Vapid;n2326965 said:
Yeah, the medic's +50% ammo perk is very useful for the .501, as the default 30 round mag is pretty harsh.
But Commando has the same and more.
I guess I must be in that tiny camp that never really bothered with the 401 much. Its all the shakiness. Even with Hollow Point, its a rough ride beyond medium range purposes. And 30 round mag base is fine. You guys just got spoiled on that 40 round base. It's got twice the ammo pool of the alternative, I'll give it that. It's a huge advantage. The DPS of the 401 is also considerably higher than the 501 - 35 damage @ 750 RPM vs 47 damage @ 500 RPM. 401 is clearly the top offensive option of the two for either class.
Which is why the 501 plays a different role. It's a -defensive- support gun. I was surprised to find that it's only right behind the MKb.42(H) damagewise with the same RoF (at least it's more stable), so it might need a damage buff at some point, but only the damage. Medics have nothing to mitigate recoil, so higher RPM might work against them. But if you're one that likes the MKb.42, then the 501 will certainly be an improvement and a cozy fit.
I've generally found the medic grenades to be super useful. It's true, seems like most players still think they work the way they used to (simply run through for full effect), so its cute seeing bad medics who clearly chose the role for their own survival being the last man alive and trying to use it on themselves on the run to pitiful effect, but when I throw these things downrange, I make sure they're in situations where I know the recipient is standing still. Whether its in front of the path of incoming injured peers, people about to get Trapper'd, those simply swarmed by multiple zeds from all directions, peeps attempting SYG, or that Berserker rushing headlong into heavies. They all get the mist, and it usually works well.
When it comes to Zeds, the medic grenade is tops for weak trash. Not necessarily for killing power, because it's not really there. It's because it allows you to prioritize other big threats by neutralizing a huge one to the unaware player - mob rushes of Crawlers and Stalkers. 3 or 4 at a time, but sometimes 7-8 or more. Few things catch people by surprise and tear them up in no time on Suicidal/HoE like roaming gangs of low-stooping, flipping & spinning bullet-dodgers. And nothing works better against them than a grenade you can safely fling at your feet. And that's the biggest point of all-
1. You can use the grenades on Zeds as a soft trash-clearing cloud (and for easy Medic taps for XP while on Commando)
2. You can fling medic grenades super far to reach those in need
3.
You can use it on yourself
Lets be real - Medic's not always gonna be there or be focused on you. Sometimes you gotta rely on more than your own syringe to get through. And sometimes, you turn a few directions, see danger at every way out and quickly realize that running is not an option. This changes a LOT of situations where this probably would mean death. There's been at least 5 occasions since its release where I've gotten cornered by a pair of FPs, and 501's the only thing that got me through it. If anyone knows to stand in the mist for the full effect, its you when using this lifesaver. And when you're stuck or have to make a stand, you're not going anywhere anyways.