Killing Floor 2

Killing Floor 2

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Pinguinese Nov 8, 2023 @ 9:32pm
healing/Poison Dart - Acidic Rounds ?
hello there :D

the Healing & Poison Darts are the same thing, does 'Acidic Rounds' increase the healing effectiveness with the Darts too ?
Originally posted by Bathtub Shitter:
Originally posted by Blacky:
does 'Acidic Rounds' increase the healing effectiveness with the Darts too ?

Nope, the skill just reduces the cost to use healing darts by 20% so you can dart more frequently. This bonus doesn't apply to hrg weapons but all medic weapon darts will have their impact dart damage doubled. The DoT that it does will last 5 seconds with each 1 second tick dealing the base impact dart damage unmodified and multiply it x8 (so 40 damage per tick with most medic weapon darts).



In a multiplayer setting with 4-6 people i would recommend focus injection. Boosting your team's damage and your own 20% will help all zeds die faster. One of if not the most important skill from the left side in multiplayer, as it prevents your team from getting pushed around by zeds making them split up. Helps players confidently 1 mag large zeds which is great for preventing those scenarios. This helps DPS perks extremely well.

If you have a player at the front line tanking zeds (berserker or melee survivalist) then the damage resistance buff would be a critical choice. Movement speed if you're kiting or if the majority of your team is slow perks. Speed boost isn't necessary for holding a position and neither is resistance if your team is effective at killing big zeds before people get bodied.

With medic's skills you just kind of have to read the room to know which skills will work best. You don't always need to be an LLLL healing turret but if that's what you feel comfortable doing then go for it. No one will have a problem with that.

Edit: corrected an error
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Bathtub Shitter (Banned) Nov 9, 2023 @ 6:02am 
Originally posted by Blacky:
does 'Acidic Rounds' increase the healing effectiveness with the Darts too ?

Nope, the skill just reduces the cost to use healing darts by 20% so you can dart more frequently. This bonus doesn't apply to hrg weapons but all medic weapon darts will have their impact dart damage doubled. The DoT that it does will last 5 seconds with each 1 second tick dealing the base impact dart damage unmodified and multiply it x8 (so 40 damage per tick with most medic weapon darts).



In a multiplayer setting with 4-6 people i would recommend focus injection. Boosting your team's damage and your own 20% will help all zeds die faster. One of if not the most important skill from the left side in multiplayer, as it prevents your team from getting pushed around by zeds making them split up. Helps players confidently 1 mag large zeds which is great for preventing those scenarios. This helps DPS perks extremely well.

If you have a player at the front line tanking zeds (berserker or melee survivalist) then the damage resistance buff would be a critical choice. Movement speed if you're kiting or if the majority of your team is slow perks. Speed boost isn't necessary for holding a position and neither is resistance if your team is effective at killing big zeds before people get bodied.

With medic's skills you just kind of have to read the room to know which skills will work best. You don't always need to be an LLLL healing turret but if that's what you feel comfortable doing then go for it. No one will have a problem with that.

Edit: corrected an error
Last edited by Bathtub Shitter; Nov 9, 2023 @ 7:31am
supersand Nov 9, 2023 @ 8:28am 
Originally posted by 𝔒𝔤𝔯𝔦𝔪:
With medic's skills you just kind of have to read the room to know which skills will work best. You don't always need to be an LLLL healing turret but if that's what you feel comfortable doing then go for it. No one will have a problem with that.
IDK, I would consider LLLLL to be the penultimate medic build, solely because you will give yourself those buffs. Medics high body armor / health + damage resistance makes you great at de-raging fleshpounds or being the tank if your team lacks one and the general versatility the LLLLL perks give you lets you solo or be a team player. I don't see much of a point choosing any of the R perks even on solo play, except for RLLLL.
Bathtub Shitter (Banned) Nov 9, 2023 @ 9:23am 
Originally posted by supersand:
IDK, I would consider LLLLL to be the penultimate medic build, solely because you will give yourself those buffs. Medics high body armor / health + damage resistance makes you great at de-raging fleshpounds or being the tank if your team lacks one and the general versatility the LLLLL perks give you lets you solo or be a team player. I don't see much of a point choosing any of the R perks even on solo play, except for RLLLL.

