Killing Floor

Killing Floor

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Medic's Field Guide
By https://www.twitch.tv/ronjester
A guide to all things Medic in Killing Floor.
   
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Killing Floor
"Killing Floor is a Co-op Survival Horror FPS set in the devastated cities and countryside of England after a series of cloning experiments for the military goes horribly wrong. You and your friends are members of the military dropped into these locations with a simple mission: Survive long enough to cleanse the area of the failed experiments!"

Please note that this guide was written and evolved with the original Killing Floor game until about the time Killing Floor 2 was released. All information within pertains to the original game. Thanks!


Ratings are appreciated!

Introduction to Medic
In Killing Floor, it's the Medic's job to keep the squad alive long enough to survive the waves of experimental rejects that are dead set on killing you and your squad. This job can be simple enough when your squad holds tactical positions, and continues to hold these positions while killing hordes of zombies.



This guide is intended initially to give you an overview of the equipment available for the medic. In addition it will give you some insight on what you want to do, and don't want to do, as your squads primary healer. Good luck!
Medical Expertise
The road to level 6 Medic is a long one, as you need to heal 100k hit points on your squad mates (not yourself) to get there. These heal points count as your experience as a Medic, and they can be acquired while you're healing teammates regardless of which class your playing. This means you'll want to be healing squad mates regardless of what class you chose to play if your working on the healing grind. Here are some tips that will help you out with that.

The first tip is fairly obvious, travel in numbers! The more squad mates you have to heal up the more points you'll be able to acquire. You have to hit your targets though, and that leads into the next tip.

Try to favor the syringe instead of the medic guns when keeping your squad mates alive. You won't have to wait on a timer to refire if you miss. Basicly stand a couple feet behind your squad mates and stick them when they need it. The way squad mates tend to strafe erratically makes the medic gun difficult to hit with from any angle, so just use it as a backup. The medic guns are great for long range healing when you see someone losing health and know you won't make it there in time with a syringe.

This next tip you'll want to do with a buddy on a low population server, or it won't work. All you have to do is clear all but one or two clots out of the first wave, and then get set up to where you can heal him repeatedly as he is getting attacked by the last zombie standing. All he has to do is stand there, and he can do that away from keyboard.* This is a great way to kill most of the last couple hundred thousand heal points needed for level 6 medic.

Finally, throw the healing nades at the feet of multiple squad mates in trouble. Read more details on that in the "Grenades" section.

* In fact I did this for about an hour one night as my lan party went out for smokes.

This screenshot just shows a couple LVL 6 Medics taking down the Patriarch all solo-like.
The Syringe
This is the default healing device. It's not specific to medic, every class starts with it and the torch. This device heals more points then the medic guns, but you have to be in melee range with the target. You can heal yourself with this device as well.
The Medic Guns
At release only one medic gun (the MP7M) was featured in the game. Later on a few more were added, and with the Steam Workshop we can expect more to come. The primary benefit of any medic gun is that they can fire a healing dart into squad mates at long range. The next five sections will go into a little more detail on each medic gun variant.

Note: There are more medic guns available for the game if your willing to drop the cash on DLC packs found on the store page to acquire them. Since I am fairly content with the guns already available I may not be acquiring these packs myself, and therefore they will not be listed in this guide as I can't review them.
MP7M Medic Gun
This is the default medic gun. A few more guns will be available as you progress through the waves.

MP5M Medic Gun
The MP5M is slightly more powerful and has slightly better range than the MP7M at the cost of slightly reduced rate of fire. Personally, I would hold my cash for a better gun.


Camo MP5M Medic Gun
The Camo MP5M Medic Gun is the exact same gun as the other MP5M statistically. The only difference is the appearance of the weapon, which is a camo consisting of red, black and white.

M7A3 Medic Gun
The M7A3 is a more balanced medic gun, with both increased range and damage then the MP7M at the cost of rate of fire. This is my preferred Medic Gun, and below you'll see why.



The following screenshots show this gun in action. Notice how the LCD screen and the scope on the gun alert you to how much ammo is currently in the clip. This is very helpful in managing your ammunition and keeping your eyes in front of you versus checking the status bar i nthe lower right of the screen.


