NOTE: The reach mods are bugged with a lot of abilities currently and do not actually increase the radius. That being said, if they did work, this would be the ideal end game build for this method. Interested in more Aliens: Fireteam Elite videos? Be sure to subscribe - bit.ly/2HMw6zc And don't forget to join us on Discord - discord.gg/U9QJk2J
I feel like the doc needs to start with multiple heal packs. Or at least 2. No damage taken in a perk when healing or reviving. A perk where the combat stims heal the fireteam member with the lowest health by 10 or 20 percent. It's small things that would still make a big impact on the role.
All really neat suggestions. Maybe together too strong, but some of them could be solid additions. I really like the combat stims healing the lowest health player by a small amount.
@@LegacyGamingUS yeah I didn't specify that 😅. Any of them could help doc in some way. But I'm pretty sure instead of buffing some of the roles. They might expand the grid a bit... shorten certain perks' sizes. Or just implement new perks that the community would like to see. I hope this game receives a good following. Cause it's fun and ITS ALIENS COME ON 😅. Maybe we see changes sooner rather than later before people lose interest.
I think just keeping the station up for its other nbenefits even when out of energy to heal would be a game changer. E.g. suppression station and bonus combat stims
I think Trauma Station refills should be seperate from Medkits, so the Doc doesn't have to worry about using their current Medkit in order to pick up a new one and refill their station.
Doc is the only class I've maxed. I love playing it, but it does need some dev love. I'm hoping they'll give an alternate way to recharge the trauma station. So many players just pick-up the med kits and leave me with no way to recharge the station so that by the time we're at the last hoorah battle I've got about 3-600 left on it. That was a poor choice for development I think. Other players want to have the option to heal themselves if they get in oveer their heads, and that I completely agree with, but it ends up harming us all in the end because of game design. I hope that the devs are watching these and seeing the very valid points being brought up, to better the game and everyone's enjoyment of it. Thanks for the video, I noticed that your Doc build is nearly exact to mine. Slán.
That med station definately needs a rework. I think they should remove the refill on aid kit pick up and just give it passive regen when not active, maybe even add a mod that partially fills it on kill
I think an easy fix would be a passive recharge of energy to the med station from all players WITH A MED KIT on them. So make sure everyone has a med kit. This way players feel better having a medkit just in case. What do you guys think?
The main reason I hate Doc is because his ability isn't passive unlike technician & others. As difficult as the game already here in the last two chapters -- this is literally the least the devs could have gave us from him.
The only class I've played so far is Technician and knowing about my Turret operates, that aid station needs a buff.or rework. My turret has infinite ammo a nearly instant cool down if I pick it up (15 seconds if it gets destroyed) and if it's really damages and I pick it up and redeploy it in like 2 seconds, it's automatically full health again. May they should change out the need for recharging for a time or healing limit per deploy.
I'm a huge fan of the Alien franchise and gifted this to 2 buddies this week and we've been having a blast. I started as Doc to help support them and we haven't gotten into the higher difficulties yet, but I had felt things were a little awkward with it. Glad to see it wasn't just me that thought so. I can understand why the devs didn't want us to be able to simply recharge the station over time because people would just afk until it was full, but even playing with friends its clunky and awkward to get everyone to hold still so I can heal them then pick up a med kit then heal the other, then pickup another kit, then myself (oh look they're already in the next room starting the next objective) better grab that last medkit... They don't have as much free time as I do so I've tried some matchmaking and no one ever lets me take the med kits, everyone immediately heals themselves, grabs a new one, and moves on. Some groups straight up dodge when I join even though my combat readiness is considerably higher than the recommended level for what I choose to join. I guess its due to playing something that's not "meta", which I can almost understand, except I'm not even trying the second hardest difficulty yet... I'm so glad weapon exp stays when switching classes, because it looks like I'll at least temporarily need to switch to something else for my supporty plans and starting at ground zero would be a little annoying. (I try not to be a meta try hard in games, but there's not much point in playing something that the community thinks is so bad that they will up and dodge the queue if they see you playing as it. Not hating on doc, but I want to play, so gotta do what I gotta do.)
You guys are pumping these vids out very fast and consistently, pretty much the only channel covering the game this extensively. Good job and congrats with reaching 150k subs!
