Community Guides/Medic Guide

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This article is timeless and should be accurate for any version of the game.


Due to the nature of Foxhole's frontline combat, is it expected for players to die at a faster rate compared to other video games. However, dying also consumes Soldier Supplies, which can put a frontline in danger of collapsing if they run out. Due to this possibility, it is a good tactic to stem the rate of dying players and play the role of a Medic. This is a community guide teaching players on how to effectively play as a medic.

When is it a good time to play as a Medic?

Medics are a useful role on the frontlines as they prevent players from dying, allowing them to continue fighting the enemy, and reduce the time it takes to respawn, re-equip, and move towards the frontline (especially when the front is being pushed far away from the nearest friendly base).

Typically, a player should start playing as a medic when there are less than two players playing as one. If there are two or more, then frontline players should not become a medic, as it's considered an excessive amount.

The Basics

A Standard Medic Loadout

NOTE: The amount of Bandages and Blood Plasma a medic should carry depends on the severity of the front, however the number listed above is the minimum, as it prevents a medic from oversupplying themselves, potentially losing all of their equipment if they die and do not recover their equipment.

Optional Equipment

While these are not necessary for a medic and depends on medics playstyle, these are more to give the medic a fighting edge, or scout out players who need help. Optional equipment include:

NOTE: It is very highly recommended to not carry all of these, as medics should be able to move quickly around the battlefield, and not get shot at. Keep in mind, that weapons make you a lot heavier. (rifles mainly)

Medical Items & Equipment

Medic Uniform MedicUniformMergeIcon.png

Equipping yourself with a Medic Uniform is highly recommended, as it lets you stack bandages and blood plasma in your inventory, reducing the weight of the First Aid Kit and Trauma Kit, and giving the wearer better mobility and carrying capacity. It is still possible to play as a medic without the uniform, however doing so will limit your effectiveness.

Unlike the rest of the Standard Medic Loadout, Medical Unifrom is the only piece of equipment that must be unlocked, and may not be available at the start of the war.

First Aid Kit First Aid kit.png

Slot: tertiary (press 3)

The First Aid Kit is designed to heal and stop the bleeding of other players (either press or hold LMB). It automatically consumes Bandages from your inventory, with one bandage equals to 10 charges. You cannot heal yourself with the kit, as well as over-heal another player.

Healing a player consumes charges, with the amount depending on the injured player. Stopping a bleeding soldier only requires one charge, allowing a medic to quickly stop the bleeding of multiple players.

Bandage Bandages.png

Slot: tertiary (press 3)

The Bandage is one of two consumable items that are necessary for medics. These can be used as a consumable to add charges to the First Aid Kit, or to prevent the medic from bleeding out.

Equipping yourself with it and pressing LMB will stop your own bleeding Bleeding UI Icon.png (it is consumed after the short animation plays. Bandages can only stop yourself from bleeding out and will not replenish your health. It does not stack in a regular soldier uniform, however it will stack in an Ambulance, and Medic Uniform. ( also in Scout Uniform, but the uniform should be only equipped when there are no Medical Unifroms in the Base)

Trauma Kit Trauma Kit.png

Slot: primary (press 1)

The Trauma Kit is designed to revive Wounded Players (pressing the LMB on Wounded soldiers to revive them (it is important to note, that game uses "Wounded Player" as meaning of saying "Downed") , with the revive animation lasting 4 seconds (the medic cannot move or cancel it). It automatically consumes one Blood Plasma from your Trauma kit, and will automatically take one Blood Plasma from inventory in next revival (as you will have 0/1 charges after revive, with you can fix by pressing 1 after revival and then pressing 1 again, this will take one Blood Plasma from your inventory to Trauma kit 1/1, thought you don't need to do this), with one Blood Plasma equal to one revival. You cannot revive yourself with the kit, so another player must revive you.

Once revived, the patient has their health set to 1 HP, and must be treated with a First Aid Kit to restore their health to max.

Blood Plasma BloodPlasmaItemIcon.png

The Blood Plasma is one of two consumable items that are necessary for medics. These can only be used as a consumable to add a charge to the Trauma Kit, and cannot be used by itself.

Each Blood Plasma is equivalent to a single charge, allowing the Trauma Kit user to revive one Wouded Player. It does not stack in a regular soldier uniform, however it will stack in an Ambulance, or a Medic Uniform, and Scout Uniform.

