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==Tactics== *Time your med-gun reloads carefully. You cannot fire the med-gun or throw med-grenades while your gun is reloading, and it takes about 3 seconds to reload a med-gun. Your primary goal as a medic is to heal, not deal damage. You're better off defenseless for a little longer and taking a hit to your armor than to lose a teammate due to reloading at the wrong time. If you're desperate, there's always your 9mm. *The [[Blowerthrower]] then [[MP7M medic gun | MP7M]], [[MP5M medic gun | MP5M]], [[M7A3 medic gun | M7A3]], and the [[Schneidzekk medic gun | Schneidzekk]] medic rifles are the only weapons affected by the medic perk; a larger magazine is given at higher levels, and the weapon discount ranges from 10-70%. The MP7M has the highest rate of fire out of any weapon in the game; a level 6 Field Medic spawns with one, making trigger discipline and headshots crucial for anything larger than a [[Crawler]]. More importantly, it allows medics to heal teammates at great ranges, speed, and without the hassle of switching back to [[Medical syringe]]. A medic may also choose to carry any three of the four medic guns, as their healing darts use separate medicine charges, and also have different ammo reserves. This option, however, leaves them with no spike damage weapons. *The medical syringe is especially useful when the other medic guns are recharging. Two quick healing darts and a syringe used on a player can bring them from nearly dead to healthy in a matter of seconds. When attempting to use the syringe to heal someone who is fleeing from danger; do not obstruct their escape route and instead approach them from their side. You could also approach from the front, but only if they are in immediate danger of death and you can tank it, as the Medic's armor bonus allows you to endure more attacks, but this method prevents the player you are healing from attacking the enemy chasing you or them until you move. This is especially useful against Fleshpounds and raging Scrakes. *Carrying 2 or 3 medic rifles together help with effective healing, switching between rifles as syringes are wasted is required to keep teammates healthy under dire situations. Be ready to fire a second healing dart at an injured teammate because the game engine does not register all darts that hit their mark. The healing message at the bottom of the screen, the small green cloud on the point of impact, and the metallic sound of the dart's impact can be used confirm a successful healing dart. If only one appear, it may not have registered, and a second should be fired. *Since the medic only receives an ammo boost, these guns have a decided lack of power, but are still effective against smaller specimens. The heavy damage absorption, high movement speed and self-healing allows them to use hit-and-run tactics with a good variety of weapons. With no damage bonuses, it is more difficult to be a specialized fighter as a medic despite the armour bonus. Equipment should be carefully chosen to mitigate the deficiency in firepower. A medic should be armed with more than the standard equipment and a medic gun, especially on the later waves. **A lightweight melee weapon like [[Machete]], for example, allows the medic to have great speed, and is effective against [[Clot]]s, [[Gorefast]]s, and [[Stalker]]s. A pricier weapon such as [[Katana]] will be a hefty investment for offering no utility beyond as a higher damage trash killer. Unless you have it by means of perk change or teammate discounts, or playing a low difficulty, Katana shouldn't be a weapon to be considered. **The [[lever-action rifle]] and [[M7A3]] are also formidable weapons because they can pick off awkward targets like [[Husk]]s, [[Bloat]]s, [[Crawler]]s and [[Siren]]s with reasonable efficiency from far. Lever-action rifle still can flinchlock a Scrake at any difficulty and a full tube of 10 headshots can decapitate it by suffering minimal retaliation. When you pre-damage its head near the rage threshold (about 1500 damage at Hell on Earth 6p health scale) as much as you can with any medic rifle then get close to cancel its chainsaw swing with a LaR flinch headshot you get the opportunity for nail the remaining damage by flinching rifle headshots one by one. **Alternatively, a [[Crossbow]] can be used as a stronger ranged weapon, which can stun the Scrake on lower difficulty levels and eliminate ranged threats from a distance but may force the medic to kill the majority of close-range specimens with the sidearm and medic rifles. Crossbow is still capable of being useful against Scrakes if Medic is smart enough to headshot pre-damage Scrake near their enrage threshold to crash through it with a heavy flinching Crossbow headshot to put Scrake in a slow rage state from far distances. **Medic can carry [[Hunting shotgun]] along with a [[Machete]] and still have room for any small medic rifle preferably [[MP5M]] or [[Schneidzekk]]. Medic can walk up to a Scrake, pre-damage to its head with any medic rifle of choice, flinch with Machete alternate fire headshot and finish it with a double barrel unleash to Scrake's head. Generally this result a stunned looking Scrake because the finisher damage is low. **For close-range combat and tanking purposes, a Medic can use the [[Flare revolver]] or [[Blowerthrower]] paired with a [[Fire axe]] to backstab Scrakes from their head and still have space to grab a [[MP5M]] or [[Schneidzekk]]. Bile attacks can turn big specimen against Bloats following them and Medic get the opportunity of backstabbing Scrakes or stacking nade at Fleshpound's feet without risking his armor. **A horrible mistake for a Medic player would be buying a long range nuke weapon just like [[M79]] and [[M32]]. While they're destructive, lack of handheld explosives the Field Medic has makes this a bad investment and makes the spawn rates inpredictable which trigger retaliation spawns at high difficulties with mass chunk of kills. On top of that, self splash damage is not something you would want as a Field Medic player where your armor is limited and have to be purposed for tanking dangerous specimen for your teammates. *On [[Difficulty#Suicidal|Suicidal]] and [[Difficulty#Hell on Earth|Hell on Earth]], a medic is inept at inflicting any significant damage to the [[Scrake]] or [[Fleshpound]]. This is because; the lever-action rifle is weak unless you have time to aim for the head, the katana requires close engagement which may allow the specimen to put dents in your armor as you attack them, med-guns do too little damage, and the big specimen now resistant against Crossbow headshots on the Suicidal and Hell on Earth difficulties. Even while being less effective at this difficulty, these options are still viable with support fire from teammates and Field Medic's damage sponge abilities. With no damage bonuses or weapon restrictions, the Medic's loadout is very flexible and can be used to level up any other perk without sacrificing much firepower. * For supportive roles medic can pick [[Zed Eradication Device]] to cause big specimen to incur more damage with the stabled stasis field. Since Field Medics always take the battle from front lines it's not hard for them to keep the horde under stasis. However there are cheaper alternatives for tanking big specimen. Medics always being the bank for the team in case they have casualties, wasting their money on expensive off-perk toys however will not be taken well by the entirety of team at high difficulties and they will feel the death penalty impact harder at oncoming waves if you can not share money. Something very expensive like ZEDv1 only should be considered at the Patriarch wave. ** [[Zed Gun MKII]] is the better alternative of original Zed Eradication Device for the Medic in this situation. As it requires you to hug the specimen to envelope them in stasis for the second time if they were to shake it off for once, the duty falls at your hands to tank them and provide crowd control. * The Medic has more mobility with the recent patch which granted them healing [[grenade]]s, which emits a gas that poisons the specimen, but heals allies. Whenever Field Medic is stuck (ie. held by multiple clots and/or cornered) and there are no Siren to exterminate grenades; Field Medic can break free from specimen easily by tossing the grenade at their feet, thus freeing and healing themselves in the process. Same thing applies when another player is in need of help and medical treatment. Remember that Medics can only carry 5 grenades with him/her, so they should use them wisely. * On Friendly Fire servers, field medics are the backbone of the team as their morphine dart hits will register much more easily, and heal any team-inflicted damage swiftly. * When cornered or surrounded as medic, throw down a med grenade at your feet as this will not only help you damage to the specimens around you but heal you as well. It won't likely help much against larger specimens, but it can be life saving against crowds of weaker zeds
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