Beware: Some of this thread have referred to Aze's post here
[url]http://forums.tripwireinteractive.com/showthread.php?t=54830[/URL]
But please,there are lots of differences. I am not going to equip the players with special abilities like they did in wolfenstein or borderlands. No. KF2 is still more realistic than fictional.
Perks and weapons. 7 Perks. Same as the KF1 as
1) Medic
2) Engineer
3) Sniper
4) Assault
5) Pyro
6) Berserker
7) Demolitions
(PS: The max gamer capacity be raised from 6 to 7,so that there is a chance that every perk has 1 men.)
(PS: I perfer the loadout indicator from the Battlefield 2 rather than the big icon nowadays in KF.)
Strong unit handler (High DPH low ROF): Sniper,Demo
Mixed (Mid DPH mid ROF): Support,Berserker
Weak unit handler (Low DPH high ROF): Assault,Pyro
(Medic is weak in damage dealing,the mastery of medic is healing and tanking. Not in one of the classes mentioned above.)
1) Medic
Related weapons & gear:
1) Syringe (tier 1, weight 0)
2) Armor (tier 1, weight 0)
3) MP7 w. healdart (tier 2, weight 3)
MP7 price lowered to $1000 unperked
4) Blood Vial (tier 3,weight 1)
I don't think the medic need any more weapons like the M7A3 or medic shotty.
(For blood vial info,see this one
[url]http://forums.tripwireinteractive.com/showthread.php?t=53607[/URL])
Buffs:
No change except one,the MP7 discount lowered to
70%,resulting in an $300 each. Also reduce the free ammo gifted to the newly bought MP7 to 120 so that selling-back is of no use. (Selling and buying back costs $75 and acquire 120 ammo while buying 120 ammo costs $60)
Strategies:
Watch the teammates and heal them when they are hurt. If large targets appear then go tanking with the thick armor. If everything is sweet,then just help the team to clear out the trash.
PS:A medic loaded with MP7+Vial weights 5/15. He can carry any 10-weighter heavy weapons. This weapon is his main weapon,unperked though.