The last role of Field medic is meat-shield which should be done only if you have combat armor.Īlthough Field medic wasn’t build for killing big zeds, he certainly can do that in the pinch with the right load-outs and knowledge. Without proper knowledge, Field Medic should never engage Scrake or Fleshpound. In addition Field medic should clean trash and medium zeds (clots, crawlers, stalkers, bloats, gorefasts, husks, and sirens). Main purpose of Field medic – to patch wounded teammates. Full combat armor allows Field medic to tanks approximately from 500 to 636 damage depending who is the attacker( Patriarch and raged Fleshpound deals more damage to medic’s armor for unlisted reasons). Low ammo capacity and accuracy, lack of healing darts makes it more a meme weapon rather than solid one.įield Medic’s combat armor is clearly is the most durable in the game thanks to it’s damage resistance that gets up to 75% at Level 6. It’s concept is to spray Bloat’s bile making zeds retaliate any nearby Bloats. Schneidzekk fire rate is like MP7 – 952 RPM.Įasily the worst Field Medic weapon. Default magazine size is 25 and will be increased up to 50 at Level 5, full dart recharge is similar to MP5, healing per dart is the highest among all medic guns – 40 per dart and will be increased to up to 70 at Level 6. M7A3 fire rate is 361 RPM.įourth and the most powerful medic gun. Default magazine size is 15 and will be increased up to 30 at Level 5, full dart recharge is similar to MP7, healing per dart is similar to MP5. Third and quite unique medic gun which has higher damage per shot but much slower fire rate. Default magazine size is 32 and will be increased up to 64 at Level 5, full dart recharge rate starts at 9 seconds and will be reduced up to 3 seconds at Level 6, healing per dart is 30 by default and will be increased up to 52 at Level 6. Level 6 Field Medic starts with MP7 as well as Armor. Default magazine size is 20 and will be increased up to 40 at Level 5, full dart recharge rate starts at 14 seconds and will be reduced up to 5 seconds at Level 6, healing per dart is 20 by default and will be increased up to 35 at Level 6.MP7 weight is 3 kgs. Also active healing grenades will get destroyed by siren’s screams.įirst and the cheapest medic gun in Field Medic’s arsenal. Any player that will enter healing gas will be healed each 0.1 second’s. Regardless of the Field Medic’s level, healing grenades will deal the same amount of damage to any zed – 50 damage per second(100 for the Fleshpound). This formula can be implied for all perks except Field Medic and Berzerker since first gets movement passive speed boost and second gets additional melee speed boots.įor level 6 Field medic this formula will look like this 1.25*((200*a*b)+) on lower difficulties and 1.2*((200*a*b)+) on Suicidal and Hell on Earth difficulties. Note that the melee speed boost will be applied only when holding melee weapons. On 100 health multiplier is 1 and is decreased by 0,03 with 1 health lost up to 0,703 c – equipped melee weapon weight (for knife it’s 0). (200*a*b)+ Unreal Units per second(for instance 200 Unreal units per second is 8,52 miles per hour), where a – player’s weight capacity that starts with 0.9913 with 1 kg carried and decreased by 0,87 per each additional kg(support’s additional weight capacity doesn’t makes you slower since even with 24 kg carried your multiplier will be 0,87 just like with other perks) b – player current health. Note that player’s movement speed is calculated by this formula: On Suicidal and Hell on Earth difficulties Field’s medic speed boost is reduced by 5% (for example level 6 Field Medic will have 20% speed boots on Suicidal and Hell on Earth difficulties instead of 25%) On level 5, Field Medic starts with Armor, and on level 6 starts with Armor and MP7 Medic gun respectively. Note: Regardless of the Field Medic level he starts with healing grenades. In this guide we will be covering one of the most versatile and powerful perk in Killing floor 1 – Field Medic.
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