Medic Guide

1. Intro

2. Weapons Brief

3. Gadgets

4. Specializations

Spec One Kit Unlocks

  • Medic Kit Improved Health
  • RDS
  • 4x Scope (ACOG)

Spec One Open Unlocks

  • Lightweight Combat Equipment
  • Ammo Hip Bandolier

Spec Two Kit Unlocks

  • Medic Kit Improved Range
  • Marksman LMG Training

Spec Two Open Unlocks

  • Ceramic Body Armor
  • Magnum Ammunition

5. Proper Playstyle/Technique

6. Conclusion

 


Intro

The medic is a key component to any successful team/squad in BFBC2. The main way to win in BFBC2 is by depleting the opposing teams tickets. By reviving your fallen teammates, you gain back one ticket. By doing this, you have successfully negated an enemy's kill, and have helped delay an enemy victory. But reviving is only necessary if your team mate dies, and thats also where you come in. You carry around a med pack, a nifty little box that dramatically increases your teammates health regeneration. With these little boxes, you can help your team hold off wave after wave of enemy attacks, while keeping loses to a minimum.

But you're not just some heal b*tch. You carry one big ass gun, and with said gun you can lay down a lot of lead. You're called a COMBAT medic for a reason. Medics come standard with LMGs. LMGs are medium to long range weapons with large magazines, lots of firepower, and can dole out lots of damage. With an LMG you can lay covering fire for your squad, easily avenge your fallen teammate before reviving him(more on this later), and can even be a front line soldier if need be.

Weapons Brief

Medics comes standard with LMGs (light machine guns), in BFBC2. LMGs are known for their large magazine size, high ROF (rate of fire), and general ability to wreak devastation by putting down an inescapable wall of lead. In this section I will go over each LMG, give you its stats, my opinion of the weapon, and experiences I have had playing with it. For clarification, the first damage number is up close, and it drops off until you hit 60 meters away, which is the second damage number given. RPM equals rounds per minute. Recoil is listed in 2 numbers, hip fire first and then when aiming. The higher the number, the worse the recoil. Mag is the magazine capacity. Unlocked is the amount of points you must obtain in/with the medic kit to unlock it.

PKM

Stats
  • DMG: 20.875-17.875
  • ROF: 650 RPM
  • Recoil: 0.6/0.33
  • Mag: 100
  • Unlocked: Default

The PKM is the default LMG you get as a medic. It has decent damage, tied with the XM8 LMG and bested only by the M60. With its lower than average ROF and mediocre accuracy, this weapon doesn't rate too high on the list IMO. The iron sights, while not the most terrible, certainly aren't the best, and I recommend adding a sight later on if you do decide this is the gun for you. IMO, use it until you unlock the SAW, and then drop it like a bad habit.

M249 SAW

Stats
  • DMG: 17.875-14
  • ROF: 800 RPM
  • Recoil: 0.5/0.28
  • Mag: 200
  • Unlocked: 3,300

The M249 SAW is the second LMG available to you as a medic. It has below average damage, but its above average ROF make up for this. The weapon has good iron sights, which opens up spec one. Its accuracy is pretty good since it has low recoil, and its 200 round magazine allows for a continuous stream of lead. This weapon outclasses the PKM IMO, and is a good one to stick with if you find yourself doing work with it.

Type 88

Stats
  • DMG: 17.875-15.625
  • ROF: 650 RPM
  • Recoil: 0.6/0.33
  • Mag: 200
  • Unlocked: 8,600

The Type 88 is the third LMG you unlock. It has the same up close damage as the SAW, but holds its damage better over range. Its ROF is low, and though the recoil numbers say otherwise, I have found this to be quite an accurate weapon. The irons on this gun are some of the best IMO, a sight is not needed at all, allowing spec one to be open to more useful things. In my experience, I have found the Type 88 to be one of the better LMGs. Its irons offer a great sight picture, its decently accurate, its dmg and ROF aren't the best, but a 200 round mag allows you to put a lot of rounds down range.

