Difference between revisions of "Field medic"

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Revision as of 03:06, 14 October 2010

Icon of the Field medic.

The Medic's job is quite simply to heal both himself and injured team mates. They don't get any weapon advantages (Excluding the extra magazines for the MP7M) but instead they get benefits for their armour and survival skills.

Combat armour normally absorbs roughly 77% of the damage dealt to the player, but being a Medic of a level higher than 0 will yield an armour effectiveness ranging from 84% to 135%. It will not only absorb more damage for the Medic, but will also withstand more punishment before breaking than other classes armour will. Furthermore, Medics also get a discount when buying armour, allowing them to easily afford the repair of any damage they sustain in the thick of combat healing their wounded team mates. Although their roles are very different the Medic perk shares a number of similarities with the Berserker perk. A level 6 Medic is the fastest player in the game, making it easier for him to chase and heal his team-mates. His high speed also allows him to 'kite', and makes it easier to escape when overwhelmed. Another similarity is his resistance to damage from the Bloats’s bile. This resistance will stack with his armour's damage reduction and takes effect before the armour does. The combined effect means damage to his armour will be little more than 5% when hit by bloat acid, whereas other classes can lose 25% or more. Not only that, but both his Medical syringe and MP7M healing darts recharge a lot faster, and are also far more potent. At high levels the syringe will usually be recharged for another use before the reload animation completes and will be able to heal a team mate from critical to near full health in only 2 applications.

The MP7M is the only weapon affected by the Medic perk, it gains a larger magazine at higher levels, and costs very little. The MP7M has a high rate of fire, making decapitations effectively and more importantly allows the Medic to heal team mates at great ranges. Since the Medic only gets an ammo boost and no damage boost this weapon has a decided lack of power, however he can still fight reasonably effectively on the field. His heavy damage absorption, high movement speed and self-healing allows him to use hit and run tactics with a good variety of weapons. The light-weight Katana for example maintains the Medics speed, and is great against standard foes like Clots and Stalkers. The Crossbow is also a formidable weapon, even on harder difficulties a single bolt can cut through large groups of weak enemies, and can also pick off awkward targets like Husks, Scrakes and Sirens.

Generally the Medic tends to serve as a utility player in between healing his team. As long as the Medic adapts his strategy, the other weapons of the game are equally of use for different purposes. He must be mindful however that regardless of which weapon he chooses, the main stake of the Combat-medic is his armour. Although it can absorb a lot of punishment and last longer than most, once it is depeleted he is extremely vulnerable against even the most basic of enemies. His lack of any real fire-power makes learning which weapons work against the different specimens an absolute necessity and he must always strive to take as little damage to his armour as possible. Doing so is vital to the Medic surviving the round.

That aside the general role of the Medic is to give support to his team mates, especially to the frontline, i.e. the Berserker and Support specialists. Falling in behind them will allow them to relentlessly attack the horde without having to pull back often to heal, while the Medic in turn can rack up his healing points. The Medic should try and keep all of his allies in his field of vision and be constantly on the look out for threats closing down onto the team. This will help him to anticipate the damage his allies will sustain, and ensure he is ready to swap to his MP7M or Medical Syringe at a moments notice.

Overall this means an experienced Medic can function well alone, but is far more valuable fighting in the middle line of the team, only really attacking when appropriate, and ensuring the team's red bars go up.

Levelling tactics

Due to the nature of the perk, levelling of field medic cannot be done alone. Knowing someone willing to help will allow for the quicker ways of levelling, the other option being to join a full server and play the game properly as a medic.

Depending on your medic level there are two effective ways of levelling up. The first, which is effective for lower level medics, is to play along side a Berserker and heal them as they get damaged. The second tactic requires any other player, a low difficulty, the MP7M Medic gun, the final specimen of the wave to be a Clot, and the game to ideally be hosted on a local server. The other player must allow the Clot to chew on his face while you heal him repeatedly, swapping between the medical syringe and the MP7 to maximize healing capacity. If you can maintain their health then the other player can go AFK and leave you to your levelling, if not then there are a few things that can be done to help. They could swap to Berserker for the added damage resistance, you could lower difficulty, or they could heal themselves to subsidise your healing. If you still can't heal faster than the Clot can damage them then you need to be a higher level before attempting this strategy.

Perk ladder

Rank Team Mate Heal Points Required Syringe Bloat Bile Resistance ↑ Movement Speed ↑ MP7M Clip Size ↑ Combat Armour MP7M Discount ↑ Spawn With
Recharge Speed ↑ Injection Potency ↑ Damage Resistance ↑ Discount ↑
10% 10% 10% 10% 10% 85%
200 HP 25% 25% 25% 20% 10% 20% 87%
★★ 1,000 HP 50% 50% 5% 40% 20% 30% 89%
★★★ 4,000 HP 75% 50% 10% 60% 30% 40% 91%
★★★★ 12,000 HP 100% 15% 80% 40% 50% 93%
★★★★★ 25,000 HP 150% 75% 20% 100% 50% 60% 95% Combat armour
100,000 HP 200% 75% 25% 75% 70% 97% MP7M
† Denotes an item also available to all additional levels of the perk.


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