Talk:Field medic

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Modified the table to make bonus types and progression more visible at a glance. This format doesn't allow for direct copy-pasting of the game text like the previous one did, so the text itself will probably need to be fiddled with before this is really ready to go. --Merlin the Tuna 04:55, 17 June 2009 (UTC)

There's still other perks to be edited btw and great job, I think it looks better. --Takua 08:48, 17 June 2009 (UTC)

Changed the order of the description to make the perk benefits flow more into one another and also explained how the medic can function as both a fighter and a healer. Also padded it out a fair bit and made it all 3rd person perspective to coincide with the other perk descriptions. -- undeddjester 05:05, 05 Spetember 2009 (UTC)

Improved sentence structure and grammer of previous edit to make it easier to understand and look more professional. -- undeddjester 01:18, 06 Spetember 2009 (UTC)

Corrected the speed boosts for the update Level 4 now 15%, and Level 5 now 20% -- undeddjester 18.03, 07 September 2009 (UTC)

Final Entry: Have made a final draft that I am happy with to the second paragraph. Reads alot clearer and is far more str5ctured than before. -- undeddjester 10.04, 11 October 2009 (UTC)

Confusing sentence[edit]

I'm kinda' confused when I read this sentence, particularly the one in bold:

"the Flamethrower gives ample DPS (Damage per second) and will hurt a Medic a lot less that other classes as well."

How can a Flamethrower that gives ample DPS hurt a Medic a lot less. Is this because the Flamethrower is extremely powerful it will kill specimens before they are able to touch the Medic? Also, the "a lot less that other classes as well" just doesn't make much sense to me.


Well I'll try and word it better, but basically the Medics gets the same damage output with the flamethrower as any other class (Except the Firebug of course), but when his gets set on fire by the flamethrower his armour will reduce the damage he takes alot more than the other classes will. So whereas the Firebug recieves less damage because of his resistance to fire, the Medic recives a similar effect because his armour reduces all types of damage he takes. Other classes will get wounded by getting set on fire alot more than the Medic will ;) --Undeddjester 23:41, 18 October 2009 (UTC)

Level 6[edit]

Yes, it IS 100k healing points for lvl 6. Not sure why TI did that, it seems very difficult to get -Firestorm2 01:23, 25 October 2009 (UTC)

Another quick leveling tactic is to have a firebug burn themselves with the flamethrower while you heal them. It costs money but its alot faster then having a clot attack them. --Crabberson 02:26, 23 June 2010 (UTC)
That really depends on what difficulty you have it on, specimens do more damage on higher difficulties. Also, if you try that with a high level firebug they wont actually hurt themselves. — Balthazar (T|C) 06:02, 23 June 2010 (UTC)
If one clot isn't enough, then get... two clots. ZirePhoenix 06:38, 5 January 2011 (UTC)
Careful, Zire. We wouldn't want anyone having a heart attack over here. — Karebu 16:19, 8 August 2012 (UTC)

Money Money Money[edit]

I've been hearing this on and off since I've been playing KF, and I thought I'd ask the community for some help; does healing your teammates actually give you money? I think I've read somewhere that every healing point is converted into some small amount of money (like, 0.4 dosh per point of health). If this is true, I think it should be added to this article. GrammarCommunist 11:16, 2 February 2011 (UTC)

Yes, it's true, but I can't remember exactly how much money one earns per point of health. —Weldindisdowa T/C 18:17, 2 February 2011 (UTC)
Ah, here we go. It was part of the new update that the Field Medic recieves more money for each point of healing - specifically, 0.6 per point (so that confirms it, and we get a definite number).
Sauce: - Medic now receives double the amount of money per point of health (.6 from .4) GrammarCommunist 00:11, 3 February 2011 (UTC) P.S. Just as a note, so no one goes around asking: yes, I have confirmed that healing yourself does not give you money.

stronger Kevlar with other perks[edit]

I have a question!

Lets assume we pick the field medic perk in round one, get some cash and survive the round. after this we go to the trader and buy a (upgraded) kevlar. After this we switch to another perk, now my question: do we still have the stronger medic-kevlar? We bought it while being medic so theoretically it should still be the same.

this would be kinda interesting to know, because one could just get the medic kevlar, switch to berserker and enjoy being invulnerable :D — Preceding unsigned comment added by XxFECxx (talkcontribs) 14:26, 22 April 2012

Its the same as buying a gun then swapping perk; you just get it on the cheap. — Balthazar (T|C) 06:32, 23 April 2012 (UTC)

Leveling table is wrong (11th July 2012)[edit]

I am but a lowly Level 1 medic and getting to level 2 is going to take 750 healing points, not 1000 as the table suggests. I am about 40 points off leveling and will report back if the next level is also wrong, perhaps the change is noted in a patch somewhere? 04:18, 11 July 2012 (UTC)

Well it looks like the only part of the table that was wrong was the 'cost' to go up to level 3, I've changed it from 1000 to 750. To get to level 4 you need 4000 so it looks like the rest of the table is correct but I'll keep checking. 11:25, 12 July 2012 (UTC)
Thanks. I can't remember where in the script files one would find the perk progress info, so hopefully that's the only error. —Weldindisdowa T/C 20:58, 12 July 2012 (UTC)

As I always say, "The best medic is not one that never shoots, but one that never HAS to shoot." He/She should keep their team healthy and hardy through the toughest waves, so much so that they can handle the enemies on their own with little fear of death.