He's actually not that bad if you have a team that is somewhat competent.
Just need to constantly move, especially when he throws his bombs, heal whoever gets grabbed, and dump massive damage during grab phases.
Especially helps if medic throws a heal grenade whenever someone gets grabbed.
It's ill-advised to shoot him during the grab phases. When signalling the grab, if he's in the middle of running towards someone he has higher resists supposedly and it's pointless to open fire when he's draining someone as well. Better off letting loose right as he lets go.
Parrying is fun. Until you get murdered when you fuck up.
Scrake needs some further finetuning though for parrying. There's a couple of attacks that either start hitting you before the animation reaches out to you or (even worse) before the animation even begins. Fleshpounds on the other hand are more consistent as a whole. Devs have confirmed Scrakes are due for another pass with their hitboxes thankfully, so there's that.
This is correct. I like to run medic, but go for the AK, then double barrel. And I gain xp for three classes simultaneously. Sorry medic weapons are wack compared to the other classes (smg is okay though for the headshots). When I'm running comm/supp I always grab the medic pistol as well to heal while I can as well. Are there any gaf servers users are using in particular. I've added myself to the spreadsheet, but would like to run some harder difficulty levels with a gaf team.
Pistol is great, SMG has good enough accuracy, shotgun has oomph for clearing out lesser Zeds or something like a Siren in a pinch (since other classes will usually be taking care of the big guys) and the assault rifle packs a punch with heightened accuracy when crouching. When standing or moving around, the latter is a little unwieldy yeah.
More importantly though: the Medic's shotgun and assault allow for more healing darts than the other two perk weapons, which is invaluable on higher difficulties. Especially when the perk % bonuses kick in after some levelling. By default you have 3 and 4 darts respectively before cooldowns kick in, whereas the SMG and Pistol only possess 2.
Supposedly the health regeneration skills are very buggy right now and not work taking.
Even if they weren't buggy, they still wouldn't be worth taking. Any half-decent Medic entirely negates that perk option, and every team
should have a Medic with how they're essentially the backbone of a team on higher difficulties.