M60

Stats
  • DMG: 31.25-25
  • ROF: 550 RPM
  • Recoil: 0.65/0.39
  • Mag: 100
  • Unlocked: 25,000

The M60 is the fourth LMG unlocked. It has the lowest ROF of them all, but more than makes up for this with the highest damage of any of them. Its insanely high damage means it kills faster than any other LMG at range, and is second only to the XM8 up close. The weapon has great accuracy, but its high recoil means it MUST be burst fired to stay on target at range. Its one downfall though is its terrible iron sights. Quit possibly some of the worst irons in the game, definitely the worst of the LMGs. They block your sight picture and make it practically impossible to see what you're aiming at, some sort of sight is required, so spec one is taken up. The M60 though is my favorite LMG by far. I have found in playing that the RDS works best for me, as the 4x just makes it bounce to much. When fired in bursts, this thing can be used in counter sniper operations, or you can just snipe people yourself. You can seriously put a hurting on someone with the M60. Not to mention you become an instant BAMF when you start using this thing. Just change your GT to Rambo. Now only if you could akimbo them.... :P

XM8 LMG

Stats
  • DMG: 20.875-15.625
  • ROF: 750 RPM
  • Recoil: 0.5/0.3
  • Mag: 100
  • Unlocked: 34,000

The fifth LMG unlocked, and one of the three weapons of the XM8 family on BFBC2. The XM8, with its decent damage, an above average ROF, lower than average recoil and subsequently high accuracy, is a force to be reckoned with. The XM8 kills faster up close than any other LMG in the game. It doesn't retain its damage over range very well though, so its more of a close to medium range weapon IMO. Its iron sights are usable, and offer a decent sight picture, but for some reason I'm not a fan. But most people seem to do well with them, so this leaves spec one open. Overall, a great close to medium range LMG that can mow down people pretty quickly.

MG36

Stats
  • DMG: 17.875-15.625
  • ROF: 750 RPM
  • Recoil: 0.5/0.33
  • Mag: 100
  • Unlocked: 42,000

The MG36 is the sixth LMG unlocked. It is a machine gun version of the popular G36 assault rifle, which is unfortunately not on this game. The MG36 has the same damage stats as the Type 88, not the most powerful, but holds it power over range better than others. It does have a high ROF to make up for what it lacks in damage though. Its average recoil makes it a decently accurate gun, and it is very well rounded at all ranges. The MG36 is unique in the fact that it comes equipped with a RDS, so no sights are necessary, they actually don't even work on this weapon. Watch out though, in hardcore gametypes the dot does not show up, and you're left with a scope that has no reticule at all. Overall, the MG36 is a great gun in core gametypes, while not boasting the highest power, its not the lowest, and like said before, its ROF makes up for this. And the integrated sight works great.

MG3

Stats
  • DMG: 12.5-11.375
  • ROF: 1000 RPM
  • Recoil: 0.45/0.27
  • Mag: 100
  • Unlocked: 52,000

The MG3 is the last LMG you will unlock. It is the successor to the widely known MG42. This weapon has an insane ROF, higher than any other weapon in game. This is balanced by it being the weakest LMG. Not to worry though, you didn't put all this work in for a garbage gun. The MG3 has an amazingly low amount of recoil, especially considering its high ROF, and is therefore surprisingly accurate. Be careful though, it is limited to a magazine capacity of a 100 rounds, you won't get a lot of sustained fire with this beast. But be assured, the little bit you do get will put down a massive wall of lead. It is quite devastating to anything in its sights. Speaking of sights, its irons aren't all that bad. While not the best, they're usable, and can therefore free up spec one if need be. All in all, a very fun gun to use, and while not the best, its certainly not the worst.

Gadgets

Like with every kit, you have two gadgets with the medic. The medic pack, and the defibrillators. Both of these, if used properly, can change the tides of battle and help your team secure victory.