Schneidzekk Medic Gun
The Schneidzekk also has increased damage and range compared to the MP7M but without the noticable difference in rate of fire.

Grenades
Yeah... so grenades used to go boom for Medics just like any other class in Killing Floor. At some point* in the development of the game, however, they decided to replace the standard grenades for the Medic class with a unique projectile that releases a green mist. This mist apparently applies healing properties to players as they move around in it, so I assume it is supposed to be some sort of anti-contagion. It should also be noted that the green mist does afflict the zombies with damage just as it heals humans.

Anyway, the grit of the matter is, now you have the option of throwing nades at zombies and/or at your squadmates. You'll want to try to save them for when more then one of them in close proximity are in real danger. This will give you time to heal more then one squadmate rather then playing triage with who you need to heal first.

I've also been known to throw one at my feet, when I find myself alone and in real danger. This is either going to delay the inevitable and maybe allow me take a couple more zeds with me, or save myself and earn myself "Zombie Killer of the Week". If I do fall, at least when my name flashes across the screen in front of my squad they'll have a couple less zombies to kill.

* I've been informed that this happened in the 2012 Halloween Event.
The Knife
I just can't write a guide about an FPS without mentioning the knife. In Killing Floor the knife (when equipped) allows you to run faster, in addition to serving as a default melee weapon. This is true for any class.

I wanted to mention that the knife is quite handy when your pinned against a wall or surrounded by zombies. Your gonna run out of ammo on your gun trying to get out. Once that happens, switch to the knife instead of reloading. Look for the weakest part of their wall of dead and try to slash your way out to make a run for it. Don't forget to reload on the run!

I should also mention that the knife is not a one hit kill weapon, unless of coarse the creature you are using it on is really low on hit points. So keep clicking at it, or slashing at them, until they fall at your feet. The knife also has a kickback effect on the creatures that you hit, in effect making it harder for them to get to you.
Tactical Heals
I wanted to go over some tactical scenarios that seemed to work for my clan in the past that may or may not work for you. Take this advice as you found it.

Scenario 1
Not all squads function as a unit, and you'll often see lone wolf zombie hunters run off in random directions without a thought about where the medic is, until you see their name flash across your screen. In this chaotic type of squad, stick to the stronger combatants, and use that syringe on their backs whenever they need it.

Scenario 2
Inside structures, you'll often find you and your squad mates in a hallway after shop has closed. If your not able to get to a defensible area in a timely manner, an impromptu tactic involving a medic and at least two squad mates may work for you. In this scenario get one or more squad mates to cover and hold each end of the hallway, and as medic you'll need to bounce back and forth to keep them healed. You'll have to be aware of what's going on at both sides of the hallway at all times, so turn consistently. If one end of the hallway doesn't hold, run the other direction.
The Blame Game
It doesn't matter if your squad operates tactically or not. It doesn't matter how hopeless of a situation your squad gets into when the waves come in. When you and your squad see this ...



... the Medic is usually the first to get blamed. "Where was the Medic!?"

No-one wants to be the one responsible for losing a match, including the late Medic. The fact of the matter is that the Medic is an easy scapegoat. Just shrug off any flak and focus on the next match, it's just a game.

You'll see that screen less often as you get more hours into the game. This screenshot was taken in suicidal mode.
Sources
I give credit where credit is due! In this case some of the information in the Introduction to Medic section is from the official Killing Floor store page.

https://steamhost.cn/app/1250/

The Medic logo is taken from one of the Killing Floor backgrounds found in the Steam Trading Card Game. All other images are from my screenshot collection.

A shoutout to Deviath for his overall feedback and input during the creation of this guide.


About this Guide
This guide is a work in progress.

I published this guide before really getting it to the point of completion that I have with other guides.

I intend to write additional Medic speicific content as more time becomes available. I will also take the time to write a few more Tactical Heals scenarios. If you like what you've read thus far, please add it to your favorites and check back for more content later.

Don't forget to rank it up!

If you would like to see other guides that I have published, check the Guides Showcase towards the top of my Steam profile.
Decennial Guide
This guide was first published in 2013. See for yourself! You can check the dates on the top right pane of this guide. As we are heading into 2024, that makes this guide over 10 years old. The term for a 10 year anniversary is Decennial and I am now calling this a Decennial Guide.

