"Blam! Sorry, I'm out of lollipops."
Killing Floor 2 is host to a menagerie of different play-styles and characters. While some of the options available might be oriented towards dishing out as much mayhem and damage as they can, others might be more keen on defending the team, focusing important targets, or maintaining the group's health.
Field Medics are a beloved — and often essential — part of any successful squad. The title of 'Medic' might be a turn-off for players that would rather spend their time putting the hurt on zeds; but this perk is not just some nurse offering moral support while they hopelessly run from the enemy. Utilizing a unique weapon from nearly every other perk's weapon class, the Field Medic has the most versatile kit of all perks.
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Utilizing top-of-the-line Horzine weaponry capable of shooting zeds and healing teammates with special darts, Field Medics are able to defend themselves while keeping the squad healthy, ensuring they can stay in the fight long after they all should be cadavers.
Gaining better armor, movement speed, and syringe recharge rate as they increase in level; Field Medics make for excellent survivors if a team begins to fall. While the damage a Field Medic's weapons is not much to appreciate, an accurate player can pop the heads of many zeds, leaving them to bleed out while they continue to lead the zeds on a wild goose chase.
|Increase total Health 25%.|
Healing teammates will heal you 10% of
your total Health.
|Increase damage resistance 1% per Health|
point lost, up to 50%.
|Adrenaline Shot||10||Combatant Doctor|
|Shooting teammates with healing darts|
increases their movement
speed 10% for 5 seconds.
This can stack up to a 30% bonus.
|Increase magazine capacity of perk weapons|
50% and movement speed by 10%.
|Focus Injection||15||Acidic Rounds|
|Shooting teammates with healing darts increases|
the damage they inflict 5% for 5 seconds.
This can stack up to a 20% bonus.
|Perk weapons can poison Zeds, inflicting|
poison damage over time.
|Coagulant Booster||20||Battle Surgeon|
|Shooting teammates with healing darts|
increases their damage resistance
10% for 5 seconds. This can stack up to a
|Increase damage with perk weapons 20%.|
|ZED TIME – Airborne Agent||25||ZED TIME – Zedative|
|You release a healing gas During Zed time,|
healing teammates close by.
|During Zed time, damaging Zeds with perk|
weapons will slow them 30% and do
massive amounts of poison damage.
The trend between any of the skills in the Field Medic's skill trees rely on the question of teamwork. Most of the choices made here come down to whether or not you will play with others.
Field Medics will benefit a lot from Symbiotic Healing, as the health regained for healing allies ensures that Medics have all the incentives necessary to heal their allies before needing to care for their own wounds. The extra health is also a wonderful addition, but the reinforcement of "team first" mentalities produced by using Symbiotic Health are great for getting used to the mindset.
However, for those that will play the 'Battle Medic' or will be fighting solo, the Resilience skill is useful if you are playing with a Berserker's mentality. The only major downside is that a Medic must have their health damaged to begin building damage resistance, meaning that body armor will be wasted partially before this skill can reach its full potential.
Field Medics should not be near any dangerous zeds through most of a game though, so the Resilience skill is a poor choice, as it will only promote bad habits.
If Field Medics are playing solo, the Combatant Doctor skill is useful more for the additional 10% movement speed than the increased magazine capacity. At higher levels, a Field Medic is able to keep up with Berserkers and escape nearly all zeds with this skill in use. The Adrenaline Shot skill is a wonderful skill for Medics playing in teams where chip damage happens often. If paired with Symbiotic Healing, Field Medics will receive these benefits while healing allies as well, so long as the Medic is also missing some health. Be sure to inform your team if you are using this skill, so they know that escape is a much more viable option after receiving heals.
This choice can be difficult for Field Medics focused on utility. The additional damage given to allies through Focus Injection stacks with the benefits of Adrenaline Shot and Symbiotic Healing, making it an excellent choice if going down that route. However, the free damage over time (with the high chance to cause zeds to panic) given by Acidic Rounds has more utility than straight damage upgrades, but is great at scattering stronger zeds if they are clumped up.
The skills presented here decide if a Field Medic is going to take the role of offense or support. The Coagulant Booster skill stacks with similar heal-oriented buffs, making a Field Medic most effective when healing allies rather than attacking zeds.
