Perks & Classes

KF2 Field Medic: Uncommon Advice, Loadouts and Heal Priority

This is a Hell on Earth oriented Medic guide, built around advice the author rarely saw elsewhere, followed by basics and a heal-priority list. It was written in 2018 with several edits. For a more systematic approach compare the Field Medic Hell on Earth guide.

Uncommon advice

1. Be a bulwark

When a Scrake or Fleshpound is about to hit a teammate, run in front of the attacker and shield them. A level 25 Medic's armor is more effective than other perks', so you can take several hits. Tank early to keep teammates' armor intact, which lets you focus on healing others.

Medic shielding a teammate

Stepping in front of a big ZED to protect a teammate.

2. Predict grenade throws

A healing grenade is wasted if the teammate runs away from it or into incoming ZEDs. Predict where they will go:

  • Running away from you: throw it ahead of them.
  • Running toward you: throw it around the middle, or under yourself if they are close.
  • Running left or right: throw it behind them, hoping they see or hear it.

The grenade should draw them toward you or away from ZED activity. When a Berserker tanking a Fleshpound or Scrake is knocked back, throw behind the teammate, not at the attacker. Keep a few grenades for teammates surrounded by ZEDs: the gas heals them while damaging ZEDs around.

Throwing a healing grenade ahead of a teammate

Aim grenades where the teammate will be, not where they are.

3. Airborne Agent and healing grenades

While your gas heals nearby teammates, use your gun to heal those farther away. The same goes for healing grenades: throw one at a group of stationary teammates and use darts on the group under attack. The author also notes that Airborne Agent can damage ZEDs through welded doors, though that may be patched.

Airborne Agent gas around the Medic

The healing gas helps nearby allies while darts reach distant ones.

4. Stay in the back and at the bottom

The best position is behind everyone, where you see all players' positions and health. "Staying at the bottom" means the Medic should be near the bottom of the scoreboard, because healing matters more than kills. A bad Medic has many kills while others die, carries no medic weapons or stays far from the group (late joiners with 0 kills are an obvious exception).

Medic positioned behind the team

Staying behind the team gives the best view of everyone's health.

5. Adjust skills to map size

On small maps with narrow hallways Combatant Doctor (larger magazine, +10% speed) can be better than Adrenaline Shot, since added firepower matters more than quick movement down a corridor.

6. Save the syringe

With Symbiotic Health you rarely need the syringe. Keep it for emergencies such as being on fire or hit by a Siren scream, and focus on healing teammates with darts even when low on health.

Common sense basics

  • Carry a full set of Medic weapons. Each has its own dart regeneration, so several weapons let you heal a lot in a short time.
  • Early game: HMTech Pistol and HMTech SMG, or the pistol and Caulk and Burn if you cannot afford the SMG yet (it distracts hard-to-kill ZEDs such as Gorefast and Gorefiend).
  • Middle game: Pistol, SMG and Shotgun. If you can afford either the Assault Rifle or the Shotgun, the author suggests the shotgun first for self defense, though buying the rifle first heals faster.
  • Late game: Pistol, Shotgun and Assault Rifle, or Hemoglobin plus Assault Rifle (the second is not recommended: very slow equip and holster and slow dart regeneration make it unsuitable for Hell on Earth).
  • The Boomstick (Double Barrel) pairs well with the rifle: its alt fire can stunlock a Scrake. Buy Medic weapons first.

When to use the syringe

It is tempting to run to a teammate when darts are recharging, but it is one of the worst ways to heal. It stops your own healing (so a fire or flank can hurt you), puts you near ZEDs, and blocks teammates' path and line of sight.

Medic using the syringe up close

Syringing a teammate puts you next to ZEDs and can block their escape.

Spam your darts

Heal teammates constantly, even for 2 HP lost. The author later confirmed that bonuses apply to teammates at full health too, though darts do not home in on them. You gain money for every heal, which is a main income source for Medics.

Heal priority

Beware perk bias: perks that look weak at low difficulty may be vital on Hell on Earth. Assuming everyone plays their perk well:

  • Berserker: the wall between the team and death, loses the most health. Watch them constantly (do not chase one who runs off).
  • Firebug: behind the Berserker as a wall, but with fire instead of body.
  • Demolitionist: clears ZEDs and big ZEDs, but dies quickly if surrounded.
  • Support: free ammo and burst clearing, best with the AA12, also needs healing.
  • Another Medic: lower priority; they recharge faster and can look after themselves.
  • Sharpshooter: high priority (April 2018 edit). They can kill Scrakes and Fleshpounds with the Railgun but are vulnerable to trash, especially with Stability.
  • Gunslinger: mobile, high DPS, vulnerable if overwhelmed, usually needs less attention.

These are suggestions, not rules.

Heal priority scenario

Choosing who to heal first matters when everyone is under pressure.

The author closes by noting this was a first guide and welcomes criticism.

FAQ

Where should a Medic stand?
Behind the team, so you can see every player's position and health. Healing darts home in, so you can heal from far away.
Should the Medic be at the top of the scoreboard?
No. A Medic should usually be near the bottom, since the job is healing rather than kills.
Do heal dart bonuses apply to full-health teammates?
Yes, according to the author's later edit, the bonuses apply even to teammates at full health, but darts do not home in on them.