I think the type 95 combat pistol is a good alternative as well. It's increased rate of fire makes it's dps similar to the magnum and that plus it's better reload speed and over double max ammo makes it a bit more forgiving.
I just love the combat pistol for both doc and technician, the twin hammer is great but it has heavy recoil even with good stability perks and max stars, the trick is aiming slightly lower to the ground to compensate for the heavy pull up
Thanks for all of these videos on Aliens FT- I didn’t even know how to charge the trauma station- but all of this is helping me build and learn all the classes. Doc for me is gonna take some work feeling confidence heading towards the Endgame
I hope its not passive like over time. Abuse would be easy, just sit in a corner and wait for it to recharge fully. Recharge on kill or X% of damage done to armored targets would keep team moving but give some recharge
@@thegrtgazoo It could be made a really, really slow regen so it can't become the meta and that regen can be improved by cooldown reduction. That way if you want it to be really good, you have to really spec into it.
Another way to play is only use the trauma station for healing yourself and when healing others with a medkit (if their hp is full they'll heal you too if they're smart) or when reviving in a heated situation. Don't use the station for teamwide healing. Get the perks that give 10% temp hp when not damaged ,and also the extra 10% hp perk(lancer), you'll have a beefy doc that can pick people up in clutch situations.
The station needs a passive regen. I also believe there's a bug with the range mods on the station as you can't boost its range any further once you equip that one augment to make it slow enemies. At least this was what I saw when testing range on your ship. If they fixed it so range isn't capped and it regenerated over time, the doc would be pretty badass
I always like to play a support class so doc was the first class I played. I really think doc needs a buff they need to change combat stim to something else maybe like give players a shield to soak up some damage and make the health station regen over time or off kills
The med kit recharge for Doc is just plain BAD. It’s bizarre and confusing and very hard to coordinate with a game that has zero chat functionality. Love this game, but this is a bonkers and stupid decision by the devs. Doc needs a major redo IMHO.
I play with a group of friends where I’m the Doc, and even though I constantly tell them not to take med kits they take them anyway, which can be insanely annoying, it needs another way to regen charges, maybe something to do with kills or damage, or a passive slow regeneration, it could be based on how much damage team mates take near you or what kills they’re getting, I’m not overly sure what would be the ideal change without making him too strong but his healing station charges need a change.
I’ve started as a gunner moved to a shield tank, now I’m running through doc; my knowledge so far is a lot of people like to blow things up and shoot things but many people only really treat medic as essential when they’re about to die and that’s why I’m now making myself a build to carry teammates through life literally
The trauma station range bonuses do *NOT* stack, you can test this in the hangar. Suppression station says that it provides a "larger radius" and while it doesn't specify a value, it is a much larger radius than peace of mind or extended reach iii/iv give. In other words, if you are running suppression station, other range modifiers are useless.
True. Ive tested all types of combinations in order to get the largest radius. Suppression station is all thats needed. Extended reach mods are bugged and dont seem to work. Peace of mind doesnt even stack with suppression station.
Personnally I find the Doc's Stims really shine with any of the Uzi/Burst pistol-type weapons. Thanks to the accuracy boost you can literally see your crosshairs get smaller and the stability boost makes it so you can keep firing on your target, whereas otherwise you would struggle. No other class can match this level of precision, so I like to boost the duration as much as possible with the Overdose perk. Another nice advantage of these weapon types is their crosshairs while firing from the hip. Often you'll get swarmed and need to be constantly on the move. With Stims you can get a nice aim without ever needing to ADS. The Kramer pistol-shotgun also accomplishes this, but the constant reloading may be annoying and doesn't quite have the range versatility, even with the insane accuracy boost and range-boosting attachments, not to mention it doesn't exploit weakpoints. Nevertheless, it's still great for the stumble chance and with sufficient reload time reduction it makes the reload practically non-existent. However, with sniper/DMR type weapons (or any already accurate weapon), upon testing I can find practically no difference w/w-o Stims. While the 15% damage boost perk is nice, I don't think it's really maximizing the potential of Stims. For a rifle, I much prefer to make an inaccurate one more accurate, such as the Kramer or Pulse Rifle, nullifying their weakness. Paired with Short Controlled Bursts, _any_ auto-rifle becomes a long-range precision weapon, while also excelling at medium range.
