Medic Primaries
Medic Primary Options
Last updated
Medic Primary Options
Last updated
Clip Size - 40 Shots
Projectile Speed: 1000
+147% Damage Bonus
-50% Slower Reload Speed
-50% Health from Healers on Wearer
-2 Health Regenerated on Wearer
When Held: +50% Increased Damage from Melee Sources
On Hit: Douses Enemies in Mad Milk. Duration increases per hit to a max of 4 seconds.
On Hit: Gain up to +3 Health
The Blutsauger is a common pick by Medics in base TF2 due to the appeal of its heal-on-hit mechanic. The lost health during regen doesn't seem to spark much concern, as players still use it to aggressively barrage enemies and get their health back from that instead.
In Zombie Escape, it's much more appealing for a different mechanic, that being the added "mad milk syringes" attribute. This allows Medics to hit zombies and apply the Mad Milk effect, which will, in turn, allows teammates to shoot said zombies and gain 60% of the damage dealt back as health. This effectively changes Medic as a whole by simplifying the decision of having to prioritize concentrated healing versus defending to filling these two roles simultaneously, albeit with AOE healing instead.
This is what makes the Blutsauger, in particular, an extremely powerful weapon. It is versatile and doesn't come with many downsides. It retains a sustained DPS of ~160, which is the lowest among all syringe guns. But, even then, this isn't necessarily enough to outweigh the positives.
Clip Size - 40 Shots
Projectile Speed: 1000
+150% Damage Bonus
The stock Syringe Gun is a solid Medic primary in ZE. It has a high firing rate and decent DPS, but what's more, it's not hitscan. This lets you to halt hordes of zombies by volleying your rounds and waving your weapon left to right like a part-time Pyro. When you're falling back, it's even more effective since zombies will be running into your shots. This weapon does come with the drawback of your syringes being unable to pierce your teammates, requiring you to shoot at the front or whenever gaps open up between them; coupled with its clip size making it dangerous to be running out of ammo in the frontlines; but it's currently one of the best choices for medic DPS hovering at ~181; especially if a boss toggles healing mechanics you should be using this!
Clip Size - 40 Shots
Projectile Speed: 1000
+137% Damage Bonus
+10% Increased Firing Speed
-50% Slower Reload Time
When Held: -11.% Speed Penalty
When Held: Movement Speed Increases based on ÜberCharge percentage up to a Maximum of 20%
When Held: Sets weapon mode #1.0 (Hidden)
The Overdose in base TF2 is a weapon primarily used for the increased speed it can give its users based on their ÜberCharge level. In Zombie Escape, it utilizes this same function as a weapon that primarily plays into the interests of Medics wielding it by allowing them to outspeed Scouts and Spies when running for certain objectives or items. With an increased fire rate and a lean toward support, this falls more akin to being a "burst" weapon. This gives it a middle-ground sustained DPS of ~170, but it also means that the Overdose will empty much, much faster. It will be up to the player to tap-fire to help sustain a defense or simply hold down their firing key for immediate suppression.
The movement penalty currently provides the following speed values.
300 HU/s × 0.9417 => 282.50 HU/s (Medic speed on maps with speed nerf and no Overdose)
282.50 HU/s × 0.885 = 250.0125 HU/s => *250.00 HU/s (Medic speed with Overdose held out and no boost)
250.0125 HU/s * 1.20 => *300.00 HU/s (Medic speed with Overdose held out and full boost)
320 HU/s (Medic speed on maps without speed nerf and no Overdose)
320 HU/s × 0.885 = 283.20 HU/s => *283.00 HU/s (Medic speed with Overdose held out and no boost)
283.20 HU/s × 1.20 => *340.00 HU/s (Medic speed with Overdose held out and full boost)
True values may differ slightly!
Clip Size - 5 Shots
Projectile Speed: 2400
+20% Faster Reload Speed
+50% Heal Rate
+50% Ubercharge Build Rate
+25% Overheal Build Rate
-75% Firing Speed
Projectiles penetrate players
Projectile cannot damage breakable objects!
The Crusader’s Crossbow is a weapon used for burst healing teammates, particularly those out of range of Medi-Guns. These attributes reflect more of the burst healing aspect by decreasing its firing rate penalty and increasing its reload rate, as well as providing numerous support buffs to your Secondary choice of Medi-Gun. This burst effect also plays into its linear AOE stall making it more effective when unloaded all at once; such as for falling back on, but is less consistent over the duration of a defense.
Unfortunately, this weapon cannot deal damage to NPCs or bosses. To compensate for this, it has been given an additional supportive option of slowing enemies hit arrows to a minimum of 270 HU/s for 3 seconds. Although, this has proven to provide minimal benefit already depending on the map. This is mainly to follow the trend of piercing weapons providing a longer-lasting slow at the cost of their fire rate similar to the Ambassador.
[Timings]
Attack Interval: 0.105
TEC: 4.2 seconds
Full Reload Time: 1.305 seconds
Damage [Func_Physbox]
Base Damage: 25 per shot
Real DPS: 181.652 DPS
Clip DPS: 238.095 DPS
Damage [Func_Breakable]
Base Damage: 12 per shot
Real DPS: 90.826
Clip DPS: 119.047 DPS
[Timings]
Attack Interval: 0.09
TEC: 3.6 seconds
Full Reload Time: 1.965 seconds
Damage [Func_Physbox]
Base Damage: 23.7 per shot
Real DPS: 170.35 DPS
Clip DPS: 263.333 DPS
Damage [Func_Breakable]
Base Damage: 11 per shot
Real DPS: 85.174
Clip DPS: 131.666 DPS
[Timings]
Attack Interval: 0.405
TEC: 2.205 seconds
Full Reload Time: 6 seconds
[Timings]
Attack Interval: 0.105
TEC: 4.2 seconds
Full Reload Time: 1.965 seconds
Damage [Func_Physbox]
Base Damage: 24.7 per shot
Real DPS: 160.259 DPS
Clip DPS: 235.238 DPS
Damage [Func_Breakable]
Base Damage: 12 per shot
Real DPS: 80.129
Clip DPS: 117.619 DPS