Medic Pack

  • Unlocked: 1400


The medic pack is the first gadget you will unlock. Its purpose is to greatly increase the rate at which friendlies within range regenerate their health. In core game types, six seconds after taking damage you recover three health a second. With the medic pack, you can being recovering health instantly, and at a rate of ten health per second. In hardcore game types, it is the only means of health regeneration. These packs can be dropped an unlimited number of times, will stay around until the next one is dropped, or until 200 health is gained from it, and will net you points any time a friendly regenerates health from it. They take a few seconds to "recharge" so you can drop another, and you can only have one out at a time/

Defibrillators

  • Unlocked: 5,800


The defibrillators are the second gadget available to you as a medic. Their main purpose is to revive fallen teammates. In core game types, you will see a heart monitor bleep line, similar to a lightning bolt, both on your mini map and above the fallen comrade. You have an approximately five second window to revive your teammate. On hardcore game types, the only way to see the symbol is to hit start and pull up your map. To revive a teammate, simply stand over them, point the defibs down at them, and pull the trigger. Your teammate will then pop back up with full health. You gain 50 points for a revive, and 80 for a squad revive. Defibs also have another purpose. That is frying enemies. They are a OHK against enemy infantry, but they don't have any range to speak of, they're just as effective as knifing. The defibs require three seconds to charge in between uses.


Specializations

In BFBC2 every kit has 3 specializations. The third specialization pertains to vehicles, and has no affect on the kit itself, so I will not be covering it in this guide. I will however, be covering specs one and two, both medic specific specs and any all kits specs I think could be useful to a medic.

Spec One Kit Unlocks

  • Medic Kit Improved Health
  • Unlocked: 12,000

The Medic Kit Improved Health increases the rate at which your medic pack regenerates friendlies health by 1.33. This can be quite useful to quickly get your teammate back to health and into the fight. If you're using an LMG with good irons, this one is worth looking into.

RDS

  • Unlocked: 15,0000


The RDS (Red Dot Sight) is the first sight you unlock. It is a quick reflex sight that offers a good sight picture, and allows for fast target acquisition. When looking at near objects, the dot can get a little blurry, but not enough to cause any detrimental effects, its just mildly bothersome. The RDS is my favorite site to use, as its accurate and easy to use, just place the dot where you want to hit, and it works great at all ranges. Also, there is no noticeable increase in recoil when using this sight.


4x Scope (ACOG)

  • Unlocked: 18,000

The 4x Scope, which in reality is an ACOG, is the other sight available to you. It is a magnified sight, with a chevron type reticule. It offers a decent sight picture, but while looking down the scope you can't see as much to your sides. This sight is useful if you plan on doing a lot of long range engagements, and you need the magnification, the it can be difficult at times to know where exactly to aim, as is the trouble with the chevron style reticule. I've also noticed what seems to be an increased recoil while using the 4x Scope, so its my recommendation that unless the magnification is absolutely necessary, stick with the RDS.

Spec One Open Unlocks

Lightweight Combat Equipment

  • Unlocked: Rank 5

Lightweight Combat Equipment essentially is the lightweight of BFBC2. It allows you to run 1.1 times faster. It may not seem like much, but this is very beneficial to a medic, as you are constantly running around reviving people and dropping medic packs on injured teammates. By LEC you can get to your teammates faster, which will help them stay alive, or get you to them in time to revive them, and it makes you that much harder for the enemy to hit you. If a sight isn't necessary, I would most likely go with LEC for my spec one.

Ammo Hip Bandolier

  • Unlocked: Rank 6

Ammo Hip Bandolier is just what it says, the bandolier of of BFBC2. It allows you to carry more ammunition than normal, 1.75 times the normal amount. If you find yourself playing the combat portion more than the medic portion of combat medic, I suggest you use this. Also, if playing with a squad of randoms, or if there isn't anyone in your squad of friends playing assault, it'd be wise to consider this perk.

Spec Two Kit Unlocks

Medic Kit Improved Range

  • Unlocked: 21,000

Medic Kit Improved Range, its pretty self explanatory. This increases the range of your medic packs, by double, helpful when large groups of friendlies are spread out. IMO, while this can be useful, its not really needed. But if you find yourself constantly running into a couple guys who are just a tad bit too far away from each other to use the same health pack, give this a whirl.

Marksman LMG Training

  • Unlocked: 28,000

In game it says Marksman LMG Training increases your accuracy at range. The way it does this is by lowering your recoil. It multiplies your weapons recoil stats by .67, effectively reducing the recoil by a third. While this can be useful, I have found it not really necessary as long as you practice burst firing at long ranges. IMO, this slot can be filled with something more beneficial.

