Killing Floor 2

Killing Floor 2

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A Serious Guide to Field Medic, Plus Tips & Tricks! (Information about upgrading included!)
By Concoction of Constitution
Hello there! I noticed a lot of the other FM guides here are heavily outdated and don't include any advanced tactics, so I want to help out and include things that I have learned from my many hours of playing medic :D
   
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Skill Selection
Each of your skills as Field Medic are important and can mean life or death for your teammates. Choose wisely!

Level 5:

Symbiotic Health:
25% Max health increase. Healing teammates will heal you for 10% of your total health.
This is a crucial skill, because it allows you to save time by not needing to heal yourself, especially in the later rounds where each second counts.

Remember that healing from this applies any buffs you have from later talents, i.e. speed/damage/resistance buffs. This synergizes extremely well with the Airborne Agent skill at level 25 and healing grenades! The extra max health is a nice bonus as well.

Resilience:
For each point of health lost, gain a 1% increase to damage resistance, up to 50%.
Wonderful skill for playing solo games, as it allows you to tank more hits during crucial moments. Remember that the 50% damage resistance applies when you have full armor! This effectively allows you to save on armor because you are taking less damage!

Level 10:

Adrenaline Shot:
Healing teammates increases their movement speed by 10% for 5 seconds. Stacks up to 30%.
This is an amazing bonus for both teammates and yourself (Provided you have symbiotic health), as it can allow one to outrun many enemies to buy time for extra healing, or even just to reposition faster.

Movement speed for medics is extremely useful, as the time it saves can mean life or death for a person that the medic doesn't have direct line of sight to!

Combatant Doctor:
Magazine capacity of perk weapons increaced by 50%. 10% Faster movement speed.
Definitely a useful ability for solo matches, or if you just feel like playing battle medic! Note: Also slightly increases ammo gained from ammo boxes for perk weapons.

Level 15:

Focus Injection:
Healing teammates increases their damage output by 5% for 5 seconds. Stacks up to 20%.
Hey, you can't go wrong with more damage! This skill works wonders with sharpshooters, gunslingers, demolistionists, you name it! The faster you can kill zeds, the less damage they will inflict.

Acidic Rounds:
Perk weapons poison enemies, dealing damage over time and causing panic. This means that enemies that are poisoned will stumble around and move unpredictably, sometimes even delaying their attack, similar to how fire works.

Major downside: Makes enemies considerably harder to headshot, due to the unpredictable movement! Avoid using with sharpshooters, gunslingers, commandos, etc. on team.

Major upside: Essentially makes the scalpel a great trash-killing weapon, since you can mass poison enemies by just using your light attack while moving to the side. This is very effective for early round money-saving, since nearly all of the trash mobs will die from the poison combined with the damage from the scalpel itself. Just remember to pay attention to your teammate's health when you do this!

Level 20:

Coagulant Booster:
Healing teammates increases their damage resistance by 10% for 5 seconds. Stacks up to 30%.
This is much better on later rounds and/or harder difficulty, because it will help immensely when teammates get surrounded or cornered by a scrake/fleshpounder. Always use this for boss rounds! Be mindful that less healing means less dosh, so if you're on an easy difficulty/wave, the other skill is most likely better until later on.

Battle Surgeon:
Damage with perk weapons increased by 20%.
Personally, I enjoy combining this with Acidic Rounds, to give it that extra punch. Plus, if you're using this skill, chances are that Focus Injection isn't exactly crucial yet, either. It's great for situations where you or your teammates don't need the damage resistance increase from the other skill, such as during early waves or easier difficulties.

Level 25:

ZED TIME - Airborne Agent:
You emit a healing gas exactly as a healing grenade would for 8 seconds, counting from the start of ZED TIME and refreshing with every extension of
ZED TIME.
What more do I need to say? This is absolutely amazing! It allows you to heal a teammate while you are reloading a weapon, firing an off-perk weapon (We'll get to more on that later), or while you're healing someone else!

Also, since healing with this gas occurs on a 1 second interval (Meaning you 'heal' whoever's close every second), all of your buffs from previous skills max out very quickly. In addition to all of that, it's an Area Of Effect (AOE) heal!