However, the additional 20% damage for all Medic weapons granted by Battle Surgeon make enough of a difference to make Field Medics considerable threats to larger zeds. While this skill is most effective for solo play, a pair of Field Medics can decide which one will take each of these two skills, optimizing a squad's health in the process, if at a slight drop in overall damage output.
The final choice for all Field Medics. Once again a deciding factor in a Field Medic's playstyle, these two choices are both effective for hilarious reasons.
If you desire to turn yourself into a self-detonating Medic Grenade, the Airborne Agent skill is great if players need a quick way of relieving pressure brought on by zeds. The downside is this only happens during ZED Time, which often happens near the beginning of a wave, when the squad typically hasn't been put in any real danger by that point.
The slow effect gained by the Zedative skill is extremely useful against fast-moving zeds, such as Gorefasts, Scrakes, and Fleshpounds. While the 'massive' poison damage is heavily resisted by nearly all zeds, the extra damage on top of the bullet damage and slowing effect make this a great choice for Medics trying to set up opportunities for heavy-hitting perks to deal massive damage without risk of inaccuracy.
The Field Medic starts out with two unique items. HMTECH-101 Pistol, essentially a 9mm pistol that has been outfitted for use by a Medic; and two Medic grenades, able to heal allies and poison zeds in a moderate radius. Although all perks have access to this item, the Field Medic has an upgraded version of the Healing Syringe.
Looking much cooler than it actually is, the HMTECH Pistol behaves almost exactly like the all-perk 9mm pistol; with the major differences being the holographic sight and healing dart additions to the HMTECH Pistol. Reliable in the early waves, it is recommended to upgrade from this weapon as soon as you're able.
Boasting a high magazine capacity and the silliest noise of any gun in the game; the HMTECH SMG is a solid bullet-hose which is most effective at popping the heads off of Clots and Crawlers.
The healing dart provided with this upgrade is slightly more efficient that the one in the HMTECH Pistol, requiring less charge to be fired off than its predecessor. The damage this weapon deals isn't much, but it is good at keeping large Clot hordes in check, as well as eliminating swarms of Crawlers with ease.
Exchanging ammo capacity for stopping power, the HMTECH Shotgun is the perfect middle-ground for any Field Medic. While the lower ammunition reserve will mean the Medic is not going to be clearing out as many Clots as before, the extra damage makes the HMTECH Shotgun capable of contributing to fights against Scrakes, albeit at the cost of a lot of rounds.
Boasting an even more efficient healing dart, this weapon is the best when it comes to healing vs. firing of all the Medic's kit.
HMTECH-401 ASSAULT RIFLE
A direct upgrade to the HMTECH SMG, the HMTECH Assault Rifle has the highest ammo capacity of all the Field Medic's weapons, as well as the highest damage per bullet. With moderate accuracy and a fire rate only a bit slower than the HMTECH SMG, the Assault Rifle maximizes the Field Medic's support role.
With the most effective healing dart in the game (charging even faster than the healing syringe) this gun is able to fire darts as often of bullets. If you are playing on a team with reckless players, this is going to be your choice weapon.
HMTECH HEALING SYRINGE
Something important to note is that the healing darts fired from a HMTECH weapon heals at a much lower rate than what the healing syringe is capable of. While the benefits granted by increasing the recharge rate of all your healing abilities is affected by your perk level, the recharge rate of your healing syringe is the fastest of all your tools, as well as healing the most health of all items.
The only downside to this is the fact that you must be within melee range of your intended healing target to apply the health. Consider using this weapon if you are in a pinch if you are either out of ammo for your HMTECH weapons, or need to have guaranteed healing on a squad-mate at low health.
The Medic Grenade is one of the most useful utilities in Killing Floor 2. With the ability to heal entire squads in a pinch as well as dealing massive amounts of poison damage to all zeds in range. The only times when this grenade is not going to be effective is if there are Sirens near either your intended target or your person. These grenades are especially effective in squads with Berserkers or Support Specialists in the composition, as the healing and damage dealt by these grenades make for excellent points where your team can hold a point and fire upon a large zed without much risk of death.
ADDITIONAL NOTE: SCALPEL
While the Field Medic's knife is not different from any other; it should be worth mentioning that there is an achievement/trophy associated with the weapon. Use the Scalpel to kill a Clot and you will unlock a rather easy achievement/trophy for yourself!
