Battlefield™ 1

Battlefield™ 1

241 ratings
Medic Class 101
By Josip
These are the people who keep their fellow soldiers alive. They make sure everybody is healthy and up and running.
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Opening
⋆ Before you go berserker on me for not recommending your favorite weapon, sidearm and gadget, please do know that this is only my opinion and it will differ from yours.



⋆ I am an amateur and this was made just for sharing my knowledge and helping new players improve their gameplay. If you would like to make an recommendation or suggestion, do it in the comments like a gentleman.
Tips
⋆ Throw medical crates often. Throwing medical supplies in safe places should be your habit. It is crucial for the team and it can easily give you points. When you're alone and shoot around a corner, throw a crate to keep healing yourself.



⋆ Always look for allies that you could revive. Firstly, you help the team this way. Secondly, you earn points. Finally, there is nothing more annoying than dying and seeing a medic run around without even trying to help. If you revive an ally and they die again, their second death will not count in the stats.



⋆ The Medic class is the most effective one in infantry combat. Semi-automatic rifles are the most versatile weapons and they work best at a medium distance. What is more, medical gadgets can make a great difference in the course of the battle.


Primary (Top 3)
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3. Farquhar-Hill


⠀⠀⠀⠀⠀   "A British designed self-loading rifle that saw service with aviators of the Royal Flying ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   Corps."


⋆ The weapon features a high magazine capacity but a relatively slow rate of fire and substantial recoil. The rate of fire is slow enough that the weapon is at a distinct disadvantage at very short ranges. All of this encourages taking slow, aimed shots and taking down each enemy methodically. The weapon is a reliable 3-shot kill at any range and it is quite possible to take down multiple enemies from an unseen position before having to reload.

⋆ Three variants are featured in multiplayer: Storm and Optical.
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  • Storm is equipped with a foregrip and has a reduced recoil pattern.

  • Optical is equipped with a foregrip and a lens sight, offering improved aimed accuracy.


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2. Selbstlader M1916


⠀⠀"Originally designated for use on planes, this German semi-automatic rifle is known for its ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀  high  accuracy."


⋆ The weapon features a high magazine capacity but a relatively slow rate of fire and substantial recoil. The rate of fire is slow enough that the weapon is at a distinct disadvantage at very short ranges. All of this encourages taking slow, aimed shots and taking down each enemy methodically.

⋆ The weapon is a reliable 3-shot kill at any range and it is quite possible to take down multiple enemies from an unseen position before having to reload.

⋆ Three variants are featured in multiplayer: Factory, Optical, and Marksman.
    ⠀⠀⠀⠀⠀⠀
  • Factory is the default variant of the weapon. That factor makes this weapon great at long ranges because of its magazine capacity and accuracy.

  • Optical is equipped with a magnified lens sight and a foregrip, allowing for better mid-to-long range engagements and increased aimed accuracy.

  • Marksman variant is equipped with a medium power telescopic sight and a foregrip. Its higher magnification sight grants better accuracy at long-range engagements.


1. M1907 SL


⠀⠀⠀⠀⠀⠀⠀"The M1907 SL is an automatic rifle from the early 20th century and remained in ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀  production until he mid 1950s."


⋆ Compared against other rifles the M1907 is tuned for closer engagements, with a larger magazine and better hipfire. It has lower range, with a steeper damage ramp and more drag/drop in flight. When using the Trench preset, the weapon appears to gain more hipfire accuracy to compensate for only having semi-automatic fire.

⋆ Three variants are featured in multiplayer: Factory, Sweeper, and Trench.
    ⠀⠀⠀⠀⠀⠀
  • Factory is the base variant of the weapon. It is equipped with a bayonet.

  • Sweeper has the option for fully automatic fire in addition to semi-automatic operation. Its attachments include a foregrip and a bayonet.

  • Trench is much like the Factory variant, but has a smaller hipfire spread, consistent with all other trench variants in the game.



Sidearm (Top 3)
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3. C93


⠀⠀⠀⠀⠀⠀⠀⠀ "The C93 was the first mass-produced semi-automatic pistol. The design of its toggle
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀  lock mechanism served as a precursor for the now legendary P08."



⋆ Among the handguns available to all standard infantry, it has the fastest muzzle velocity, a high rate of fire, a slightly larger magazine, and generally favorable recoil. However, it is somewhat less powerful, and less accurate while moving.

⋆ Compared to other low-damage, high-rate-of-fire pistols, it maintains a muzzle velocity and accuracy advantage whilst stationary, but has a lower fire rate and longer reload time.

⋆ Like the P08 Pistol, the C93's toggle lock mechanism may be slightly disturbing while hip-fired, but manages to stay out of the way while aiming down sight due to recoil.





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2. Auto Revolver (Medic Class Exclusively)


"Popular with British officers who could pick their own sidearms, this revolver utilizes recoil to ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀rotate the cylinder and ♥♥♥♥ its hammer after every shot."


⋆ The Auto Revolver fills the role of high-damage, low rate-of-fire handgun for the Medic kit. It features a two-shot kill potential at close range at the cost of high recoil and a small magazine size. It has fair hipfire recoil for its power and also reloads quicker than all other class-specific revolvers with its break-action ejector and speedloader.

⋆ However, like all other sidearms, it suffers from extreme damage drop-off at longer ranges. Unlike previous games in the series, it cannot one-shot kill with a headshot, but it will do upwards of 90 damage at close range, making the target vulnerable to a second shot or a melee takedown.
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1. M1911


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀     "A truly legendary handgun, the M1911 is widely considered
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   the greatest semi-automatic pistolever made."


