And when it does proc and the pieces line up, it results in massive damage (if not a kill) on a large zed, which makes the game easier. However, after much practice and learning to get around the auto-lock, I have been able to have a good success rate with getting Zed Sedative to proc. Your healing darts must be charged or the zed must be standing inside the AoE of the Medic Grenade. Knockdown and Stumble have priority over Sedative.ĥ. The Zed cannot currently be in an uninterruptible state.Ĥ. Having a clear path to the zed you want to sedate.ģ. Getting around the Auto-Lock for healing darts.Ģ. ![]() Some of the obstacles you must climb when using Zed Sedative:ġ. However, there are a mountain of obstacles you must climb to get it to proc, and even if you do, in the case of a Scrake, your teammates have to be in position to decap it so that it doesn't rage and create a problem. Zed Sedative, in a perfect world, would be the better choice. It also has the luxury of being able to lock-in on your teammates, a far better chance of being used in Zed Time, and a far better chance of proc'ing. Here is another great debate and you will find solid arguments from both sides of the aisle.Īirborne Agent can buff your armor heal on the player you heal during zed time, and still heal players around that player (along with their armor) at your normal capability. I will leave this one up to you to decide based on your own experience, although I personally believe the meta currently favors Armament. On top of that, you start off with free armor and can buy back armor at a 60% discount (although I prefer to rebuild my own armor). However, the healing penalty is not so much a penalty as you want to be able to pump your teammates full of darts with auto-lock before they fully heal so you can rebuild their armor.Īnd 1% may seem insignificant, but 3-5 darts will get back 3-5 armor, and eventually it starts adding up during the course of a wave.Ĭredit to Immortal for pointing this out: in the early game (or in the late game if you have Pistol and SMG), where your Medic weapons don't have strong healing capability, Combatant is the better choice. 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.
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