This guide teaches you how to play as a medic effectively.
- 1 The Basics
- 2 Tactics
- 3 Medic Logistics
- 4 Tips
- 5 Medic In-depth Guide Video
- 1 Pistol or Revolver with 3 magazines (One already in weapon)
- 1 Gas Mask with 1 Gas Mask Filter
- 1 Smoke grenade
- 1 Binoculars
The medic uniform is very much recommended because it lets you stack bandages and blood plasma in your inventory and reduces the weight of the First Aid Kit and Trauma Kit. However it's still possible to play as a medic without the medic uniform.
Slot: tertiary (press
LMB to stop your own bleeding, consuming one bandage after a short animation. You can only stop your own bleeding, to help another bleeding player you have to drop a bandage on the ground for them to pick up. Bandages are stackable in one slot. Bandages are also used as ammo for the First Aid Kit.
Slot: tertiary (press
Press or hold
LMB to heal and stop the bleeding of other players. It consumes Bandages from your inventory, one bandage equals 10 charges. Healing consumes charges depending on the damage to heal. When out of charge the kit automatically consumes one Bandage, giving it 10 charges. Stopping a bleeding only requires to use one charge, a quick press of LMB is enough. You can't heal yourself with the kit.
Slot: primary (press
LMB to revive downed soldiers. It consumes Blood Plasma from your inventory. Press
LMB to revive a soldier. The revive animation lasts 5 seconds during which the medic cannot move (cannot be cancelled). Once the patient is out of critical condition their health is set to 1 HP, they must be treated with a First Aid Kit to restore their health fully. Once a Trauma Kit is out of charge, it automatically consumes one Blood Plasma in your inventory replenishing the kit's charge. Each charge allows the Trauma Kit to revive one soldier.
Blood Plasma is used in Trauma Kits as charges, each charge allows the Trauma Kit to revive one downed soldier. It does not stack in your inventory, it only stacks when in an Ambulance.
- Stay behind the front line of soldiers and make sure to avoid danger if possible.
- If a wounded soldier is not behind cover and enemies are still in range of them, DO NOT run to them unless it's safe to do so. Most wounded soldiers cannot be saved. If you try to be a hero, you will likely die and lose your medical supplies.
- Don't carry too many bandages or blood plasma, the more you're holding the slower you are and the more items your team loses if you die.
- Never have two medics treating the same soldier, and keep some spacing with other medics at all time. Don't risk losing two medics to a single grenade.
- Whenever possible, let injured soldiers on the front line come to you, to your safer position, rather than the other way around.
- Try to have your first aid kit (or trauma kit) selected as often as possible so that your teammates quickly identify you as a medic via the white briefcase your character holds.
- Prioritize bleeding soldiers (blood spurts out of their characters). It's better to consume bandages than blood plasma. You can quickly stop multiple bleedings by tapping
LMBwith First Aid Kit on each soldier, rather than fully healing the first soldier and have the second one bleed out.
Always keep your distance from the front line. Don't stay near groups of allied soldiers, they tend to attract grenades. Do your healing away from danger, or behind cover, or concealed by a bush. Stay lightweight, don't carry too much supplies, best way to stay alive is to get out of danger quickly. Use a gas mask and filter if available, it can save your life because as a medic you will spend some time locked in healing animation behind cover, a place the enemy loves to throw gas grenades in. Whenever possible, let injured soldiers on the front line come to you, to your safer position, rather than the other way around.
Not every soldier can be revived. Take into account the different factors to decide whether a soldier is worth reviving. Factors like whether the soldier is behind cover, how far the enemies are, how much friendly support you have nearby. Try to use cover and concealment to hide when reviving, a medic is a juicy target for the enemy. If a downed soldier is too close to danger, carry them by pressing
E and move them to a safer place to revive them. First aid kit and trauma kit can be used while prone, use it behind sandbags to not reveal your position to the enemy while reviving. Downed soldiers are often used as bait by the enemy, don't fall for it.
