Alpha. Wormhole Scanning or WH Scan

Medic

In Planetside 2, there are infantry classes that are essential to any squad. Playing as them will make you a favorite among friends and comrades in the game. These infantry classes include medics, engineers, and Maxxers. Squads of this trinity can easily capture objectives without saboteurs, light infantry, or heavy infantry. Medics are especially important, as they can resurrect fallen comrades on the battlefield, thus continuing the offensive or defense.

Furthermore, playing as a healer, you can restore allies' health to maximum, and, having upgraded the necessary ability, regenerate their force field by placing a special device on the ground. Why heal allies? Let others do that! You might say, and you'd be right. Medics are chosen not only out of pure enthusiasm, but also because reviving comrades can earn you a decent number of certificates if you charge into large battles as a medic.

Equipment and Tactics:

In terms of weapon selection, medics have access to virtually the same weapons as saboteurs, engineers, and light infantry. Depending on the situation and playstyle, you'll have a submachine gun, shotgun, rifle, carbine, and so on at your disposal.

For additional equipment, medics often equip explosives to blow up enemy MAXs and infantry in enclosed spaces, as well as armored vehicles in open areas. They also equip first aid kits to heal themselves if their implants don't allow for health regeneration.

It's worth mentioning that medics have access to grenades that revive their comrades. Therefore, throwing a grenade into a room full of dead bodies can dramatically change the course of events. Overall, medics are very important and necessary in the game. Playing as this class, you'll make many new friends, and they'll be grateful.

Tactically, it's important to note the key feature: they're always positioned behind their comrades, not at the forefront of the battle. Heal them, revive them if they're down, and help pick off enemies.

Enemies will naturally try to kill you first, especially enemy saboteurs who will shoot you with a sniper rifle or run up stealthily and stab you with a melee weapon. Therefore, equip a flashlight to your primary or secondary weapon to prevent such situations. 

For protection, it's best to equip nanoarmor to reduce damage from small arms or to protect against grenades, anti-personnel mines, and explosives.

When crafting different medic loadouts, consider using healing devices in one set and shield regeneration, for example, in another. The same goes for weapons: one set might include a shotgun for indoor use, and another a carbine for medium-range fire.

It's important to note that once you start playing Planetside and earning certificates, try to spend them on upgrading your special skills, as the default weapons are quite capable. Maxing out your medic, for example, will give you a huge tactical advantage and versatility during combat, compared to simply buying a weapon for 1,000 certificates and not knowing what to do with it or how to kill with it. As a rule, it's better to first upgrade class skills, then vehicles and equipment, and finally spend certificates on weapons, knowing where you'll be using them, how, in what situations, and how often. Every weapon in the game kills if you know how to use it.

Abilities, abilities, and medics (taking into account maxing out):

The medic's main job is to revive fallen comrades while the 10-second timer is running and restore their health. Grenades, which can revive, and healing allies around the medic are available. This class always has many friends in the game.


1) Shields: 

A fitting for restoring the shields of those around you. This is useful if you're camping in a room or doorways, or if you're slowly moving in a group, from cover to cover. The implants include a shield device, which can now also restore HP, and everyone within a 7-meter radius around you also recovers. The second implant is a bionic that swaps 400 HP for 400 shields. 


2) Healing: 

This is purely for quickly boosting the health of your teammates around you with an active ability; it recharges over time. It's used when you need to tank a lot of damage, such as when defending or capturing control points. The implants provide passive health regeneration and armor, which removes the shield but adds health. 


3) Resurrection: 

A fitting for situations where you've defended or captured a control point with a group and everyone is killed. You throw a life-saving grenade, and your allies are resurrected and continue fighting. 4 grenades are available. By the way, medics are often targeted and killed first, I'll keep you posted. 


4) Explosives: 

Basically, a combat medic's fit for blowing up enemy Maxxes and Sandros, or crowds of infantry. The explosives are thrown into an opening or onto a tank and detonated remotely.

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