There are a number of enemies that you will stand against as you massacre your way through central Europe on a mission to exterminate the specimen outbreak. The Support Specialist is there to bottleneck zeds and keep the pressure off of their allies by applying pressure on all other zeds without much difficulty.. This portion of the guide will cover each of the specimens in the typical order that they arrive.
THE CLOT (HIST/ALPHA/SLASHER)
These three variants make up the basic enemy of Killing Floor 2, with each of the three having a unique behavior associated with them.
The Hist is like a child, if the child were still dangerous and thirsty for blood. This enemy moves lethargically, and does not have much agility; only a desire to kill the mercenaries.
The Alpha Clot is pretty much the same clot we all remember from the original Killing Floor. While they don't do much aside from walk (or run) towards the player and seem upset about something, there is not much to worry about from this variant.
The Slasher is the most dangerous of the three, behaving like a mix between the Alpha Clot and the Crawler (shown below). This enemy can come from locations players might not expect, such as vents and sewer holes, much like Crawlers. These enemies will move the fastest of the three, and will begin rolling under gunfire on higher difficulties.
The most important thing to note about these enemies is that all of them can grab the player; holding them in place while their friends surround you and tear you apart.
Field Medics should spend a lot of their time shooting at Clots. They are an easy return on investment for your ammunition, and are not resistant to any of the damage dealt by your weapons. Regardless of what tier of HMTECH weapon you are using, be sure to shoot these zeds so that your team can focus on shooting more threatening enemies within the horde; but take note that Medics using the HMTECH Shotgun will be more effective if aiming for the center of mass..
Arachnid and man, merged into one. What seemed like the everyday Spiderman turned into a nightmare for Horzine with these small, skittering specimens. These enemies can appear in unusual locations like the Slashers, but they do not stand on two legs and walk towards their targets, instead preferring to stay close to the ground before pouncing at their enemies from a close distance. These enemies are not much of a problem alone, but a swarm, if left unchecked, can quickly take down a mercenary before they have a chance to escape. Being one of the fastest common enemies in the game, the only saving grace for players is that they are very frail, only needing a couple shots to take down.
Crawlers are very weak to damage dealt by assault rifles and submachine guns, making Field Medics in the early game and late game direct counters to these enemies. Taking only two to four well-placed shots, a Field Medic can wipe out swarms of Crawlers with a single clip if they are accurate enough. If ZED Time is activated while a Medic is able to fire at Crawlers, take the limited time to adjust your fire towards these enemies.
Invisible women out to get you; it is not as nice as it sounds. The Stalker is about as agile as the Slasher, but comes equipped with a cloaking field which allows them to get close to a team before striking. While the cloaking field does not make the Stalker completely invisible, it does obscure their form enough to make it difficult for players to spot either how far away or how many are in a group. Moving just a bit faster than the Slasher, and doing a fair amount of damage with their acrobatic kicks and swipes; a small group of these enemies can overrun a lone mercenary very quickly if allowed to get too close.
Stalkers are not particularly weak against the damage dealt by a Field Medic's weapons, but the accuracy of their arsenal makes shooting the heads of these zeds a trivial task. While resistant to poison; the Acidic Rounds skill is useful in highlighting where Stalkers are located by the green gas effect surrounding Stalkers that have taken damage by a Medic's weapons.
Field Medics should try to keep an eye out for these zeds while watching their team. Most Medics that are doing their job right will fire more healing darts from their gun than bullets; but there is nothing wrong with taking a couple shots when alone or surrounded.
The Bloat is a bullet sponge in every sense of the term. The high resistance to nearly all types of damage make it essential to headshot this enemy before he gets close enough to vomit on anyone. Mercenaries who get covered in a Bloat's bile will take damage over time, as well as have their vision blurred by the effects of the bile itself. On higher difficulties, Bloats will run towards players and raise their cleavers in front of their face to defend themselves from incoming fire, as well as occasionally leaving bile-mines for players to unwittingly step upon.
Field Medics should line up headshots against these zeds as long as they are using any weapon other than the HMTECH Shotgun (for reasons similar to what the Support Specialist deals with). The priority here is that a Field Medic should disable the Bloat's ability to vomit on their squad before they can get too close. Killing these enemies should not be a priority, only removing the head.
