I'm not trying to change the meta here. This means you have a pick between Battle Surgeon's heal / poison incap, or Coagulant Booster's damage reduction. The only two things medic needs changed is 1. Your survivability is insane and the 501 is quite powerful there, those medic grenades with poison perks are nuts. For the version in the first Killing Floor, click here. PS. They aren't, necessarily. A flat increase in damage isn't the only way you can incentive players to play combat medic. You being alive is more important so you want to stay behind unless you can't dart someone back in time (as in they have 10hp and a raging FP is on them) other than that just let them get hit DONT SHOOT AND RERAGE the FP and just dart the shit out of your team mate if you have a DBS you can stumble the FP, freeze thrower can freeze it the crossbow isn't that good here - but it stuns scrakes. Either/both of those would definitely strengthen it as a good "Battle Surgeon 2.0"-focused gun. Ew. This means the SMG and the Shotgun have something they could possibly do better than the AR - Ally offensive support (more ammo + faster RoF with the SMG, and penetration + multiple pellets for more instant stacking with the shotgun). If you're serious about setting the world on fire, stick with Flamethrowers and Spitfires. Hey everyone, I want to talk a little about what I think about the medic’s weapons. The Medic SMG is none of that. Everyone hates on the medic shotgun, it's just been rebuffed back to its faster firing state. Because if another class is viable enough to be picked for its damage whilst also providing basic healing with a medic weapon, it doesnt have medic buffs either. For the Airship map, Ringmaster Lockheart claims that the Summer Sideshowversion of th… I always go with Assault Rifle and Medic Shotgun when not upgrading guns. I mean, I only use left perks, but that's the point: I would never go right side perks. 8: The HZ-12 is a good weapon early game and a fantastic trash-clearer late game, but I wouldn't call it one of the best in either support or otherwise. Killing Floor is a cooperative survival horror first-person shooter on PC, Xbox, and PS4. No one hates on the med shotty because it's "bad" you can use it. If you’re interested in getting zeds off your back and taking them out effectively to survive longer, check out the link to get the scoop. Read more to know about Killing Floor 2 Last Updated: 14th July, 2020 18:10 IST Killing Floor 2 Tier List There is literally no incentive to go the SMG or shotgun. Especially that new healing grenade launcher. Like; SMG shoots out 3 lesser healing darts in a cluster (piercing through allies if they are at full health), but it can top off 3 players if you use it right. They lose to Dual Deagles, though. I'm fine with the right side of the skill tree being for solo play and lower difficulties; giving more of a reason to run right-side skills - which are inherently selfish skills for a perk that revolves around healing and applying buffs - would run counter to what the perk's priorities should be. But you have to understand that the innate weaknesses dont start showing up until you jump above hard where you start to begin caring about the other attributes besides “it kills things”. Also, I'm not trying to incentivise combat medic - I'm trying to incentivise diverse weapon usage for medic as a whole perk. Now its a more proper debuffing kind of gun. This isnt a bad thing at all and in fact is part a large part of why the game is fun. was originally made available in the first Killing Floor as part of the Robot Special Character Pack on December 13th, 2012. Notoriously difficult and I wouldn't call it the 'best' weapon, but I'm not a sharpshooter main. Level 20 - Take Acidic Rounds (currently level 15) and swap its position with Battle Surgeon. Case in point, Pulverizer. As for the SMG, I think there is at least one thing that could be done (if no damage-increase is done); Reduce its recoil to the point of almost downright removing it. Writing on the blurb is fine, I guess. Otherwise known as "semi automatic bullet rifle," according to your simplifications. I think maybe nerfing the AR’s firerate slightly, whilst buffing the SMGs damage another 2-3 points, might be enough for it to matter a bit more. I hope some other medics or knowledgeable players have things to share. Looks like you're using new Reddit on an old browser. The pistol handles well with the semi-auto and the medic can easily do his job by clearing trash with it. Hey everyone, I want to talk a little about what I think about the medic’s weapons. Level 5 - Resilience - This one ain't too bad, as it can help you aid by tanking, if necessary. 