Spec Two Open Unlocks

Ceramic Body Armor

  • Unlocked: Rank 14

Ceramic Body Armor is supposed to decrease the damage you take, at least, thats what the name implies. In actuality, in increases your health. 125 in core gametypes, and for some reason its not as effective in hardcore game types, you only increase 12.5 to 62.5. The juggernaut of BFBC2, this can be quite beneficial to help you sprint across to your downed teammate while under fire. I wouldn't recommend it in HC modes because it doesn't do enough to matter IMO. In core modes, I find this a good option for those who play the medic role more than the combat role of combat medic.

Magnum Ammunition

  • Unlocked: Rank 15

Magnum ammunition increases your weapons damage by a quarter. It the stopping power of this game. This is for those who, unlike the people using ceramic body armor, are more into the combat portion of combat medic. IMO, this is the best thing to use. You kill people faster. Not only does this help in combat, but it benefits your medic duties also, as you can more easily kill the enemy to make it clear for a revive!

Proper Playstyle/Technique

In this section I am going to go over the playstyles/techniques that work best when using a medic. I will also give some "rules" that should be followed no matter how you play a medic, if you want to be good at it.

All throughout this guide I've made reference to combat medic. Combat medic this, combat medic that. I did that for a reason. All too often I see people playing medic either 100% combat oriented. Never dropping medic packs for their team, never reviving people, just going in and acting like a main assault guy. Or, you get the guys who are 100% medic. All they do is run around, dropping health packs, and zapping every downed dude they see, paying no attention to the situation around them, not actively helping taking the objectives, never hardly firing their weapon. You can't be either of these people if you want to be successful as a medic. You have to find a balance. You are, after all, a COMBAT MEDIC. One part combat, one part medic.

Now, its ok to play one role a little heavier than the other. If you want to be more involved in the fight, up there on the front lines, helping take the objective, all the while dropping medic packs and reviving the guy who fell beside you, but not running back out of combat to revive that dude sniping, thats fine. Just remember, drop plenty of health packs, revive those close to you when the opportunity arises, and just don't forget you are a support role.

Or if you'd rather play more of the medic, thats fine too. If instead of being on the front line, you want to hang back, lay down suppressing fire with your LMG, pick off the guy on the MCOMM station, and run around and revive everyone you can, good for you! But like before, don't forget the combat portion. Be involved, even if not charging the station, take out defenders, put down cover fire, etc.

Also throughout this guide, I've mentioned clearing the area before reviving a teammate. This is HUGE! Do NOT rush blindly into combat and revive a gun who was just gunned down and is still surrounded by multiple enemies. I don't know how many times I've seen a guy go down in front of a tank, and some medic runs up, revives him, and then the tank takes em both out. CLEAR THE AREA! If possible, kill the guy that killed your teammate BEFORE reviving him. If there is a tank looking at your buddy, DON'T revive him. I know this seems like common sense, but it happens all the time. Now a lot of the time, someone will get sniped, or picked off from range. If there aren't any enemies in the vicinity, sprint over and zap him, but stay on the move in case the sniper or whoever is still watching. If he goes down again right after you revive him, don't run out and do it again, just move on, you can't save em all.

Another thing that I see frequently is a guy, health almost depleted, hiding behind a wall, around a corner, behind some sort of cover. And along comes the medic, and whats he do? He throws the medic pack just out of range, right out in the open. DON'T BE THAT GUY! Because one of two things happens. One, the guy, badly needing health, scoots over to get in range, and comes out from behind his cover. In his weakened state, he is easily killed. Or two, he just sits there behind his cover and waits for the health regeneration. When throwing a med kit at someone, if they're near a wall, toss it at the wall beside them. The wall will stop it and it'll be right there. If there is nothing to throw it against, get close to them and look down at the ground before throwing it, it doesn't go nearly as far when looking down.

Conclusion

In conclusion, I will leave you with a few things. Remember, play your role. You are a support guy. Don't lone wolf it. Get involved in the fight, but don't forget your duties as a medic either. Don't haphazardly revive teammates, nothing is more annoying than getting blown up by a tank, and some medic comes and revives you, just to get blown up again.