Your opinion on "Combat Medics"

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Ramare

FNG / Fresh Meat
Aug 14, 2012
258
18
0
I wanted to ask everyone's opinions on "Combat Medics", which I define as Field Medics that use off-kit weapons (and maybe the MP5), and focus on being a Pointman-styled, trash-clearing, Zed-kiting boss; rather than a pathetic little man cowering behind his mates doing nothing but healing them (exceptionally well, but still).

Now, I don't want opinions of their usefulness on any difficulty greater than Hard, mind.

As for my opinion:

They can be fantastic. They're like a Berserker running around everything like nothing, but they're using guns while they're doing it, which can be more effective than melee depending on situation.

They can set up and camp, because they use guns (unlike Berserker, who would only at best act like a wall or Zed-time extension in this situation) just like you.

They can kite, because they're freakin' Medic. They move quickly, and they even move quicker than others while holding guns. That means that they can kite like a Berserker while shooting backwards into the crowd, unlike a Berserker.

They can be the most versatile, because they can use literally any loadout of any selection of any kit's weapons. You could even use a flamethrower if you wanted. Not that you would...

They can still play Medic, because they can still run over and heal you (It's Super Effective!), and they will generally at least have an MP5 to shoot darts at you with.

However, they do have potential downsides.

They can be rather expensive to maintain, because they get no discount with any weapons they buy themselves (except Medic weapons), and they have to use more ammo than other classes due to doing less damage, so they have to buy more ammo. (Although if your various teammates give you weapons they buy at a discount to you, you bypass expensive weaponry; and if you're playing single player, you're killing everything, therefore you have all the money, therefore you can buy whatever the hell you want.)

They can be rather useless, because they may not be equipped to steamroll over a wave of, say, Scrakes quite the same way any other class could be. (Although on Normal and/or with a lower amount of people (on Hard), a SCAR-H will make quick work of Scrakes, and Pipe Bombs will absolutely destroy any Flesh Pound that goes for you.)

They can be anti-teamplay due to just running off and doing their own thing. I will admit to doing this. (However, I will also admit to regularly murdering enough Zeds to end up in first place, and never leading angry Scrakes and Fleshies to my unprepared team, so it's still okay, because if anything I was actually lessening the load they had to deal with in their camper spot.)

So again, thoughts, lads? I would put up a poll, but I have no idea how that works.
I'm looking for answers that generally fall under:
"I think they're generally useless."
"I think they can be useful, IF they're played right."
"I think they're generally useful."
"Silly Medic, you aren't a Commando; get back behind the team where you belong."
So, yeah, it would be helpful if you started out your post with one of these (and/or taught me how to do a poll).
 

Spicy

FNG / Fresh Meat
Oct 8, 2010
1,199
162
0
34
New England, the Newer England
You have it pretty well covered. They *can* be an incredible asset to the team. They *could* also suck balls. :(

Like everything else in this game, it comes down to the player. We could paint all kinds of example of good [insert perk name] and bad [insert perk name]. I've seen level 3's that perform better in Hell on earth than level 6's, whether they're faster learners or just have a good set of core-fps "skills"/ traits. Being able to aim, being able to see and determining threat priority. xD

Personally, as long as that Medic is healing teammates when they take damage and ready to block the occasional Fleshpound that doesn't immediately die, they can play however they want. :D
 

karsey22

Member
Oct 28, 2011
459
18
18
^ Agreed. As long as the medic duties are being fulfilled, anything extra they kill is a plus as long as they're not hurting the rest of the teams ability to kill stuff in the process.

A good example would be locking down a stalker/crawler spawn while the rest of the team deals with the bigger specimens, and also keeping an eye on team hp and tanking incoming big threats when necessary, maybe picking off some clots and decapping inc. ninja gorefasts, or stunning that husk from afar with your lever action rifle.

A bad example would be going 'hey all my team is pretty much healed lets go kick some ***' and running out into the midst guns blazing, maybe getting some trash kills. Then a scrake/husk/fp/sirens show up and they run back to their group while healing and leading a big ****ty herd of specimens into the camp zone along with that fp they LoS raged.

But you did ask for advice on hard and below. So I will say do whatever the hell you want. Medic with xbow can take any specimen down solo safely almost as easy as other perks and with that armor bonus even if you take a few hits you'll survive. Teamwork doesn't matter on hard/normal. If you're not surviving on these difficulties I'd bet all my dosh it's not the medics fault.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,220
2,716
0
I think they're faggots.

Just get a Commando to go with him and you're good.
 

Colin248

FNG / Fresh Meat
Dec 7, 2011
55
4
0
Much more respectable than a Berserker, but thats like saying a git is more respectable than a scumbag.


i aggree with this, but only if the medic/zerker is being a team player. i hate the people who go solo from there team. and they can only do this because of there dam speed bonus. now if we had a specimine that slowed down players, even zerkers, but not flat out stop them, or something that can catch up with them... it may lead to a much different story.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,815
234
0
I play as combat medic almost exclusively right now. And there are three general modes of behaviour I switch between, according to how good my team is.

When my team is good, I just enjoy killing zeds and occasionally heal people, because, well, they don't get hurt much. MP5/Mk23/Xbow, mini sharpshooter mode that can also take a punch when somebody makes a mistake in timing the shots at FP/SC.

