Feedback on Field Medic Perk

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Thrice

FNG / Fresh Meat
Feb 6, 2011
20
0
1
I think XP for healing teammates must be raised. Because now it is far more easier to level Medic by killing zeds instead of healing. Don't get me wrong: it is nice that finally Medic gets rewarded for helping in combat. But balance between heals and kills is shifted towards latter too much.

Yeah this is a bit off...
I usually play my med as a commando, while healing inbetween.


Armament is actually really helpful, since armor = HP.
Especially tanking bigger zeds with med nade on Suicidal+ .

Plus I think that, if you spam the darts fast enough, you get armor for each dart.


Lvl 15 perks do seem really lackluster..
 

Cobalty2004

FNG / Fresh Meat
Nov 19, 2014
64
0
0
Noob questions:

I g2g to work or I would test this myself.

Are the darts and syringe identical in terms of healing/recharge rate?

As a medic should I just use darts and only switch to syringe if my darts are recharging?

How do darts/syringe stack when multiple medics are healing one guy?
 

CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
Noob questions:

I g2g to work or I would test this myself.

Are the darts and syringe identical in terms of healing/recharge rate?

As a medic should I just use darts and only switch to syringe if my darts are recharging?

How do darts/syringe stack when multiple medics are healing one guy?

Until they get the hit detection fixed on the Syringe, you're better off only using THAT for self-heals, unless your patient is willing to stand perfectly still and not move an inch. Fortunately medguns are so cheap and anyone can grab the pistol off-perk for 1 weight / 200 dosh.
 

Jorick

FNG / Fresh Meat
Apr 24, 2015
170
8
0
I tried on solo, and you only gain XP on your current class while using its associated weapons, tho I didn't try with the non perks weapons (katana, flamethrower). But I don't think you gain XP either.

On the actual topic, medic is a good class actually (the only class I appreciate playing), but the "ability" system sucks for medic, just a bit less than for berzerkers. Devs need to revamp that at all costs, some abilities are just completely useless, while some are abusable/OP, the best example of that being the berzerker perk about useless ones, and the Support for must have ones.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
This seems a bit late to ask but does medic nade have other special ability other than:

deal fair amount of damage when it goes off
deal damage to zeds and heal human in its AOE
poison zeds with DOT (i can see green smokes coming out of them and lesser zeds will die after a while)

Or what I should've ask is: does the poison do anything other than DOT? Cos it deal very decent damage on solo suicidal (enough to rage a scrake means it can do 25% damage to his health) but I dont think the DOT is doing much in multiplayer.
 

TerraMaw

FNG / Fresh Meat
Apr 12, 2015
60
0
0
This seems a bit late to ask but does medic nade have other special ability other than:

deal fair amount of damage when it goes off
deal damage to zeds and heal human in its AOE
poison zeds with DOT (i can see green smokes coming out of them and lesser zeds will die after a while)

Or what I should've ask is: does the poison do anything other than DOT? Cos it deal very decent damage on solo suicidal (enough to rage a scrake means it can do 25% damage to his health) but I dont think the DOT is doing much in multiplayer.

the poison is actually quite weak, the majority of the damages comes from being in the AoE. but the poison will force a stalker out of cloak every now and then.
 

Beravin

FNG / Fresh Meat
Apr 24, 2015
45
0
0
Honestly, the only thing Medic lacks is damage for their perk weapons, which honestly makes sense. All I can say is that I wish the traits of the other classes (*cough* welding proficiency) were as good as the Medic. That, and me and my friends often joke that Medics make better Berserkers than the Berserkers do.
 

Gallic_Taffer

FNG / Fresh Meat
Mar 30, 2015
406
0
0
Alesia, Gaul
Medic is probably one of the best balanced of the four perks right now. If anything, some of his skills need nerfing.

Tier 1: Medic doesn't have ammo problems unless forced to clinch a wave, but if the medic is having to carry, you're doing it wrong. Enforcer needs to be looked at in comparison to Healing Surge. As it stands, the latter is undeniably better.

Tier 2: These two perks are fine, save for a few issues. Armament should not work when armor reaches zero. How can you repair something you no longer have? Also, there is a slight bug between the two skills, one I've reported that hopefully gets fixed.

Tier 3: For this, Regeneration is the skill to take, mainly because Laceration does nothing. I initially thought Laceration would be helpful, since headless zeds stumbling around are an issue with the medic's garbage power guns. I figured the bleed damage would cause them to drop faster without having to punch them or waste rounds in their carcasses. It doesn't. Regeneration allows you to shrug off siren damage and minor scratches. On higher diffs this is critical, as self-healing takes a long time, and you don't have time for that on sui+.

Tier 4: Most take Vaccination because they want to be "good little medics" and get a boost to the already broken Armament skill. The bloat bile resistance is irrelevant; as it stands, this is just Armament+. For myself, I take Acidic Compound. The panic effect of this nifty skill causes Husks, Sirens, Fleshpounds, and Scrakes to stop whatever they're doing for a good three seconds, even attacking, and all it takes is a dart shot. Add this to the medic nade, and you have some serious crowd control potential. In short, Vaccination is just another Armament and needs looking at.

Tier 5: Neither of these are particularly useful, but they are fine as they are. Airborne Agent for better healing, Sedative for some serious disabling power, whatever your preference.

And I'm going to be frank on this: medic should have lower movespeed. Not by much, but it needs to come down a tad. I never comprehended the medic having such outrageously high movespeed in KF1 either. He needs to be a bit quicker on his feet, not a full on sprinter like zerk.
 

TerraMaw

FNG / Fresh Meat
Apr 12, 2015
60
0
0
Tier 2: These two perks are fine, save for a few issues. Armament should not work when armor reaches zero. How can you repair something you no longer have? Also, there is a slight bug between the two skills, one I've reported that hopefully gets fixed.

the armor is still there, it just in shambles or (more likely) its like the HEV suit in half-life which just operates until its out of power.

by bug im assuming its the switching between perks full restores armor?
if it i would say that take out the restore armor when swapping all together (not remove spawning in with full armor) im mean you get a huge discount on the armor anyways with combatant.

And I'm going to be frank on this: medic should have lower movespeed. Not by much, but it needs to come down a tad. I never comprehended the medic having such outrageously high movespeed in KF1 either. He needs to be a bit quicker on his feet, not a full on sprinter like zerk.

i get what you are saying but im pretty sure the beserker isnt suppose to be a sprinter either, more like a psycho-engineer
(im mean come on! his weapons are a shovel, crowbar, and saw all rolled into 1, a nail-gun modified to shoot like a shotgun, a sledgehammer with explosives inside, and a chainsaw that can shoot saw discs)

plus medics appear to be the "off-tank" so if no zerks are around and a FP/SC is charging a low hp guy (cause you med darts take awhile) you gotta run in and face tank the hit for them