Killing Floor 2

Killing Floor 2

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An in-depth guide for the Medic
By FIRE-POWER and 1 collaborators
Just a guide for the medic, the perk who constantly heal teammates wounds and make them fearless against zed horde
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Part 1: The Role of the medic
1) Being a Team-oriented Healer and Buffer



The above is the perk information provided by the Tripwire Interactive officials (EDITED by co-author, snowyheart)

Your exceptional healing and buffing ability can be reflected by your passive and active perk skills respectively.





Depsite the medic has a variety of weapons, they are mainly purposed for healing teammates instead of killing zeds.

2) Provide cover for your teammates by killing trash zeds OCCASIONALLY

If those zeds are expected to impose a major disturbance to your teammates, especially when they are taking down big zeds. You can be a part-time trash killer to help your teammates out.

3) If ESSENTIAL, tank hits form big zeds.

If a scrake/fleshpound/quarter-pound is about to finish your teammates in one hit, don't hesitate to take hits from them. The medic possess the largest amount of armour {175} and the fastest recharge rate of the medical syringe.
Tanking a few hits from large enemies should not be a big deal. However, one must excercise caution as a dead medic is not useful to the team.
Part 2: Skill choice
Assumption: 6 players, Hell On Earth difficulty

As mentioned in part 1, the skill choice should be LLLLL (team-oriented)



Level 5: Symbiotic Health VS Resilience

Symbiotic health allows you to heal yourself while you are constantly healing your teammates. Simultaneously, the movement speed buff, damage buff and damage resistance buff (Level 10, 15 and 20 perk skills) can be applied to you together at the same time.

For the resilience perk, it allows you to become more tanky as you lose health. However, why would you choose to sacrifice your HP for that little tankiness, which is beyond compare to the berzerker?

Level 10: Adrenaline Shot VS Combatant Doctor

Buffing teammates with healing darts/gas allows them to move faster so that it is possible for them to dodge zeds' attack and get to the trader faster.

Level 15: Focus injection VS Acidic Rounds

Buffing teammates with healing darts/gas allows them to increase their damage out-put and sometimes even allow them to reach the 1 shot threshold to kill big zeds. An example is the RPG-7: If the demolitionist decided to head-shot a scrake with a T4 RPG, it usually requires follow-up shot(s). Howver, buffing him with few darts is enough to make him to 1-shot a scrake.

Level 20: Coagulant booster VS Battle surgeon

Buffing teammates with healing darts/gas allows them to increase their resistance to damage received from zeds.

Level 25 (Zed TIme skill): Airborne agent VS Zedative

Every time zed time is triggered, you can release a healing gas around yourself. This is equivalent to a free medic grenade exploded under your foot. Zedative used to be a god-tier skill for the medic to kill big zeds. However, it has been nerfed to ground and hence there's no reason to use it.

Do NOT look down your "farts", they are so smelly that low-tier trash zeds can be poisoned to death.


ONLY AT ONE CIRCUMSTANCE THE RIGHT SIDE OF THE SKILL TREE SHOULD BE USED, THAT WILL BE SOLO GAMEPLAY.
Part 3-1: Loadouts associated with dart healing
A huge diversity of loadouts can be found in the medic since all medic weapons have the capability to heal/buff teammates. However, the HM-TECH 101, 301, 401, Hemogoblin and HRG incision will be the major focus of this section


Generally, medic can be divided into 2 variants:

1) Ranged healing using darts

2) AoE (Area of Effect) healing using greandes/healing gas

3) Certainly, you can mix the 2 aforementioned

Technically, the Hemogoblin and HRG Incision permits maximal ranged dart healing and both of them are excellent supportive weapon for your teammates and against big zed and bosses

Weapon information for Hemogoblin:


Weapon information for HRG Incision:


Ranged Healing is preferential if your teammates are holding a fixed position that is quite distant away from you. Examples include:

The Containment station:





The Evacuation Point:





The Outpost:





_______________________________________________________________________________
LOAD-OUT ONE: Hemogoblin + HRG Incision


Advantages:

1) Relatively economical loadout: 1100+1500=2600 (excluding ammo costs)

2) Hemogoblin is a hitscan weapon, which means there's no projectile (bullet travelling) when firing this weapon despite its visual misconception

2) Hemogoblin has a special ability to induce "bleeding effects" on zeds, which is characterized by:

"move 30% slower, attack 25% slower, do 30% less damage to players and take 50% more incap
power / hit."