10: The Battle Axe is slow, heavy, and expensive compared to either the zwei or the static strikers. Simply input your data and view. I just think that there is somewhere that the medic can provide comparable performance with right side perks with the benefit of retaining the increased heal, even without the buffs. Please hire an editor. )kg spare and offering no utility. From Killing Floor 2 Wiki Jump to: navigation, search This list contains all weapons that are currently in Killing Floor 2. Alt - block/parry." It is, however, poorly researched and sometimes nonsensical. Solo Medic with RRLRR is good. You didnt post any links. This might affect balance too much if the syringes can be quick enough to reliably prebuff early on, but let’s be real you’re getting the AR pretty early anyway. Slaughter wave after wave of increasingly brutal experimental specimens with 10 different classes to choose from. If you’re referring to the “gamersdecide” article in your other post history its a rather poorly written piece that unironically has the husk cannon in it. Weapons are sorted into categories based on theperkof the player. Moving forward is the shotguns goal. The DBS, crossbow and freeze thrower all let you more effectively deal with large zeds. Notoriously difficult and notoriously fun! So far the Clot Mother can not be fought in any of the games, but the Vile Matron in Killing Floor: Incursion may be an evolved form. Gunslinger doesn’t have as varied tiers after upgrades, but each pistol is generally used for different purpose and they ran with the Centrefire for a while because of upgrading. The SMG is supposed to be a beefed-up medic pistol, so why not make it more like a beefed-up medic pistol? New comments cannot be posted and votes cannot be cast, More posts from the killingfloor community. As for the Hemogoblin - Double its magazine size, double its total ammo, double its rate of fire, half its recoil and half the ammocost (keeping total ammocost the same), but also half (or at least partially reduce) its damage. Upgrade the AR, boom, build complete. The Clot Mother is a very-large specimen whose sole purpose seems to be taking in the pulpified remains of the dead to produce the army of zed clones. Its useful if you swap between it and the pistol, but that about it. If you have a editor, lightly flick their forehead for letting you call it the 'Berserk' perk, cause it isn't called that. This whole article screams ‘I didn’t do my research beyond looking at the tier levels in the trader pod and what I personally think is good over what is actually good’, And listing upgrades as a reason why it’s good, lol. And when it comes to Zerk... Medic Pistol. I have been playing Killing Floor since KF1, and have seen some bad map design with custom maps, but the toxic landscape map on Elysium has got to be the absolute worst. Best Guns in Killing Floor 2 - I share my top endgame loadouts for each Perk along with 4 skills that can improve your performance. It also delays getting the AR. Killing Floor 2 is a carnage of blood, guts, and more blood with an arsenal of weapons to choose from to demolish the oncoming waves of monstrous zeds. The Field Medic is a returning perk available in Killing Floor 2. When you play on beginner on hard almost every weapon makes you feel like a badass because you can tear through shit with ease with tier 5s. As a player of the Killing Floor 2 community I have come across various moments where I find players using weapons that don't seem to be killing certain zeds fast enough and effectively. It's also better on Commando since in the higher difficulties a Commando can have more utility than normal when kiting via the healing nades. This suggests the Patriarch may have had something to do with their appearance, as he has been known to steal and repurpose Horzine tech in the past. If you have thought that, then that’s not the point. Slaughter wave after wave of increasingly brutal experimental specimens with 10 different classes to choose from. 6 Feel free to ask a question. Even with the bug fixes in the beta, the Husk Cannon is still a bad weapon. Weapons are sold bythe TraderforDoshor found on the map. I’m not the best medic, but I’m confident … Also ew. sedating them). Slaughter wave after wave of increasingly brutal experimental specimens with 10 different classes to choose from. The Medic SMG on SWAT is a situational yet not-garbage idea, as it gives a SWAT the ability to heal players while also receiving the benefits of the perk, should a Medic die or not be there. Buff the DoT of the hemogoblin a little, maybe allow it to penetrate a single zed so it can be worthwhile to shoot literally anything more than just a scrake (the debuff thing is fine, if kind of irrelevant). The community of KF2 is one the best FPS communities out there! Level 15 - Battle Surgeon (since it was swapped) - Instead of just boosting weapon damage by 20%, instead make perk weapons debuff enemies (for X seconds) so that they take 5% more damage and 12,5% incapacitation power from all sources, for each of your attacks, stacking up to 20% damage and 50% incap power. View your own Stats or the Stats of your friends that also play Killing Floor 2. the Hemo was an interesting idea that simply doesn't fit KF2's design. The medic SMG is terrible as