five prestige levels per perk. Each resets progress and rewards a specially painted weapon and two million dosh for the storage (roughly 3 to 4 free cases). Skins do not affect stats.
  • Weapon upgrades: almost every weapon can be upgraded except tier 5 elite weapons priced at 2000. Tier 1 four times, tier 2 three times, tier 3 twice, tier 4 once. Each upgrade adds one weight (except the standard pistol).
  • Multiperk: any perk can use other perks' weapons, with XP going to both. The HMTech-101 gives XP to Gunslinger, the SMG to SWAT, the shotgun to Support, the 401 and 501 to Commando; the Hemoglobin gives XP only to Medic. The Hemoclobber is meant for the Berserker and also gives Medic XP.

Team principles

  1. Maximum output for the team. Your main task is healing and only then covering fire. The most common mistake is chasing kills instead of healing.
  2. Fewer mistakes, higher win chance. Do not panic and run from Butchers (Scrakes) or Fleshpounds; take Symbiotic Health, carry a melee weapon, and block with the middle mouse button when a big ZED attacks. Use communication: "Follow me", request healing, request help, and short chat codes like FP, SC and TY.
  3. Friendliness. Do not answer toxic players in kind, and help struggling teammates with advice.
  4. Learn teamwork. Playing great solo on Hell on Earth impresses nobody; each member has a role.

Early game and weapon choices

Early on you need at least the SMG, which heals and supports better than the starting pistol. Then aim for the HM-Tech 401 or 501. Experienced teams will help you get them quickly.

Comparison: the 501 has more damage; the 401 has a better fire rate, price, upgrade options and ammo reserve; the differences are minimal.

  • HM-Tech 401: three darts plus Symbiotic Health give practically endless self-healing. Best on open maps such as Outpost or Burning Paris, with teams in several defensive positions of two to three players, and when a Commando stuns a big ZED and finishes it with head bursts. Upgrades barely matter; 1500 dosh is better spent on another team member's weapon.
  • HM-Tech 501: more expensive, slower, slightly stronger, but its alt fire healing grenade launcher shines in tight maps such as Catacombs or Hostile Grounds, where groups get cornered. Having both is possible but costly.

Survival: do not leave the defensive position to heal one separated teammate and endanger the rest; ignore blame from those who wander off. React quickly to "FP" and "SC" calls.

Tactics against specific ZEDs

Siren

Siren.

  • Siren: her scream destroys every grenade, so throw healing grenades carefully; only Demolitionist has a counter. When one or more Sirens approach, close the distance quickly and fire at the head; if you are already close, a melee strike interrupts her scream. Practice hip fire.

Husk

Husk.

  • Husk: its flames can zero the whole team's health. Keep your distance; close-up it sprays flame and may self-destruct at low health. At range it fires fireballs that are easy to dodge by sidestepping or hiding behind cover. The weak point is the fuel tank on its back: a couple of hits cause an explosion; otherwise aim for the head.
  • Dual-blade Berserker (Gorefiend): more durable and powerful, with a "centrifuge" spinning attack that can kill the team. The head is the weak spot (he covers it with his blades), legs are next. If he starts spinning, keep your distance and fire at the head, since he does not cover it then.

Scrake

Scrake.

  • Scrake: slow when calm, but once raged it sprints and swings continuously until the squad or he is dead. A melee strike when he rushes at someone makes him pause and roar, giving a window for volley fire; repeat if needed. Kill small ZEDs, Husks and Sirens first. Raged ZEDs are harder to block and parry; blocking them costs more damage than normal. Fighting big ZEDs on open ground gives more maneuverability.

Fleshpound

Fleshpound.

  • Fleshpound: the manual closes with a section on the Fleshpound's rage and deadly attacks.

FAQ

What are the main principles of playing Medic in this manual?
Maximum output for the team (heal first, shoot second), fewer mistakes, friendliness, and learning to play as part of a team.
Which Medic skill does the manual recommend at level 25?
Airborne Agent (the healing gas cloud), since it supports teammates and damages enemies, and is irreplaceable on maps with tight spaces. Zedative's poison damage is too small.
HM-Tech 401 or 501?
The 401 has a higher fire rate, is cheaper and can be upgraded, so it suits open maps; the 501 has an alt-fire healing grenade launcher that works better in tight maps like Catacombs and Hostile Grounds.