Such effects is especially helpful when multiple raged big zeds are flushing into your team. Don't forget the 5 bosses are also vulnerable to your "bleeding machine" too. Sometimes, reducing the damage output from the enemies is also an approach to support/buff your teammates

3) HRG incision is an expectional arsenal for supporting or even soloing big zeds take-down for the medic


4) HRG incision also works wonders for armored enemies such as rioters, long range enemies such as husks and EDARS stands little to no chance under the beast.


5) Incision can heal through teammates if multiple of them are LINED UP TOGETHER


Disadvantage:

1) Underwhelming trash handing ability: Since both guns have limited ammo pool and magazine size, problems could occur if teammates are not aware enough to clear trash and medium zeds around you.
_______________________________________________________________________________


LOAD-OUT TWO (The traditional medic) : HMTech-401 Assault Rifle+ Haemoglobin/HMTech-301 Shotgun+HMTech-101 Pistol





Pros:

1) Significant improvement in trash clearing ability compared with load-out 1

2) Relatively economical: 1500+1100+0 (medic spawns with 101 pistol)=2600

Cons:

1) Problems could occur if you need to handle big zeds ALONE, espeically for QP/FP since the Time To KILL (TTK) is beyond comparing with the HRG incision, particularly without the EMP effect

Part 3-2: Loadout associated with AoE (Area of Effect) Healing
The HRG Healthrower AND HMTech-501 Grenade Rifle will the be major focus in this section






________________________________________________________________________








Consequently, a full AOE loadout is obvious:



This load-out is preferred if your teammates are camping at a very close range to you or the map itself is a hold-out map. Examples include:

The farmhouse:




The double stairs/centrium at Catacombs:






The bridge/ the little hill at Black Forest:





Advantages:

1) HRG Healthrower is probably the best "teammate buffer" among all medic's weapon since it can instantly offer all the available buffs to max by 1 tapping mouse 1.


2) The potency of the grenades ejected by HMTech-501 Grenade Rifle is approximately twice as the ones you throw it by pressing "G"

3) Once teammates are standing on your grenades, they can receive all the medic buffs at the same time for at least 8-10 seconds

Disadvantages:

1) No dart healing from the HMTech-501 Grenade Rifle. Hence, it is suggested to buy an extra one if your teammates can spare you some dosh. This is particularly crucial on wave 8+ as heavy big zeds spawn begins.


2) Despite the HRG Healthrower has a dart system, it is weaker when compared with 401/Hemogoblin/HRG incision, which takes 12 seconds to recharge from 0 to 100. Also, the ammo consumption is 40 pert dart, which is greater than 401/Hemogoblin

3) Expensive: The 501 Grenade Rifle itself already costs 2000 dosh, excluding ammo which costs you extra 162 dosh for 6x 501 grenades

4) Your team has to be camping at a fixed location in order to permit this load-out to exerts its full effect.

People may consider using the hemoclobber as a part of their medic loadouts:




Advantages:

1)This weapon can provide an alternative to the medic for parrying big zeds' attacks (but it is the berzerker's job rather than medics)

2) Right click allows you to generate ahealing gas cloud with a radius of 5m for healing teammates together with poison zeds nearby

Problems:
1) Large amount of healing/buffing potential can be lost when you are approaching to melee range of teammates. Multiple darts or healing beam/gas have been delivered when you are walking to teammates.

2) Limited ammo pool despite its AoE healing on right click. To be honest, this weapon is better suited for berzerker/survivalist rather the medic.

3) Poison panic makes precision perks like Gunslinger/Sharpshooter harder to aim for the head
Part 3-3: Summary
Generally, whether you should go for 1) Ranged dart healing, 2) AoE healing or 3) Mixed should depend on the factors below:

A) The map nature

B) Proximity between medic and teammates

C) The frequency of kiting around the map

D) The ability of your teammates to handle trash zeds

E) The ability of your teammates to handle SC/QP/FP

For instance, if your teammates are competent enough to handle any zed types in the map Containment station. Full ranged dart healing is the way to go.
Part 4: Advanced skills and notes for the medic
1) Pre-buffing teammates before they take damage even they are at full health. Such action allows your teammate to receive less damage. This can even mean life or death in emergency.


2) Avoid blocking your teammates' vision, especially when those big zed hunter is about to initiate the take downs on the big zeds. What you should do is to find a position where you can see every team-mate clearly WITHOUT blocking their line of sight. (Or press the TAB to check your teammates' HP time to time if they are not in your line of sight)

3) Tank big zeds' if necessary (watch your HP and consider whether you should do it)

4) Buffing teammates with healing darts/grenades after a wave ends so that they can get to the trader faster. This offers your teammates with more time to consider what they should buy for the next wave.