Standard Tactics

Staying Safe & Taking Risks

Medics should always keep their distance away from the frontline, and should heal players away from danger (either behind cover, or concealed in a bush). You should also stay lightweight and not carry too much supplies, as the best way to stay alive is by quickly getting out of danger. Gas Masks can save your life by allowing you to not quickly die from gas grenades, however this can be avoided by staying clear of their thrown/launch range. Whenever possible, you should let injured players come to you, though this will vary as injured players may not see you in the chaos. ( some medics tend to solve this by adding " ✚ " in to their nickname, by changing thier Steam nickname )

It should be known that not every soldier can be revived. Medics should take into account the environment the Wounded Payer is in, and whether or not its worth reviving them. These include if the soldier is behind cover, how close the enemies are, and how much friendly soldiers are nearby. Cover and concealment are your strengths, and should be used to hide when reviving, as a medic is a juicy target for the enemy. If a Wounded Player is too close to danger, you can carry them to safety by pressing E and move them to a safer place to revive them. First Aid Kits and Trauma Kits can be used while prone, so use this to your advantage. Wounded Players are often used as bait, so don't fall revive them if they are too far away. Additionally, dropped backpacks should also be used as an indicator as certain spots can be deathtraps and killzones.

Checking Player Health

Players do not have their health displayed on-screen, and instead have their health indicated by how bloody their player avatar is. 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.

Distributing Tasks & Adapting to the Situation

Medics should be proactive and take note of where the other medics are, as its more beneficial for medics spread out in order to get more players healed. More medics should never heal the same soldier, as players crowding together can attract grenades and artillery. If there are medics everywhere, switch to another role.

Medics are useless without infantry, if there is no infantry around, there is no use for a medic. Since you're often behind the frontline, 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 them (stockpiles also work as well).

Equipping Yourself with Weapons

Despite working on a battlefield, killing the enemy is not a primary goal for medics. If you do equip yourself with a sidearm, it should only be used for self-defense. As a medic, you shouldn't put yourself in danger, but there are times when medics need to defend themselves. Pistols are good for short-range combat, but will get outmatched by Rifles and Machine Guns. A medic can equip themselves with Rifles, but since it uses the primary slot, you are unable to revive players quickly.

Communicating to other Players

While communicating is an important tool in the frontlines, it is also important when playing as a medic. Due to this, medics should call out to injured players and make sure they can get to them. Often times, a soldier may not know that there is a medic, and could injure themselves even more. Additionally, letting others know of your presence can help soldiers grab Wounded Player for you, increasing the chances of more revived players.

Keep in mind, a medic should always their voice if they can. Using local chat may not be as effective, but it is still more beneficial compared to not communicating at all.

Logi-Side to Medics

While medics do not typically engage in the logistical side of Foxhole, they can still contribute by being able to produce Soldier Supplies. This can be done by grabbing a Critically Wounded Soldier (also known as a CWS) and submitting them to either a Field Hospital or Hospital.

When a soldier dies, there's a 5-10% chance they become a Critically Wounded Soldier. These can be picked up with V and delivered to a Hospital to get processed into 4-6 Soldier Supplies. Unlike corpses, Critically Wounded Soldiers lay on their side, making it easy to distinguish corpses.

A Critically Wounded Soldier compared to a Wounded Player and a corpse

Ambulances can also be used to transport all medical supplies as well as carry Critically Wounded Soldiers. This allows medics 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 can also be used as a resupply point for medics.

Tips

  • Picking up a downed ("wounded") player and moving them to a safer location is a much more safer tactic than reviving them where they were downed
    • Picking up a downed ("wounded") player also stops their death timer, allowing them to live more than 30 seconds (downed players can still die if they press E and "Give Up")
  • If you need to help two soldiers that are bleeding, you can use one charge of your First Aid Kit on both of them to stop their bleeding
    • This helps save the lives of both soldiers as they will not bleed out
  • If a downed ("wounded") 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, though this is typically not recommended
  • First Aid Kit and Trauma Kit can be used in all three stances (i.e. Standing, Crouched, and Prone)
  • Make sure not to confuse Critically Wounded Soldiers and downed ("wounded") soldiers as both can be carried but they are very different things.
    • Critically Wounded Soldiers can be seen from outside your view range as they are considered as items, unlike downed ("wounded") players, which obey vision mechanics (will not be seen unless within the players line of sight
  • If the downed ("wounded") player you're carrying is close to death, press 1 to simultaneously drop them and equip your Trauma Kit, then spam-click LMB to revive them as quickly as possible

In-depth Medic Guide Video