You can check the health of nearby allies by trying to heal them with a first aid kit. If they are full health, you'll see the message "No one to treat". Attempting to heal doesn't take time so you can quickly check all soldiers around you.
Take note of where the other medics are. If a side of the front already has one move to another spot so all medics are spread out. Two medics should never heal the same soldiers, crowds have a tendency to attract enemy grenades and artillery. If there are medics everywhere, switch to another role.
If you use a sidearm, you only need a few magazine because it should only be used for self-defense. As a medic, you shouldn't put yourself in danger. The revolver is more powerful than the pistol but has a shorter range, it's better suited for night time and close quarter combat. The pistol's longer range and larger magazine can be used for suppression. If you insist on using a primary weapon, choose the light-weight Carbine with very few magazines so as to not be slowed down too much.
Adapt to the situation
Medics are useless without infantry, if there is no infantry around, grab a rifle. Since you're often behind the front line, try to assess the situation and help your team. If friendly vehicles or structures need repair, grab hammer and basic material to repair them. If there are backpacks on the ground and storage boxes nearby, dump their content into the box.
Because a good medic is constantly looking around for wounded allies and will often have binoculars, they can develop a better situational awareness than your average grunt who can get attention-locked. Don't be afraid to talk on local voice - call wounded soldiers over to you (using landmarks or cardinal directions), tell soldiers carrying casualties where to drop them, tell your allies to bring plasma/bandages forward when they respawn, call out grenades, coordinate the placement and filling of scavenge boxes, communicate enemy movements etc. If you see new names at the front, brief them on the tactical situation. If you see low-ranked players who might need some leadership, provide it. Medics are often the talkiest players on a front, and it is mostly appreciated. A little bit of light roleplay - "it's just a flesh wound son", "don't go towards the light" etc - can also help to raise morale in stressful fights.
When a soldier dies, there's a 5-10% chance it becomes a Critically Wounded Soldier. They can be picked up with
E and delivered to hospitals to get 4 Soldier Supplies. Unlike corpses, Critically Wounded Soldiers lay on their side, making it easy to distinguish corpses.
Ambulances are built with 150 basic materials at a Garage. It can stack all medical supplies and carry Critically Wounded Soldiers. It allows the medic to carry multiple Critically Wounded Soldiers at once. If stationed near the front line, players will have less to travel to deposit a Critically Wounded Soldier, and it can also be used as a resupply point for medics.
- The First Aid Kit and Trauma Kit automatically consume bandages/blood plasma in your inventory to replenish their charges when they reach 0. But that only occurs when you're treating someone, so no need to do anything if you notice your kit has 0/10 charges (unless you're out of bandages), just continue to treat people.
- You can treat players even when they're inside a defense or vehicle, simply use your kit on the defense/vehicle itself.
- Don't take more than 5 bandages and 2 blood plasma, you rarely get opportunities to use your trauma kit successfully. If you do run out of supplies, go back to the nearest base to resupply.
- Putting a downed player on your shoulder takes far less time than reviving them and it stops their death timer. If there's remotely any danger where the downed soldier is, do not hesitate to move them to safety first.
- The smoke grenades are rarely useful because they offer concealment but not cover. Use them at your own risk to reach friendlies who are in critical condition. Don't revive the soldier on site, just quickly grab them and bring them to safety to be then revived. The less time you spend in the open the better.
- If you need to quickly help two soldiers with bleeding status, briefly use your first aid kit to only use one charge, stopping the first soldier's bleeding, then start treating the second one normally, and finally finish treating the first soldier. This helps the other soldier not bleed out if the first one's wounds are long to treat.
- If a soldier dies while you are reviving them the Trauma Kit will still use up the Blood Plasma. If two medics revive the same soldier both their Blood Plasma will be used which is a waste.
- Enemy soldiers can be revived.
- First Aid Kit and Trauma Kit can be used in all three stances.
- Make sure not to confuse Critically Wounded Soldiers and downed soldiers as both can be shoulder carried but they are very different things.
- Critcally Wounded Soldiers can be seen from outside your view range as they are considered like items such as dropped bags and medkits while they are used.