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Killing floor 2 medic perks
Killing floor 2 medic perks












killing floor 2 medic perks

Damage modification (skill): Battle Surgeon skill affecting on-perk weapons (including Knife).

killing floor 2 medic perks

You release a healing gas During ZED Time, healing teammates close by.ĭuring ZED Time, damaging ZEDs with perk weapons will slow them 30% and do massive amounts of poison damage. This table represents the passive stat bonuses the Field Medic receives. A Field Medic can build up its healing meter from multiple teammates there are not individual meters for each teammate. For example, a player who had 7 points on the healing meter and then added +15 points with the HMTech-101 Pistol's healing dart will get XP twice because two cycles will be completed: cycle 1 completed after adding 3 more points starting cycle 2 with 15-(10-7) = 12 points, 12 > 10 so cycle 2 also completed, and the next cycle begins with (12-10) = 2 points on the healing meter. The meter does not become zero, but instead begins with the leftover heal amount from the previous healing cycle. has 10 points on it), it resets and the player receives an additional XP reward. Every time a Medic heals a friendly player, the meter increases by healer's heal amount (heal amount depends on the weapon and level, from +15 points for HMTech-101 Pistol at level 0 up to +30 points for the Medical Syringe at level 25). Sedative stuns whatever zed it hits, creating the opportunity to attack or regroup, which can change the course of battle.Each Field Medic has its own "healing" meter. Airborne Agent gives extra area healing, but still feels a bit mediocre for a Zed Time skill, your grenades also make it kind of redundant. So unless the kindergarten Sharpshooter next to you misses every single shot, I recommend Vaccination. It also gives resistance to Bloat bile, which is splendid.Īcidic Compound looks nice but not very reliable in practice, and Vaccination looks rather attractive. Reason: Grants 2 point of armor upon healing without losing any healing effectiveness, it makes all the difference when everyone is out of armor in the middle of boss fight. Reason: Regeneration gives a small amount of passive healing to yourself, not very significant but why not? In the meantime, Lacerate totally equals to scheisse, don't pick it It is pathetic, and it will make you pathetic. 25% loss in healing effectiveness is a huge amount. This is not recommended for low level medic or bad team that takes a lot of hits, though. However if you think you can live with normal armor anyway, and your teammates are skillful badasses, you can try Armament to help your team survive the long battle after wave 7. Reason: A really cheap and durable armor can make you stay alive in the most dangerous situation, which is also where your teammates need you the most. Reason: 20 health can make the difference between life and death, and normally you won't need so much ammo as a medic unless you're not healing at all or your commando just fall asleep.














Killing floor 2 medic perks