But wait, there's more! The healing has can absolutely destroy trash tier mobs, so feel free to run around a bunch of low-tier zeds to thin out the crowd!

Wowie pazowies!

ZED TIME - Zedative:
During ZED TIME, damaging enemies with perk weapons will slow them 30%. All poison/toxic damage multiplied by 100. This does not require acidic rounds to be used (You can still poison with a healing grenade), but acidic rounds does help with applying the poison effect.

One small issue is that you need the poison to 'tick' damage during ZED TIME (Each 'tick' with poison occurs every second) in order for the damage increase to apply, so it's best to have pre-poisoned zeds or having a healing grenade out (It's hard to predict when zed time will happen, though). One way to make this easier is to have a commando on team.

With commando extensions, this can be an extremely effective perk for battle medic due to the insane amounts of damage increase with toxic damage. Take, for example, a medic grenade. Normally, it does 50 toxic damage per tick. With this skill, during ZED TIME, it will deal, get ready for this, 5000 damage every single second!. Cheese and crackers that is a lotta damage!



All in all, Airborne Agent is almost always the way to go.
Healing Isn't Your Only Specialty...
When push comes to shove, Field Medic weaponry isn't the best to take down Scrakes and Fleshpounders. He can certainly use something else, though...

A tactic that I have been using for a long time now (Up to suicidal, I haven't tested this on Hell on Earth just because of how hectic it is) with wonderful results is freezing enemies with the Freezethrower. Yup!

Now, okay, this might be controversial for some people. With good reason, too!

Having a full arsenal of Medic weapons that you can cycle through is amazing for having a large pool of healing darts.

However, having the ability to completely disable scrakes and fleshpounders for a few seconds is extremely useful. If you combine it with a healing shotgun as well, you can deal massive amounts of damage by getting close-up headshots repeatedly!

You can also freeze sirens with one shotgun pellet blast, which can help in a pinch if you need a moment.

If someone gets cornered, one can freeze a scrake within two seconds to buy some time for healing or chucking a grenade. Even if you see a scrake slowly walking up to someone, you can coordinate with your team to maximize damage while the scrake is frozen, for extremely quick takedowns.



Freezing scrakes takes about half a second use of your primary freeze beam, followed with a shotgun pellet blast of frost. This should be pretty quick if done correctly, and buys some time to recharge your healing darts.

Freezing fleshpounders is a bit tougher, since they shield themselves. I mostly just fire my beam on them for a good couple of seconds and then follow it up with a shotgun blast at the end. If that doesn't freeze him, then I just swap back to my healing and try another time if there is enough leeway on terms of how your team's health is.

You don't want to spend more than 5 seconds freezing in one burst. This can lead to distractions and risk teammates losing too much health.

You want to wait for a freeze on a scrake/fleshpounder to prevent early rages and to not actually waste the freeze, but don't wait until he actually is close to or is attacking a teammate. You want to prevent damage from scrakes/fp's, so play accordingly!

Don't worry about freezing quarterpounders, though. There is usually too many to be able to make good use of the freeze and it's better off preparing to heal off any damage caused by them. Plus, they aren't the easiest things to freeze.




Note: When boss round comes around and it's Patriarch, you can freeze him with the freezethrower's beam and shotgun blast reliably. If you do this when he just changes phases, you can freeze him before he can run away and buy your team a chance to land the kill shot early on!

You can also technically freeze Hans Volter, but it requires almost a full magazine used with the primary fire and even then it's hard to pull off. When you can do it, though, it can be helpful.

Disclaimer: Don't ignore your teammates when going for freezes. Assess the situation and see if you can sacrifice a few seconds of healing to get a freeze off. If you want to, chuck a healing grenade before you freeze to help keep things safe.
The Scoreboard Is (Mostly) Your Friend
The scoreboard can be used to track the health of teammates at a quick glance! That's great, isn't it?

Well...

It updates rather slowly. Meaning, if a teammate is getting heavily damaged within 2 or 3 seconds, the scoreboard might show that he's rather high health for a good second when in actuality he's low health. But that's a small price to pay to see everyone's health easily!

It's great for checking on the health of teammates out of your line of sight!
Weapon Progression
Plenty of guides for Field Medic have already covered all of the stats for basic field medic weapons, which is good and all, but that's found on the wiki easily.