Lacking skin, a lower jaw, and any form of human sympathy, the psychopathic Gorefasts will rush down their enemies, waving their tied-on machetes and swinging wildly with bloodlust. These enemies are the fastest of the common enemies, and one of the toughest as well, taking a handful of headshots just to pop the skull off. On higher difficulties, this enemy will hold their machete in front of their head to try and deflect bullets.
Field Medics can outrun these enemies once they reach higher levels, unless playing on Hell on Earth difficulty. Be prepared to take the heads off of these enemies before they get a change to lunge at you. If using the HMTECH Shotgun, wait for these zeds to get within melee range before firing point-blank at their torso for a quick kill.
The Siren is a specimen that does not charge down players in the same way that all other zeds do. Instead, these enemies move at about the same rate as Hists, using their literally lethal scream to damage players (ignoring body armor and going straight against health). Not only that, but the radial scream that Sirens produce will destroy grenades and rockets mid-flight, making them a considerable threat with their ability to disable a team's utility.
Field Medics cannot do much against a Siren, aside from trying to interrupt their scream by consistently firing at their frame. Keep in mind that Sirens will immediately begin screaming if allowed to recover from this stun, sometimes causing them to scream more often than if they were left alone.
Take care if throwing grenades when you hear these enemies screaming. If your grenade is destroyed before given a chance to release the nano-healing gas, it could mean the difference between a clutch-save or a dead squad-mate.
The zeds' attempt at a Firebug, the Husk is a specimen that utilizes attacks from a distance through the use of a Fireball launcher which can light a team of mercenaries on fire. This enemy is tough, but can still be taken out through focused fire or a lot of damage from a single attack. Essentially immune to fire, it is not recommended that mercenaries use fire-based attacks against this specimen. To make matters worse, Husks at low health will charge at the group before attempting to self-detonate themselves in a flaming kamikaze. At higher difficulties, the Husk will use their Fireball launcher like a flamethrower, doing massive amounts of damage and setting players on fire.
Field Medics do jack-squat against these enemies, even if using the HMTECH Assault Rifle. While headshot damage is effective, it will take nearly an entire clip (more than one if playing on harder difficulties) to kill a Husk with headshots. Field Medics will be better put to use following where the Husk's fireballs are heading and healing any squad members that are set on fire.
This chainsaw-for-an-arm maniac is a considerable threat to any squad. Their arrival is made known by a noticeable sound cue of a chainsaw being revved up, followed by the roaring laughter of the Scrake. This enemy will walk towards their target, pointing in their direction, and pantomiming threats. When brought to half their max health, a Scrake will go into a frenzy; running at the mercenaries and swinging their chainsaw in combos and wide arcs. On higher difficulties, a Scrake will raise their chainsaw in front of their face in an attempt to block incoming fire.
Field Medics are most effective at selecting when and where a squad should fight these zeds. While the damage their weapons deal to these enemies is not much, the power of their Medic Grenade's heal allies/damage zeds ability is wonderful when paired with a Berserker or Support Specialist. Field Medics should inform their team in some way that — once the grenade releases gas — the team should be fully loaded and firing all they have at the Scrake, Field Medic included.
The distinct, guttural roar of pure hatred that announces the arrival of a Fleshpound is a noise that makes the hearts of entire squads drop into their stomachs. Nothing about this zed is subtle, from the giant frame the specimen boasts, to the glowing adrenaline monitor that functions as life support, or the meat-grinding devices attached to his arms, which glow red-hot from the friction caused by their spinning; the Fleshpound is a harbinger of death.
The grenade-playground tactic that Field Medics use against Scrakes should be applied multiple times throughout a fight against a Fleshpound. If caught alone, a Medic will spend nearly all of their ammunition reserves trying to kill a Fleshpound, so fighting one without a team is highly discouraged.
With the improved body armor and movement speed, though, a Field Medic is great at running away from a Fleshpound if they are stuck into a solo situation (whether by choice or the result of a dead squad). The fight will be very challenging, and a Field Medic should be prepared to scavenge weapons off the dead or from random spawns in the map if forced to fight this zed.
