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Off perk leveling
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=== [[Medic]] === <p><b>[[Medical syringe]]</b>- This starting equipment can give you easy medic experience whenever your allies are injured in a wave or are at the trader after a hard one. Considering that medics are the only perk to receive the extreme discount on medic guns, and are the only perk equipped with healing grenades, the syringe is the only equipment that is commonly effective while on a different perk. </p> <pre> *Berserker- With this perk's increased melee movement and being commonly at the front lines where the bulk of the damage is received, the berserker may easily heal the injured allies after possibly cutting down nearby zeds. Be sure to keep and eye on your own health though, because your damage resistance alone may not be enough to repel damage. </pre> <pre> *Sharpshooter- Being at the back of the class and potentially equipped with light pistols, this allows players to aid retreating and damaged allies when there isn't any dangerous zeds nearby. </pre> <p><b>Medic-guns</b>- Although hard to obtain on any perk besides Medic, there are a few bonuses that allow it to be potentially used, as a weapon and an aid to others. (Keep in mind damage does <b>not</b> level the medic, only the healing) The [[MP7M medic gun|MP7M]] and [[MP5M medic gun|MP5M]] weigh only 3 blocks, with low damage per shot, but high firing speed; while the [[M7A3 medic gun|M7A3]] weighs 6 blocks, with higher damage per shot, but less firing speed and is the <b>most</b> expensive off-perk weapon in the game. </p> <pre> *Berserker- With low cost weapons and no need for ammo, players can save up money easily. Furthermore; with the need of a mid- to long-range weapon, the Berserker may take along a medic-gun for dispatching weaker enemies and saving the syringe's charge for themselves, while healing allies as needed. </pre> <pre> *Commando- Although the rifles of this class resemble more powerful medic-guns in fire style, with reload bonuses of Commando's the medic gun can be reloaded even faster; however be careful of waste of ammo, and the minimal damage. This does allow you to quickly switch from killing weaker and other troublesome zeds, to healing your front-line attackers. </pre> <pre> *Sharpshooter- These guns may replace dual-pistols or quick rifles for weak zeds that got too close, but be careful as their high cost to obtain may offset the ability to purchase more expensive sharpshooter weapons, that deal much more damage. The head-shot multiplier is a nice addition, along with the sharpshooter's common perch to oversee large areas, and thus help out dangered allies. </pre>
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