a medic, because it gives you marginally better crowd control (not your job anyway), and identical healing to the pistol. Not only that, but all of your suggestions are about damage, ROF, clip size, penetration, etc. HAHAHA oh wait, you’re serious. These line up of weapons would prevent other players from being swarmed too many times and wasting ammo when we need it. Medics heal. So yeah that’s what I think. Then rename Acidic Rounds into "Leech Rounds". The AR is better than the SMG at crowd control, and it’s better than the shotgun at killing mid-tier zeds (just aim at the heads, ez). You resell it for close to what you paid, so to get some slightly better healing for a round or two until you get the AR would be worth it. They were in the game from the earliest days of Early Access. I've heard that pre-nerf Zedative was bonkers with the Hemogoblin. Press question mark to learn the rest of the keyboard shortcuts. The Stoner 63A LMG is a fully-automated light machine gun made in the fashion of the U.S. Navy SEALS Vietnam War. 10 votes, 45 comments. No matter what, if it's a melee weapon, it'll always be useless on the perk that's not Zerk. Secondary fires an explosive round on contact as well. but I wish the right side of the perk tree was more viable in multiplayer, so it had more potential to synergise as a sick poison build. They are a jack-of-all-trades class that can utilize any weaponry. For the Field Medic from the first Killing Floor, click here. That is if you're focused on healing the most and not shooting things. I’m not the best medic, but I’m confident in my skills. I know that's not a great reason, but again my point is to make the weapons viable. "If you're having difficulty getting pass higher level zeds and bosses these are the weapons to help you fight zeds and defeat endgame bosses", That's a big fucking yikes. A heat blade for Zerker crossperk that damages enemies and heals allies? It's good. Additionally, they always begin the match with their Tier 1 Weapon available. While T5 MP5 is supposed to have higher overall DPS, the Kriss is pretty much a lock on every SWAT's loadout. They were the tenth and final perk added to the game. Not to mention that the D.A.R. "Primary - fast blunt attack, Hold Primary for combo attack. Notoriously difficult and notoriously fun! I think an interesting change to those talents would be to keep them helpful for yourself, but ALSO for your team. Going "combat / right-side medic" with this gun would apply so many debuffs to enemies; The zed will move 30% slower, attack 25% slower, do 30% less damage to players and take 50% more incap power / hit, Leech Rounds causes its death to grant all allies 1-8 health (depending on its size) if they assist to / kill it, and Battle Surgeon causes it to suffer 20% more damage taken and an additional 50% more incap power / hit. Those perks might still have their ultimate weapon choice, like the RPG, but their midtier choices remain relevant from purchase and they have options available to them. Both these abilities have a limited range, but it increases with each level the Commando gains. If this is a quick look, the stats serve to clog the page with unnecessary information. I just really wish they'd provide more options because it's always good to provide players with more tactical choices that aren't always straight up better or worse than something else. When shit hits the fan, the buffs are needed. Both are far better. The 501 was a step in the right direction, the Hemo was an interesting idea that simply doesn't fit KF2's design. You get my point. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Those are solid loadout choices. We all know this. I don't want to change the medic pistol's position because I think it's perfect as it is, due to the reason you mentioned. If you have thought that, then that’s not the point. you wanna stay at 50% health so your armor takes as little damage as possible per hit). That article is a perfect example of why idiots who don't know what they're talking about shouldn't write blogs, Unironically stating weapons as the best on higher difficulties when in actuality you shouldn't touch them, boy, what a shit article. Without the big zeds in the early waves, there’s little risk in severe damage, so the worse syringe efficiency doesn’t even matter here. It's bad enough the Medic SMG is weak compared to every other SMG, DPS and damage-wise. Why would I spend 650 dosh (-100 from selling pistol I guess) to have less ammo efficiency and only a slightly better heal? That list was bad and you should feel bad. As for the healing darts in general; I'd like it if some of the medic weapon's altfire was not so extremely similar healdarts. I'm not trying to be a jackass in my reply but I've seen medics like crazy, I've been playing medic since I started the game, Last November if I recall, And last night is the first time I've seen a medic that isn't terrible. The 501 was a step in the right direction. Press J to jump to the feed.