When my team is moderate, I do my best to help them - mainly by preventing damage - covering their backs, saving from being surrounded, killing trash while they concentrate on bigger things. However, I don't tank to make up for somebody's flawed tactics. If someone constantly rages biggies without any hope of taking them down, I let them to learn on their mistakes, and save the armour for helping more valuable players. Katana/Mk23/Mp5/M79 guarantees versatility in all situations. Frankly, I like matches with moderate teams best.

When my team is bad and has no real chance of completing the game, I just heal who I can, while I can - without putting myself in danger. I will need the armour to solo the rest of the wave anyway. Someone can say that's kinda dickish, but contrary to popular belief, even as a medic, I play KF for my own entertainment, not someone elses'.
 

Wriath

FNG / Fresh Meat
Feb 18, 2012
43
3
0
I mostly combat medic, on hard or less if you get good enough at it you can pretty much take on anything that comes your way, if you're attentive and switch back and fourth between trash clearing, healing, and picking up large mobs with your hunting shotty it can really bring a team together. I highly reccomend the hunting shotty though because it allows you to both pull and be a threat to anything the zed army will be throwing at you, and it'll force you to get good with both burst fire for the mp5 (which will be handy when playing commando) and headshotting with your 9mm which will obiously help your Sharps and your aim in general.
 

Crow72

FNG / Fresh Meat
Feb 9, 2011
104
18
0
United States, Arkansas
Combat Medics Re

Combat Medics Re

I myself am a combat medic but I take the support first, kill later approach in my work. And if things are going well enough I'll use a little extra money to pick up something fun to kill with. For example, I took a Claymore to a FP in a Hard server to
A) Keep its focus on me
B) Have a little fun as a medic
and C) Well that's actually it really.
 

Aznl89

FNG / Fresh Meat
Dec 18, 2009
34
0
0
Healing always comes first but hey if there's money to spare and there's a commando on your team get a SCAR. M7A3 is a joke compared to it. Xbow if you're focusing on husks/sirens.

Also a good trick to know, if your team is having trouble with scrakes buy an axe. It will guarantee ONE free stun if you hit him in the back of the head. Great way to deal with them.
 
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Amber Glass

FNG / Fresh Meat
Dec 19, 2011
902
33
0
Healing always comes first but hey if there's money to spare and there's a commando on your team get a SCAR. M7A3 is a joke compared to it. Xbow if you're focusing on husks/sirens.

Also a good trick to know, if your team is having trouble with scrakes buy an axe. It will guarantee ONE free stun if you hit him in the back of the head. Great way to deal with them.


you can continually stunlock scrakes from behind with the axe or claymore as long as you know where the hitbox is

scrake hitbox from behind - YouTube
 

SkyPiercers

FNG / Fresh Meat
Jan 23, 2011
25
1
0
America
I consider myself a combat medic, and I at least hope I support the team. Generally, that means using a LAR to take down clots and gorefasts before they reach my (usually incompetent) team.
 

AlbusPluvia

FNG / Fresh Meat
May 6, 2012
154
1
0
aim just below the neck after the first stun and you shouldn't have a problem. I do agree though, it can be tricky at times.

Quick question, without using explosives (not grenades, cause all loadouts automatically have them) what would be the best way to kill a raging fleshpound? (Hopefully without having to tank it)
 

Althamus

FNG / Fresh Meat
Mar 13, 2012
1,287
21
0
Run through a nearby door and put a tack weld on it of like 5-10%. Fleshpound will break it down and reset his rage.

If you need more time to get to the door, drop a grenade or two at your feet as you run, especially in a tight corridor. It might deal a bit of damage to him, but it'll certainly make him try and avoid the grenade and slow down, giving enough time to hopefully let you get to the door.

Failing that, unless there's a handy sharpshooter nearby who can headshot him, or a support who can jump + HSG him (if you know he's very badly hurt), pretty much the best option for a medic is to take the hit. I can't think of anything off the top of my head bar an M32 or possibly an AA12 which you're likely to have on you which stands a chance of dealing enough damage to make it worthwhile shooting him and possibly putting him down, but guarenteeing a second rage if you fail.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,815
234
0
Yeah, that can be quite useful when used in tight areas. Once I stalled raging fleshpound with hand grenades long enough to fire four M79 grenades in his face, killing him. Also, jumping over cars or other obstacles can buy you additional distance, as he can get confused about which path to take for a while. And finally, try to navigate among other zeds, so he hits them as he passes. If you're lucky, he can even get into a fight with scrake or something.
 

Althamus

FNG / Fresh Meat
Mar 13, 2012
1,287
21
0
My latest favourite trick with fleshpounds is to run through a door, turn a throw a hand grenade then fire the M79 at them straight away, dealing a great deal of damage to them, then quickly close and weld the door to 5% and run, meaning that they'll break it down and lose their rage.

I think a 6man HoE FP will get killed by 3 grenade sets this way (so 2 doors).

Only failed on me once, where a husk fired JUST as I was closing the door, meaning the husk rocket hit the door when it was at about 1% and broke it, leaving a very mad FP staring me in the face.