Field Medics will not need to be so keen on healing their allies during short games. Due to the nature of short -length games, Field medics should be able to make due with the HMTECH SMG, perhaps spending money on the HMTECH Shotgun prior to the boss wave. 4-round games are a great start for new Field Medics, since a squad will not need to rely on consistent healing just to survive a wave.
Medium-length games are the next step for new Field Medics. Squads will benefit greatly from the inclusion of a Medic, but a team can still get by if everyone is making sure to heal each other and not themselves. A Field Medic will be able to make plenty of dosh in the first two waves by focusing on killing Clots, and will make the rest by healing their squad. Ensure that you are doing squad health-checks every so often during a wave, and you will get your team through the game easily.
For all intents and purposes, consider the long-games as the standard length for Killing Floor titles. The balance of time and a team's upgrade rate is the most consistent in 10-round games. Field Medics need to make as much dosh as they can in the first three waves. Focus on killing as many Clots as possible, trying to get the HMTECH SMG (and its ammo supply) as soon as you're able.
Experienced Field Medics will find themselves firing healing darts at their allies more often than firing bullets at zeds, and that is in average conditions. At the worst, Field Medics will consistently be the last remaining member in a squad as they must lead zeds throughout the level, picking them off as opportunities arise. In ideal games, there are enough perks keeping zeds in check that a Field Medic rarely has to heal the squad. Whatever the case may be, be sure to check the team's health every few seconds and make sure everyone is at full health at all times. Medics that keep everyone healthy are the best at preventing panic and disorganization.
Once larger specimens begin spawning (such as Scrakes and Fleshpounds), Field Medics need to become the squad's tactician; deciding when and where to draw a line and have the team focus a single enemy at a time. Be sure to use your healing grenades with caution, and never fight a Scrake or Fleshpound until all Sirens have been killed.
The Field Medic should spend most of their time aiming at their teammates, topping off health and organizing effective use of every other perk. A team consisting of mostly Field Medics will find games difficult to progress through, not because of fear of death, but a lack of effective stopping power.
Currently, there are two bosses in the game, Dr. Hans Volter, an old German scientist who worked with Horzine before taking part in creating the specimens; and the Patriarch, the head scientist for the entire research project, and self-proclaimed 'father' to all of the zeds. The chance for either of these bosses spawning is random, and teams will not have a chance to change their perks or equipment once the wave has begun and the boss has arrived.
DR. HANS VOLTER
The Nazi scientist who still believes in the Reich, Hans Volter was one of the leading scientists for Horzine's specimen project before being convinced with what the team's head scientist had in mind. Keeping himself alive with an integrated life-support system outfitted with an exosuit to augment his physical capabilities, Hans attacks the squad with Freddy Kruger-inspired syringe gauntlets and a pair of StG-44 assault rifles, referred to as "Twin Fangs" by the doctor.
Field Medics should spend most of the fight paying attention to their squad. Unfortunately for those seeking action, the best opportunities for Medics to fire upon Hans is at the beginning of the fight, when the doctor is walking towards the squad. With the damage dealt by his Twin Fangs tearing through health once body armor disappears, Field Medics can no long return fire during his walking phase, and should instead look towards where Hans is firing, healing anyone taking damage.
Hans will occasionally throw out gas grenades and fragmentation grenades in bundles to try and disrupt the squad. Commandos have nothing to mitigate this damage, or help their allies. Dodge the grenades as best as you can, and hope the rest of your squad does the same.
Once Hans has lost most of his health, he will activate a shield (shown as a narrow blue bar above his health) and toss a handful of smoke grenades at the squad before trying to rush down an ally, claws extended. If you coordinate an attack with the rest of your squad, keep at a distance and keep firing at Hans' shield to try and resolve the fight quickly, otherwise run away and try to avoid being the one caught and sapped. Regardless of what happens, Hans will move very quickly, making him a harder target to hit; and his shield is resistant to all types of damage.
If your squad is able to destroy Hans' shield before he can heal, he will no longer attempt to heal himself, making for an easier fight to finish. If allowed to heal, though, he will regain up to 80% of his max health, doing this up to three times before going into his final phase.
Hans will become more aggressive as he gets to later stages of his life (indicated by the lights in his suit). His attacks will change up to include attacking with the bayonets of his Twing Fangs (eventually becoming unblockable attacks in the final two stages), making large, leaping attacks with his claws (once again, unblockable), and throwing out more grenades more often, causing a lot of confusion and having the possibility to deal a lot of damage near the end.