5) Don't forget your medical syringe. It can heal a decent amount of health (30HP if you are a level 25 medic). This is especially true when you are a medic on wave 1 since the medic dart recharge rate for the HM-TECH 101 pistol is relatively slow compared with other higher tier weapons







6) The medic grenade should be deployed few meters behind your teammates if their lane is likely to get pushed multiple big zeds, so that they can walk past it and receive all the medic buffs.

The clip below pretty much summarizes points 1-6.


7) REMINDER: A time of 0.2 second is required for medic weapons to lock-on a teammate. You can hear a "lock on sound". After the sound is gone, you can eject your healing darts/grenades. Otherwise, they will not trace your teammates to exert their effect(s).

8) On boss wave, medic's priority remains unchanged, keep healing and buffing teammates before the boss dies


The hemoglobin is a good choice on boss wave since it can de-buff the boss and hence reducing the damage induced to your teammates:


9) Difference between the 2 medic grenades (The one you press G to throw and the one that unloaded from the HM-TECH 501)



The healing potency for the 501 grenade is approximately twice as the perk grenade.
Acknowledgements and Final words
KF-TestingMapRedux all credit to Fauxy_

Killing Floor2 wiki [wiki.killingfloor2.com]

Final words:

This will be my final perk guide for KF2. For AOE perks like firebug, demo and the berzerker. There are much better and detailed guides that can be found on Steam. (Simply because I suck at them and making those guides for them just reflects my ignorance). I am here to express my appreciation to you guys who provided many support, love and suggestions to me. Thank you very much.

Here are my guides to other perks on KF2, check them out!

Commando
Sharpshooter
Gunslinger
Support
SWAT
37 Comments
wanwandogo 11 Sep, 2022 @ 1:33am 
i think medic's LV5 skill just use right
left sucks really
if there's no friend or anyone have a tacit understanding with you
you will die soon
i can tank 3~4 sc or fp with right skill
and tank the dmg from big zed can help team too
Labrat0 19 Jun, 2022 @ 6:26am 
Marvellous!
Neltera 16 Jun, 2022 @ 5:00am 
=) and its a good guide, just vibes me too much like its meant to be the only way to be the best medic you can be, so i felt encouraged to add some pointers.
snowykoyuki  [author] 16 Jun, 2022 @ 4:47am 
Of course!
I don't follow the guild all the time myself either, I find it fun to run around with the haemoclobber as a medic too! But of course I only did it when I'm playing with friends, haha.

This guide mostly serves as a preliminary introduction to medic as a class and what a new player should be doing if they are lost. I believe that experienced players could improvise along with the current game situation and choose what they believe would be best, and would likely not need this guide.
Neltera 16 Jun, 2022 @ 4:45am 
man the times i saved the game in which i was the hammerwielding living wall of healing and benefit (my block timing is not as good as a proficient berserker, but it seemed fine enough) it was always so much fun =)
also when you bunker down and nobody is kiting no team mate needs extra movement :P
Neltera 16 Jun, 2022 @ 4:41am 
thats fine - agreement is not a necessity.
just added things to consider before someone adopts a gospel.
trying to encourage a broad and flexible perspective, its a guide right? not the only way someone is supposed to view the medic perk.
snowykoyuki  [author] 16 Jun, 2022 @ 4:35am 
One of the rare occasions where the medic has to fight would be when the team is not full (or down a few members) and someone needs to guard the side with only trash Zeds. However, at this point, it's usually more beneficial to just play other classes and run around the map.
snowykoyuki  [author] 16 Jun, 2022 @ 4:35am 
As for being offensive in battle, I must say I cannot agree. Perhaps the teammates you met are quite novice and arfe not too familiar with the game, else a medic being fully focused on healing brings more merits to the team than one who tries to fight all the time. All other classes has a multiplier in terms of a certain type of damage, and specializes in dealing with a certain type of Zeds. However, medic does not have said multipliers (except poison, but poison is weak in general). Given that your teammates aren't clueless, if the medic focuses on healing and applying buffs, making the teammates feel more safe holding at the same location would help the team survive a lot longer. If the medic fails to heal teammates in time, the position they are holding would be lost, and the team has to run away from the Zeds, which is not something that would normally happen to a team that has a medic.
snowykoyuki  [author] 16 Jun, 2022 @ 4:35am 
@Esygrim
Thank you for your comment.
We are aware of the upgrades. However, as the buff gets applied very easily using the healthrower with effectively no cooldown, I personally still recommend using the healthrower and the rifle. As this loadout is optimal with considerations to both cost and healing efficiency.
Neltera 16 Jun, 2022 @ 4:13am 
if you fully upgrade the assault rifle and the pistol you basically have infinite seeming healing darts with no cooldown whatsoever.