What really matters is generally what you strive for in terms of what weaponry you're saving up for and what upgrades you'll possibly get. You can't predict how much money you're going to get in a wave, especially considering how much will be spent on ammo and grenades and how many ammo kits/armor vests you get. So let's not worry about that!

The first thing I always, always save up for is that beautiful HmTech-401 Assault Rifle, yum.
Its cheap healing combined with wonderful trash-killing capabilities (While being helpful on larger zeds as well) makes it a prime candidate for first purchase.

What do you use until then? Either the HmTech-101 Pistol or Scalpel. Personally, I prefer the scalpel under these circumstances:
  • It's an early wave
  • You know your teammates are safe (>90% health on everyone)
  • You're near your teammates in case something goes wrong
  • There are lots of low-tier zeds (Goes with point 1)
  • I have poison + 20% damage increase

Don't be a dedicated 'zerker, make sure to look at teammate's health and use the pistol when things get rough, such as when there's bloats, gorefiends/fasts, and other tougher zeds.

  • Once I get the Healing Assault Rifle, I normally save up next for a Freezethrower. Usually by the time I get it scrakes and FP start appearing, so it's a massive help.

    Afterwards, I upgrade the Healing Assault Rifle and donate the rest of my dosh, since that maxes out my weight load (You'll need to drop/sell healing pistol)

  • However, for those that don't want to get the Freezethrower, either get the Hemogoblin (33% increased healing potency) due to its ability to slow and weaken any enemy and good backup healing or get the HmTech-301 Shotgun for some extra firepower. Both are good and can be a nice secondary weapon.

    Then, spend money on upgrading the Hemogoblin/Shotgun or donate to other players in need.
What About Upgrading?
So I've spent quite a bit of time toying around with upgrades for every Field Medic weapon to see what works and what doesn't, and it seems that the only thing that doesn't scale well with field medic weaponry is their healing dart cost.

Here's a nice guide for how each and every Field medic weapon upgrades!



HmTech-101 Pistol

Base Cost: 200
Cost Per Heal: 50
Base Damage: 20
Weight: 1
Lvl.1 Cost: 500
Dart Recharge: +10%
Damage: x1.7 (34)
Weight: 1
Lvl.2 Cost: 600
Dart Recharge: +20%
Damage: x2 (40)
Weight: 2
Lvl.3 Cost: 700
Dart Recharge: +30%
Damage: x2.55 (51)
Weight: 3
Lvl.4 Cost: 1500
Dart Recharge: +40%
Damage: x3 (60)
Weight: 4
Total cost: 3300 (+200 Base)
Healing Per Dart: 15

HmTech-201 Smg

Base Cost: 650
Cost Per Heal: 40
Base Damage: 17
Weight: 3
Lvl.1 Cost: 600
Dart Recharge: +20%
Damage: x1.4 (23.8)
Weight: 4
Lvl.2 Cost: 700
Dart Recharge: +30%
Damage: x1.59 (27.03)
Weight: 5
Lvl.3 Cost: 1500
Dart Recharge: +40%
Damage: x1.85 (31.45)
Weight: 6
Total cost: 2800 (+650 Base)
Healing Per Dart: 15

HmTech-301 Shotgun

Base Cost: 1100
Cost Per Heal: 40
Base Damage: 120
Weight: 6
Lvl.1 Cost: 700
Dart Recharge: +20%
Damage: x1.15 (138)
Weight: 7
Lvl.2 Cost: 1500
Dart Recharge: +40%
Damage: x1.3 (156)
Weight: 8
Total cost: 2200 (+1100 Base)
Healing Per Dart: 15

HmTech-401 Assault Rifle

Base Cost: 1500
Cost Per Heal: 30
Base Damage: 35
Weight: 7
Lvl.1 Cost: 1500
Dart Recharge: +10%
Damage: x1.15 (40.25)
Weight: 8
Total cost: 1500 (+1500 Base)
Healing Per Dart: 15

Hemogoblin

Base Cost: 1100
Cost Per Heal: 40
Base Damage: 50
Weight: 8
Lvl.1 Cost: 700
Dart Recharge: +20%
Damage: x1.4 (70)
Weight: 9
Lvl.2 Cost: 1500
Dart Recharge: +40%
Damage: x1.8 (90)
Weight: 10
Total cost: 2200 (+1100 Base)
Healing Per Dart: 20
About The Syringe
This wouldn't be a medic guide without some good information about your trusty syringe!