To be the best medic possible, yes. All left absolutely is best for saving people and sometimes yourself.

Always necessary? it's a very debatable subject but when you consider the rng can be pretty bad in HoE long i would personally always choose all left unless the team is extremely good at avoiding damage and kiting.
Unfortunately tho with the heavy rng this game has with teammates and spawns, you won't really know if skill selection had a meaningful impact or not until after the match. Iv'e played plenty of games where an all right user would have worked just fine but likely not better than all left.

So maybe my words "work best" were not the best choice of words. Technically all left is best when you consider rng mechanics like spawn rage or 1 trigger happy teammate can make all left a better choice, simply because avoiding team deaths is generally a greater accomplishment as medic. All it takes it 2 very high damage fleshpound swings back to back to kill someone without armor.
G Nov 9, 2023 @ 12:49pm 
Originally posted by 𝔒𝔤𝔯𝔦𝔪:
Originally posted by supersand:
IDK, I would consider LLLLL to be the penultimate medic build, solely because you will give yourself those buffs. Medics high body armor / health + damage resistance makes you great at de-raging fleshpounds or being the tank if your team lacks one and the general versatility the LLLLL perks give you lets you solo or be a team player. I don't see much of a point choosing any of the R perks even on solo play, except for RLLLL.

To be the best medic possible, yes. All left absolutely is best for saving people and sometimes yourself.

Always necessary? it's a very debatable subject but when you consider the rng can be pretty bad in HoE long i would personally always choose all left unless the team is extremely good at avoiding damage and kiting.
Unfortunately tho with the heavy rng this game has with teammates and spawns, you won't really know if skill selection had a meaningful impact or not until after the match. Iv'e played plenty of games where an all right user would have worked just fine but likely not better than all left.

So maybe my words "work best" were not the best choice of words. Technically all left is best when you consider rng mechanics like spawn rage or 1 trigger happy teammate can make all left a better choice, simply because avoiding team deaths is generally a greater accomplishment as medic. All it takes it 2 very high damage fleshpound swings back to back to kill someone without armor.

Too bad you can’t get paid for commenting on almost every kf post. :aurora:
Bathtub Shitter (Banned) Nov 9, 2023 @ 2:16pm 
Originally posted by G:
Originally posted by 𝔒𝔤𝔯𝔦𝔪:

To be the best medic possible, yes. All left absolutely is best for saving people and sometimes yourself.

Always necessary? it's a very debatable subject but when you consider the rng can be pretty bad in HoE long i would personally always choose all left unless the team is extremely good at avoiding damage and kiting.
Unfortunately tho with the heavy rng this game has with teammates and spawns, you won't really know if skill selection had a meaningful impact or not until after the match. Iv'e played plenty of games where an all right user would have worked just fine but likely not better than all left.

So maybe my words "work best" were not the best choice of words. Technically all left is best when you consider rng mechanics like spawn rage or 1 trigger happy teammate can make all left a better choice, simply because avoiding team deaths is generally a greater accomplishment as medic. All it takes it 2 very high damage fleshpound swings back to back to kill someone without armor.

Too bad you can’t get paid for commenting on almost every kf post. :aurora:

Lol true i guess.

I just saw OP didn't get a reply for like 9 hours so i gave them a wall of text about acid and the right side in general. In case they were new to the game or just curious.
G Nov 9, 2023 @ 2:59pm 
Originally posted by 𝔒𝔤𝔯𝔦𝔪:
Originally posted by G:

Too bad you can’t get paid for commenting on almost every kf post. :aurora:

Lol true i guess.

I just saw OP didn't get a reply for like 9 hours so i gave them a wall of text about acid and the right side in general. In case they were new to the game or just curious.

You know your stuff though man, cheers. :happycrank::emofdr:
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Date Posted: Nov 8, 2023 @ 9:32pm
Posts: 6