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I dislike Airborne Agent, as it heals but does not buff or make use of symbiotic and also does not give the same bounty for kills - the other applies only toxic incap (2-5 seconds of time, same as shooting with darts) but will not "un-enrage" a fleshpound, despite causing no extra damage, as 100*0 (no toxic damage from acidic rounds) = 0.
It's the incap that is preferable to the airborned agent (unelss on Hoe and with a cohesive team, in which case - I would rather use the zed time to heal everyone with darts, although airborned can cut a path for people to escape by providing toxic damage tick and toxic incap.
These are more abstract concepts that are probably not suitable for this guide.
I suppose the main 1% I disagree with is the manga, but that's an age difference - my manga is 1970s-1980s, no webo :p
Very well done to both of you - all your guides are fantastic.
However, I am glad you have said "personal opinion only" as I run builds and specs that are not "normal", but survive - especially with my weird and often insulted gunslinger build (I've yet to make a medic gunslinger - as there are too many single pistols, and I'm at 15/15!).
To improve the guide, a cross perk section on how to medic without being a medic would be a great addition.
One of the golden rules of KF2 - don't heal yourself if you can help it!
I do not trust others to play medic, so it is (not through choice) often the class that I use. Or at least to take a medic weapon that is off-perk.
As you said - no reason to not have a med-pistol unless at 15/15...
Idk why this guide came up on the shift-tab menu today, but I'm glad it did, and I'm going to star and give it a thumbs up so that hopefully other players will read it (although, from my experience, most KF2 players don't often like to read more than 240 characters).
Good tactics and explanations - I hope that more players read guides like this (this is the first guide I've ever read on KF2, other than server setup and console stuff...), so that I can finally start trusting others to be medic...
Very impressive guide and I wish people would take the time to learn this stuff, if they are incapable of figuring out themselves, as those of us who've been here since early access have done... (It's a zed coop FPS... There's 2-3 wikis! what's so difficult?!)
I see a lot of medics missing their grenades, so a good way to not miss is to learn to predict player movements. If they're running away from you, throw a heal grenade a bit in front of them. If they're coming towards you, throw it under yourself. If a scrake or fleshpound is about to hit them, they're going to fly back a few steps, so throw a heal grenade a bit farther behind them. When they get hit, they'll get sent right into the heal grenade. Basically, try not to throw directly at teammates. Predict where they will be in a few seconds, since there is a very short wait time until the heal grenade activates.