For a quicker self heal: When you heal your self, swap to your weapon exactly as you get that blue tinge around your screen that signifies healing. This will 'cancel' out of the rest of your self heal animation (Your hand moving back down, basically) and swap to your weapon faster.

Healing other people with your syringe with recharge it 2x faster! Not that you're going to be using your syringe a lot, but in case you ever need to use it, it's good to know.

In fact, to add on to that, the syringe is 33% more potent than other Field Medic weaponry, exactly like the Hemogoblin!
Positioning
When it comes to being a good healer, one of the main factors is how one positions himself.

You want to stick near the 'center' of your group as much as possible, because you want as many teammates in your line of sight as you can get. That way, less time is spent running around and more time can be spent killing trash.

Getting higher ground can also help healing darts travel to the correct teammate and not into a zed, especially if a teammate is cornered or surrounded in the open. Sadly though, there aren't too many situations where this happens.

If your teammate is grouped up (Or somewhat spread apart) and you have Airborne Agent active, run around and try to heal as many people as possible. This can help buff your team and give them a nice boost.
When to Use Healing Grenades
Healing grenades provide that little bit of extra oomph when it comes to healing your teammates, to help get through the tough times. It also serves as handy weaponry!

They heal exactly 5 health every second for 8 seconds.

Healing grenades also can kill zeds through closed and welded doors!

I find that I get the most use out of my healing grenades in these scenarios:
  • When a teammate is cornered/surrounded by enemies. The grenade kills trash tier mobs and distracts tougher mobs to buy time for healing and to escape. If there is a siren in the group surrounding the player(s), throw a grenade inbetween screams.
  • A large group of low-health enemies (Clots, slashers, cysts, etc.).
  • When my team is grouped up heavily and all of them are taking damage.
  • In enclosed spaces where teammates are grouped up and enemies are close by.
  • Doorways and narrow hallways where ZEDs are forced to move through the gas cloud.
  • Inside of gas clouds released by elite crawlers. The damage done by the enemy gas cloud to teammates is outhealed by your gas cloud, along with giving you regeneration if you have symbiotic health.
  • If the group is moving in a direction (Generally when fleeing from scrakes/pounders), tossing a healing nade to where the group is moving towards, to give speed boosts and quick heals.
  • When someone is being vampire'd by Hans Volter

Avoid tossing healing grenades on scrakes and fleshpounders, as it will just rage them and make them upredictable to hit!
You Can Buff Teammates at Full Health?!
Yep!

Granted this is a tad difficult to pull off, since healing darts don't home in on non-injured teammates, but you can certainly apply speed/damage/resistance buffs to anyone with full health.


Prebuff Before Dangerous Situations!

Did you just see a scrake or fleshpounder going after a teammate or vice versa? Then shoot a bunch of healing darts into him before he gets there to max out your buffs and increase their chances of survival.
How Healing Darts Affect Zeds
Healing Darts apply the visual effect of being "poisoned", however they do not take any damage whatsoever. They do not stumble in any way, either.

What Happens When Groups/Individuals Get Split Up?
Whether you're on a public server or playing with friends, sometimes the team is going to get seperated. What do you do then?

First, if there is a Survivalist with healing grenades/weapons or another Field Medic, then try to get to teammates that they don't have quick access to. If the Field medic is staying with 2 teammates, then make sure to run over to the other 2 teammates to make sure no one is losing a lot of health (Provided you have a full roster of 6 players). Just make sure that the other field medic is actually doing some healing and not ignoring teammates (Which has happened to me before, just be mindful).

But let's just assume the most common scenario, where one or two teammates run off into the distance. Well, in this case stick to the group with the most amount of people (Unless such a group is mostly composed of, say, berserkers that could regain lots of health) and bring up the scoreboard often to check on the runaway teammate's health.

If the distant teammate's health is dropping and you have no line of sight whatsoever, then check if it's even viable to run over and get in a quick heal or grenade. The chances of that going successfully, however, decrease as the difficulty goes up. Then again, chances are people are less likely to intentionally split up in higher difficulties (Although it still happens...).