A Field Medic will become more and more useful as the fight goes on. The best way for a squad to counteract the self-healing of Hans is to have someone on their team that can keep everyone healthy. Once you see your squad-mates losing all of their body armor, begin focusing on their status more often, since a lot of the attacks done by this boss will devastate any perks that do not benefit from higher health pools.
While it does suck being unable to shoot at this boss often, the chance that an ally is dropped to critical condition while you are forced to reload your healing weapons outweighs any additional damage your weapons can deal to the doctor, even if aiming for the core on his back. If one of your squad-mates does fall, try to scavenge their weapon and use it against the doctor in their place, switching between firing the weapon and your own medic guns. Field Medics will make the difference in a lot of these fights, so be sure you know where you should position yourself throughout the fight.
This is a mean individual who has decided that genetic engineering is the key to a successful, elevated human future. Unfortunately for humanity, this involves cloning a bunch of mutants with no interest in anything other than the elimination of all humans. The Patriarch, is the head of this entire problem, and he exemplifies this logic to a terrifyingly simple solution; a rocket launcher/mini-gun combo for and arm.
The Patriarch utilizes a cloaking system much like the Stalker, making him hard to spot for casual observers. Field Medics can choose to counteract this by firing a healing dart (or by shooting him with Acidic Rounds) at the Patriarch so that he emits a green gas from his center. While the poison deals marginal damage, the effect it gives off is useful for spotting him during periods where the Patriarch might be lost in a confusing fight against a zed horde.
As long as you are making sure to heal your squad once they're hit by the Patriarch's attacks, you are going to be an unlikely candidate for attack (unless you get near him). There are a couple attacks you should be prepared to heal against; whenever the Patriarch uses his rocket launcher, and if he tries to grab one of your squad-mates with the chest-burster appendage. The rockets he fires will deal a lot of damage in a wide radius (which is made worse at later stages when he fires a barrage in random directions), and his grab will deal damage just before the player grabbed is struck with a melee attack, adding on to the nasty damage already taken.
Throughout the entire fight, you need to focus on healing your squad, only using your weapons to kill the zed fodder that are summoned during certain points of the fight. The Patriarch will try to run away and heal up to two times when his health is low. Do not follow the Patriarch at this time, since the summoned zeds are where you should focus your combat, cleaning up any distractions before your team takes any more damage from the Patriarch once he returns. Stay with your squad, and kill off incoming Clots, Crawlers, and Stalkers before they become too much to handle at once.
Being a Field Medic makes you one of the most important members of your squad. Stay alive at all costs, even placing yourself out of the line of sight of the Patriarch if necessary (such as any time when the Patriarch announces the use of his rocket launcher or minigun).
Sure, you might not be doing direct damage to the Patriarch, but your ability to keep the team alive throughout the fight makes you an invaluable asset, and teams that consistently come close to death will know that you are still an important contributor to the fight.
While a lot of those that survived the first few days of the collapse of Europe got by with rage, bloodlust, psychopathic dispositions, or doomsday preparation, Field Medics are valued for their desire to contribute selflessly to others. Equipped with various weapons distinguishing their role among any group of mercenaries, their damage might not be impressive, but Medics that stick to their task are appreciated much more than those that simply think killing is all there is to it.
Gaining improved body armor and a movement speed bonus to rival Berserkers, Field Medics are the best at surviving in a squad, and should try their best to benefit the survival of their allies, rather than boasting their killing power to those much more qualified for such roles. It can be a thankless job, but Medics that do their part will always improve the morale of any squad, sometimes invoking some camaraderie among the group.
The large amount of dosh made by simply healing their squad makes Field Medics a great source of income, sometimes not needing to fire a bullet and still make as much money as some of the leading contributors. Your allies might be surprised to see your name near the bottom of the board in kills, yet occasionally have the most money in your account.
Being the brains, spine, and life blood of a squad; Field Medics have responsibilities you wouldn't expect from a group so gun-ho about mindlessly killing. With a healthy bit of banter, and a good assessment of character, the Field Medic can turn most squad compositions into a functioning unit.
Guides will be made available regularly for each of the perks in sequential order, if you would like to check out our other perk guides, click on any that interest you below: