Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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
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.
also when you bunker down and nobody is kiting no team mate needs extra movement :P
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.
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.