Honestly though, if a teammate just books it to the other side of the map, don't feel like you're obligated to heal him. The other team members have a job to stay within your line of sight/general area so you can get quick heals for the entire team, and if they just run away the entire team then that's their own fault.

Another common scenario is when a wall of enemies blocks off you and a teammate or two (Mostly through a doorway or in a narrow hallway, anywhere can have it happen), preventing your from getting healing darts in (Since the enemies take the hit). In this case, throw a grenade or try to get higher ground. If you can get a better angle to shoot darts above the enemies to heal the teammate, it can make quite a difference.
You Are A Tank!
The Field Medic can get up to 175 total armor, plus an extra 25 health, with amazing self healing capabilities! You're on par with a berserker on tank level, which means that you can take the hits for other people when their life is on the line.

Whether it's a scrake, fleshpounder, or even King Kong Fleshpounder, if a teammate is extremely low on health and you know you can't outheal the upcoming damage from a close by enemy, sometimes you just gotta get personal. Jump inbetween that enemy and the low health person, and act as their literal shield. It can be the main difference between a dead teammate and an amazing clutch save!
About Having Multiple Field Medics On Team
So there are going to be some rounds (Not really on Hell on Earth, but easier difficutlies) where there will be someone else who wants to go field medic along with you. That's perfectly fine, though!

Having multiple medics (That all keep an eye on teammate's health, not just one) can be very helpful to the team, because it means that if the teams get split up or spread apart, the medics can take care of different sections of the team, so everyone is much safer. It also allows for much more leeway on boss rounds, especially Abomination or King Fleshpounder, since most of the team will be taking damage at once.

Just make sure your damage doesn't lack too much with another field medic, you still want scrake takedowns and be able to manage pounders as well. I'd recommend going with a Freezethrower, especially since you'll have a lot more time to freeze (Given that the other field medic is doing some healing).

Also, make sure to keep your fellow medics healed!
Conclusion
Whew.

That was a lot of information!

Please, if there are any issues or there is a typo or error, feel free to mention it! I'll be glad to update this. Also, if you want me to clarify anything or go more in depth with certain sections, or if you just have another tip/strategy for this guide, it'd be welcome!

Happy healing!

Upcoming Content
Todo list (When I have the time):

  • Perk Synergies
  • Healing priority
  • Battle Medics
  • Add some pictures
18 Comments
Funkipoo 21 Jul, 2018 @ 12:19am 
Any field medic who doesnt use at least 2/3 buffs should not be playing medic and play another class. I can understand using the right side perk on the 2nd perk for the static 10% movement speed and magazine capacity, but you should always be using the left side for the 3rd and 4th perk. Thank you @Betelgeuse for the confirmation! Great guide!
Lois, I just figured out... 19 Jul, 2018 @ 6:04pm 
Just pick all of the right side skills and use medic grenades when things look like they're about to get crowded with zeds and hit teammates with healing darts even if they're at full health to help them evade any incoming big zeds. That's it. That's all you really need to do.
Funkipoo 19 Jul, 2018 @ 2:44pm 
Do all the buff perks(giving teammates speed/increase dmg/dmg resist) apply to yourself when healed by Symbiotic Health?
Ty 16 Jul, 2018 @ 9:31pm 
That was a fuckin amazing guide, first one that i've actually fully read AND got helpful information out of. Good work!
St. Haborym 13 Jul, 2018 @ 11:10pm 
One note about any skill that increases mag cap is that it also increases how much ammo you get from boxes. Most of the time it's pretty negligible, but can be useful if you're playing on endless mode and/or solo.
Schatten❤ 13 Jul, 2018 @ 4:54am 
nice guide,would be better if there had some pictures:)
Stinthad 12 Jul, 2018 @ 1:14pm 
Right-side medics do not know de wey
Acidic__Thought 11 Jul, 2018 @ 4:37pm 
Just wanted to say that’s it’s Fleshpounds. As in the term “pound of flesh”.
skymadra 11 Jul, 2018 @ 3:08pm 
Nice work, i think its a good guide for players that want to take being a medic serious.
thaylor 11 Jul, 2018 @ 2:11pm 
good work!