⋆ The M1911 is the standard pistol version of the weapon. Available from the start, the M1911 is arguably one of the best all-kit handguns due to its high power and fast reloads. At close range, it is capable of killing an enemy in three shots.

⋆ The M1911 has an empty reload speed of 1.7 seconds, faster than those of other all-kit pistols like the P08 and Mle 1903, which have empty reload speeds of 2 seconds and 2.7 seconds respectively.

⋆ A downside to using the M1911 is that it has fairly high recoil when aiming down the sights, and it quickly becomes inaccurate if fired too fast. However, the gun's hipfire accuracy is good and can be useful up to medium distances.


Gadgets
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Bandage Pouch



⋆ They are consumed immediately when a player makes contact with them. They heal 12.5 HP per second, until the player recovers all health or is hurt by further attacks. Healing is not affected by suppression, and can stack only with healing provided by a Medical Crate.

⋆ As with other support actions, the UI indicates which other player is responsible for any healing provided to the player. Bandages can heal enemies too, if they are the first players to pick them up.

Medic Crate



⋆ It is deployed at the carrier's feet, the crate will heal up to 500 health for infantry within 7 meters, including enemies. Users receive 12 health per second, which can stack with healing provided by the Bandage Pouch and regeneration, but not from other medkits. Healing is interrupted if the user takes damage or is suppressed. Thus, medical crates may be more useful when placed where teammates have sufficient cover to retreat.

⋆ The crate disappears when its contents are depleted, a new crate is deployed, or if it is destroyed by weaponry. Should its owner be killed, the medical crate will disappear five seconds later.

Medical Syringe



⋆ To revive, the medic must simply stab him with the syringe. No charging is required, allowing for a rapid revive. There is a delay before the user may revive another downed teammate; this delay can be shortened if an Ammo Crate is placed nearby.

⋆ Revived players are fully healed and recover to the prone or crouching position, depending on surrounding space. If the player is killed too soon after reviving they will not be revivable and can immediately skip to the deployment screen.

⋆ The syringe is also capable of killing enemies if sufficiently charged. This is far less reliable than a melee weapon, however, as it will not always register hits on enemies. Notably, damage from the syringe completely ignores body armor. It is possible to use the medical syringe (a reviving gadget) for an easy one-hit-kill.

Rifle grenade



⋆ A cup launcher is attached to the weapon's muzzle upon switching to the gadget. The launcher is reloaded from the muzzle. The launcher is removed when switching back to the primary weapon.

⋆ Each kit comes with a maximum of 3 rifle grenades. The grenades explode either after settling on the ground, or five seconds after launch; HE grenades may also explode on impact with a vehicle or against destructible objects. The weapon does not consume normal ammunition within the rifle, and can thus be used even if the rifle is empty.

⋆ Three ammunition types are featured in multiplayer: Fragmentation, Smoke and High explosive grenades.
  • Fragmentation grenades used to fight enemy infantry at a distance.

  • Smoke grenades used to block line of sight and prevent spotting.

  • High explosive grenades used to fight vehicles and infantry. Higher blast radius, but less effective against infantry.
Ending
⋆ I strongly encourage you to try every weapon for yourself. Not only will you enjoy the variety of weapons that is presented, but also have fun while doing so. Finally, by experimenting with different weapons you will find out for yourself the most effective weapon and gadgets that suits your playstyle and ultimately the loadout that will become your favorite.

⋆ I hope this guide helped you in choosing your starting loadout. The goals was to give you basic guidelines and knowledge to create your own. I made sure it looked organized, simple and  easy to read and understand. Don't forget to have fun!
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⋆ The groups Curator page is influenced by the finest individuals on the gaming market (in my opinion) and the list is constantly expanding. Group offers unbiased, representable, trustworthy and honest opinion when it comes to games and gaming industry.

Truth, Doubt or Lie
32 Comments
💥Mailbox Megumin💥 8 Feb @ 5:33pm 
Mondragon was my starting gun, but then I switched to Selbstlader 1906 (Sniper, after 300 k) Howell and Farquhar.
SubbyEefFreef 20 Jan @ 6:15pm 
im a mondragon guy but great advice for those starting out on medic.
Pepeenoo 5 Nov, 2024 @ 1:56am 
YES Sir we keep our soldier alive but they keep SKIPPPING when i was close to the dying one and trying to reive them its annoying for some reason
sidray749 23 Nov, 2023 @ 3:56am 
Selbstlader M1916 Optical, M1907 SL Trench, and Fedorov Avtomat Trench *chef's kiss
Faceless Moron 15 Jul, 2023 @ 2:09am 
the only class im good at
Elon Muskrat 4 Jul, 2023 @ 11:29am 
Honestly if you have anything other than the syringe and the medic bag you're wrong. Your main job is to heal and revive people. Not blow things up
CyberGeralt 19 May, 2023 @ 2:52pm 
The mondragon sniper encourages camping medics which is just a worse version of a scout. Thats why the Slebtlader is better for sniping because you can move and shoot.
The Potatoe 17 Mar, 2023 @ 5:56am 
no madragon sniper? ;(
Moramees 30 Jul, 2022 @ 3:26am 
No they dont. that feeling when you sleeping middle of the goddamn bunker and 5 medics are just scoping around not ressing
CreeperCandy 18 Jul, 2022 @ 7:30am 
imo I prefer the mondragon storm over the sebslader, but yeah its your opinion. Also the proper way is to actually just run around and ignore revives because thats the point of medic class! (joke)