![]() And you only get 1% extra armor (which amounts to 1 armor for your non-Medic teammates per dart). The 25% healing penalty from Armament will cost a level 25 Medic 15hp per dart with an Assault Rifle. The following video explains why (credit to Simple Cat): ![]() If you need to heal a teammate, allow for the healing to take effect (10hp/sec). If you want to repair armor, pump darts quickly. It is not only faster than switching weapons, but it will allow you to take advantage of the Medic Rifle's superior healing capability (60hp/45hp depending on whether you're using Armament or not). ![]() Or, you can get a lot more if you allow for 1 second intervals between healing darts. Husks and Sirens have priority and should be called out immediately if possible.Īs a level 25 Medic, you can get 7 darts out of the Medic Assault Rifle if you allow for 0.5 second between healing darts. The ones above can cause problems so only worry about those if your teammates aren't taking care of them. Gorefasts (if they're too close for comfort)Įvery other trash zed, your teammates should and will have no problems wiping out.Your secondary job is to help out on certain zeds that can be a nuisance to the team. Your primary job is to keep your teammates healed.
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