If you appreciate this guide helping out the player base over the last ten years, throw it a Steam Award as a thank you! I'd really appreciate it!
Other Published Steam Guides
You can check out all of my Published Steam Guides here, the following guides I feel are related in one way or another.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3122987327

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2183349877
9 Comments
https://www.twitch.tv/ronjester  [author] 30 Dec, 2023 @ 8:52am 
Decennial Guide section added. :DJSkully:
Strawbri 15 Apr, 2017 @ 10:46pm 
My loadout is the Schneidzekk, the hunting shotgun, and a machete. Because when you can be a pro healer and kill Hell on Earth scrakes for your team, why the fuck not.
[HIV+] Toxic Kandy 15 Apr, 2017 @ 10:44pm 
I'mma just throw this out there... the Vector and the MP5 weigh the same combined as the M7A3. I would rather have those 2 weapons than the M7A3. Anytime I see a medic using the M7A3, my first thought is and always will be, noob. With the vector and mp5 you can fire a healing dart, swap, fire a healing dart, swap, and continue with that and you will never have time you're waiting for a heal to recharge. Also my normal load out for medic, is Mp5, Musket, HC/MK23(depending on difficulty), and katana.
Strawbri 15 Apr, 2017 @ 10:35pm 
Schneidzekk is love. Schneidzekk is life. :Dosh:
Your Medic 12 May, 2015 @ 10:25am 
Here's an interesting fact about Medic grenades. They heal players indiscriminately. What do I mean? If you drop a 'nade and you are healed, it says you healed [your name] as if you were someone else. I have actually leveled up twice due to that little boost of healing, so technically it IS possible to increase your leveling progress while alone/stranded/etc. :medicon:
Caramelised Onions 9 Dec, 2013 @ 1:06pm 
It's nice that you mentioned that phrase "Where was the medic?!" - I used to hear that ALL the time. :3

As Fairlight Excalibur said, the guns ARE lighweight. I sometimes have the M7A3 along with a crossbow if I'm in a low-level match and there aren't any sharpshooters. OR I usually get the another medic gun, 'cos I get a little frantic and it's nice to have more ammo.

Good guide!
Fairlight 6 Dec, 2013 @ 11:20pm 
Nice guide! You did skip over one very important detail though. The medic guns are very lightweight, meaning you can carry another weapon in addition. I favor the combination of MP5 for its 64 round magazine and the Lever Action Rifle for removing those pesky sirens from a distance. Usually 1 or 2 shots from the ole winchester does the trick.

Jacen 6 Dec, 2013 @ 5:01am 
It's a good guide but it's lacking some informations.
For example, on top of what Hotman911 said :

1) The Schneidzekk has indeed a great fire rate and power (for a medigun) but unlike the other medic guns it has a ironsight, which is harder to aim with.

2) Medics have the BEST armor of all perks, thus making them good tanks in case of raging FP or SC (especialy if you don't have a Zerk to tank). Throw a few nades at your feet when tanking.

3) Sirens are your WORST NIGHTMARE in this game, rendering your armor bonus useless and destroying your healing grenades. Therefor they are your top priority target when you spot one.

4) The Medic guns are realy light (almost all of the only weights 3 blocks, expet for the M7A3 which weights 6) thus you can either go full medic and carry up to 3 Medic guns OR, depending on the difficulty, dual class with some more "destructive" weapons. (my favorite mix is MP5 + crossbow).
Flameo-Hotman 5 Dec, 2013 @ 6:11pm 
one small thing that bugged me was when you said the MP5 was something that you would "hold my cash for a better gun" the MP5 is in alot of intances the best Medic gun the Mag has 64 rounds in it which makes it the most of all the medic guns. Another point is that it has the fastest recharge rate of the darts which is also shared by the Super V. Also you can carry the Super V, MP5, and the M7A3 medic guns all at the sametime. which makes you a good crap mob clearer as well as boss killer if need be.
PS: all together very good guide but for that one point but ehh opions are such so i will leave you with this novel.
Hotman911