Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If players are hurting for offperk hm 101 heals, they are attempting diffiulty level way above their actual skill level.
Many quality builds have no weight available, or their movement is so slow already that 1 weight hits them worse than other perks.
There is no substitute for developing hand eye coordination, accuracy, and reflex, and matching those skill levels to the proper game difficultly.
lol. Wait so taking damage means you are on a to high a difficulty. I want to see videos of you on HoE taking no damage.
if your ''skilled'' you should be able to easily do it.
I want the best advice for the KF2 community, rather than regurgitated half-truths. Much advice thus far is only applicable to very specific difficulty levels, and discriminate against full 15/15 builds, and quickly become meaningless at higher levels of play.
The truth is, I die frequently on public random servers. Would an offperk hm 101 have saved me or the team? Hell no!
All official maps are beatable on hoe without an hm 101, that is the truth.
I am still waiting for a more experienced player to tell me I am full of it.
All official maps are beatable without _______. Fill in the blank. It is a meaningless statement.
I have to ask - Do you also recommend that people not use the syringe? The point being, it's there as a resource to use. Use it. I really don't see the point in your position.
The med pistol fits into many fully geared builds anyway. Commando with scar+ak, support with 3 shotty loadout, sharp with mbr and crossbow, gunslinger with dual 500's plus dual 50's. All of these have room for the med pistol leftover. It's not like you are sacrificing anything to have vastly increased healing capabilities from a distance.
Yes, I've only played up to Suicidal. Even then I remain very confident in my advice. Why? Maybe you're right and at some extreme level of play it becomes less optimal to carry a med pistol. However that is only one part of the game and there are many levels of play and skill. I remain certain that my little PSA is relevant to at least most of them.
I'm seconding most of Jimmy's words. As a resource that is so cheaply and easily available while fitting in so many builds, I again say there is very little reason not to take the gun. Hell, I frequently take the medic AR as a zerker. It's not that you can't live without it, it's that it makes living noticeably easier.
Besides, is a slight movement speed penalty for having 15(20) / 15(20) Kg such a big deal when you're sticking with the team?
I'm not convinced.
Needing the medic pistol does not mean someone is playing on difficulties above their skill level. Its a matter of convenience and team support. It allows you to save the syringe for self heals, and use the medic pistol for team heals.
Obviously at higher levels of play, medic pistols would be less useful. You should also know that this tip isn't meant for players at the tip of the curve. If you somehow get into a group of players who simply just never get hit, then go ahead and ditch the medic pistol. Overall, I am talking about situations where there is not a medic on the team. If your team has a decent medic, then you might not need the medic pistol.
If your last 5 losses were due to lack of hm 101, then there is nothing more to discuss. We agree to disagree, and best of luck to all fellow KF2 gamers. We are in this together as a community, and collectively we will shape the future one way or another.
I distinctly remember my last 5 multiplayer losses on suicidal. They were primarily caused by fp damage, coupled with inefficient trash elimination, poor movement choices, and players with perks who should be topping the kill charts but were not.
The healing darts are not strong enough to overcome these primary causes of failed games.
Accuracy, speed of elimination, ability to parry fp, movement decisions, these are all things that should be given more attention instead. It often means carrying a katana, pulverizer, eviscerator, etc. just to handle fp when you know the team cannot. 1 weight does make or break sometimes.
Overall, we put too much emphasis on healing, too much weight on medic shoulders. The only right way to move forward, is to admit that it was our own fault for dying. Not the medic's fault, not the lack of hm 101 healing. Our own fault for plain not being better.
Hell is a 15% success rate at reaching the boss round, pretty bad. Of course, coupled with late joins, etc. but the lack of hm 101 is not one of them.
We can all use more skilled players out there. I cannot in good conscience support a healing dart approach. Greater emphasis should be on the gs/swat/command/support putting out a larger volume of accurate fire.
I'm not sure KF2 has been out long enough to define a "tip of the curve". We are not the same players we were six months ago, we will not be the same players six months into the future.
We already know that you can't heal through stupid. Healing alone won't carry anyone, but I would like to see more people willing to put just some effort into boosting team health when a medic is not present. As it is exceedingly few players are willing to do this, not even with their default syringe. I made this post to remind people that they don't need to be a medic to do just some amount of healing.
In fact, I say that taking the thing even with a medic around would actually reduce the weight on their shoulders. It would certainly take weight off mine when I desperately need healing after off-perk topping everyone off and using my own syringe on someone else only to get chipped off by a siren. Sometimes the medic needs healing, too.
Everyone botches a parry every now and then; it's nice to have a little bit of insurance for a mistake or two. I've healed zerkers off-perk while they do their job on the scrake's head.
There are situations where a dart is not sufficient, you are 100% right. That doesn't mean it can't help or prevent a death in any case at all. Having the medic pistol handy for those times is a worthy investment.
More power to you if you work just fine without it, but I made this post for all those who could potentially make a better team player with the gun in their loadout. I don't want to say that off-perk healing is some panacea or god mode, only that it is something that they can and possibly should do at all, even if a little.
So what I say doesn't apply to everyone and that's perfectly fine, but I tell you now there is no shame in doing or needing healing in this game.
So after a time of crisis, because even professionals make mistakes, the medic should be the only one healing the team during those few moments of down time; because reasons? I don't see why having a second-hand healing tool places more weight on the shoulders of a medic, in fact, I see it as placing less stress on the medic's behalf.
Interesting story, now can you add in the details of how your teammates were, or in this case weren't, fulfilling their roles. What was the team composition? What map were you on, and where were you holding out? Why is a Fleshpound wreaking havoc on your team? Why is the team getting mobbed? Why is nobody retreating when they're getting overrun? As it stands, this entire statement doesn't pertain to off-hand medic weapons or give a reason why they wouldn't help the situation and why they should be discouraged.
What you call a crutch, I call a helpful utensil. It doesn't take long to turn around, pop off a few darts, and go back to killing zeds.
Basically this. Healing cannot carry a poor team, but those few extra hitpoints can make all the difference regardless. It just depends on the recipient and what they intend to do with those extra hitpoints. I never had a problem popping a medical syringe into my team in KF1, so again, I don't understand why having a weapon with long distance healing capabilities should be thrown out of the equation.
The best part is getting paid for the healing given. What's the amount, seven pounds per shot? It's not going to buy a tiered weapon, and I don't know the exact amount of health restored, but having the extra cash is free income for ammo. Does this amount get lowered on higher difficulties? Medics get paid more, but that's irrelevant to the discussion because the point is buying the HMTech-101 as off-perk. I don't look at what guides for optimal weight loadouts, but from regular observation in games, I know people can fit an HMTech somehow. Maybe I'm wrong about fitting in the HMTech due to weight optimization, however the benefits of long range healing are excelent.
I'm curious why you would carry a melee weapon, which will weigh much more than an HMTech, instead of having the pistol itself. If you're doing this to compensate for the team's inability to take down important targets, meaning they die? then I understand why you'd need a melee weapon to counter attacks. Why would the HMTech-101 not have a place in any loadout that isn't 15/15? What's one pound going to change?
The issue I see is whether players should be aware that they ought to avoid damage as much as possible on higher difficulties. In this game, pulling out the syringe to heal someone is a complete pain in the ass and I believe it's the worst because you have to be so close that you're grinding your nuts against somebody's ♥♥♥♥♥♥♥ before the game reallizes "Oh! You're trying to heal this person! It's an inconvenience pulling out the syringe to heal anyone. Always. I see the preference from other players to heal themselves first and firstmost, until they notice someone else is being generous by blowing a syringe cooldown to heal a teammate.Maybe I'm not thinking the same, but I would prefer to be healing someone else at any point. Healing others isn't happening as much as I'd like, or I'm playing on a difficulty (Hard) that I shouldn't expect too much.
I'll agree that healing isn't as essential as the mechanics you listed because a poor performance can't be saved. Many times I've conceded that players died due to poor positioning, or simply because they begin ejaculating their magazines against a Scrake when it's just me as a Medic and themselves. What am I supposed to do? Heal it to death? :P
I'll admit I find myself not buying one on most perks, especially Support because I have not reached max level, which means I can't carry an AA12, double-barreled and regular shotgun; I'm at 19/19 with that. I compromised the AA12 and started carrying an HMTech, which means I lack the consistent firepower to take down particular clusters of ZEDs, but I place trust in my team that if I take the time to pull out my HMTech, they will fulfill their role. I'm going to die last anyway :>.
Just the past few days I played on Hard as a ... Swat for the first time and I focused for the first half on killing. When Sirens and Husks showed up, the team was struggling to keep their health up. I was stubborn and refused to switch to Medic, but I bought an HMTech off-perk. It saved the majority, but at least one person was going to die anyway due to lack of dart charges. I should've switched to Medic to remove that weakness, but I didn't want to because I'm sick of playing healbot with off-perk weapons. I was being selfish, but I did what I could and it made a difference. This wouldn't fly any Suicidal or higher.