I didn't like doc class at all but after play a horde with randoms I change my opinion. They way the doc played with that trauma station was really good, plus with the help of technical and myself being a gunner it was a walk in the park, and I think it's probably the best combo team in the game.
I think the flow of this video is the best of all of them. Loving your AFE content! Were you guys going to be doing any other builds at all now that you've got the basics out of the way?
I think once new classes, weapons, and perks get added over time, then we might do updates to them, but for now, these have been the ways we've enjoyed these classes the best. Other things are just subjective to each user and hopefully these builds help in being a jumping off point.
I haven't had a ton of time to play this game, and I've only been playing technician at this point. I know you said having 2 support type players isn't a great set up, but I played with a couple random, I was a tech, 1 was a Devastator and 1 was a medic. We were a wrecking crew. It was amazing.
Don't know how useful it will be on very high difficulty settings but with the perk Anesthesiologist I managed to get over 1,600 extra health from playing it safe. That means I had over 3,000 health at one point in the game. You heal every time your injured after 10secs even if the temp health isn't all gone it adds to the total constantly increasing your total.
I enjoyed my time levelling Doc, and while it could definitely use some major buffs I think my biggest current gripe is that suppression station is very vague on what it does -- Guard Dog and Charge Coils tell you exact percentages and I get none of that here. I also wanted to Highlight Overdose for Doc briefly -- it DOUBLES the stat buffs, while increasing duration (and yes, cooldown time) making its use more applicable in hold-off areas of maps vs spam use in Horde, but with the cooldown reductions built in to the class, a few seconds of downtime without stims is a small price to pay for literally 100% accuracy and stability. Seriously, equip a shotgun and pop overdose stim and look at that reticle, they become sniper rifles. in terms of guns I agree 100% with the twinhammer rec, and on a previous video I already commented about how I personally love the Gruppa burst rifle so I won't repeat myself. What I will jump in and say is if you wanna play Doc with a full auto weapon or whatever in your rifle slot, a good "oh shit" button pistol is the Rapid Responder. It's not as strong as the T21 auto shotgun, but its got a healthy stumble chance, 14 rounds with drum mag, and keeps little guys off you when your primary is dry
The med kits to recharge the station was stupid. You don't need anything to get ammo from the recon. The Twilight is good until you get to Extreme mode. The Twinhammer is even good on Extreme. These perks are fine if you never go above standard. For Intense or higher you need Surgeon's Hands and for Extreme or higher you need Bedside Manner, and Rapid Recovery. Every class should have Surgeon's hands on their Perks.
They should add some sort of fix or perk to where the more damage you do with Doc, the more your trauma station refills, and headshots would add a bit more.
Since everyone is talking about boosting the doc, the combat stims giving temporary hit points that are the first to go when it wouldn't be a bad idea, like the pills in Left 4 Dead.
I was playing Alien Dark Descent and think it is the best team game although it is plagued with bugs, till I come across this game with great replayabiliity I loved using turrets and mines, so I loved the technician's fire turret
Healer main in alsmost every game here ^-^/. I suggest, recharging trauma station by using Med Kits instead of picking them up would really help. With a 50% recharge bonus, when Med-Kits are used on a teammate instead of yourself. Which would motivate docs to play social.
Thanks for the Doc showcase. I wonder if they’ll change the way to recharge the trauma station in a patch. Right now it just makes no sense why it only recharges by adding a medkit. It’s bizarre.
So I was trying to think of a way to improve the Doc kit, and one thing that I thought of was what if the aid station recharged by kills made while under the effect of combat stims? This would give their kit way more synergy. I see a lot of people mentioning recharging on kill, but I thought why not connect it to combat stims. It could include teammate kills this way, keeping the idea of being support.
I REALLLLY wish the station would regen overtime OR let us medics pick up med kits to refill our stations even when we have our own personal kit still. I have to let people know that I will heal them with MY kit so other kits can slowly refill my station. It's completely ass backwards.
Don’t know if you know this but as of right now radius doesn’t work with trauma station same as charge speed doesn’t work with technicians charged coils
If they were to fix all the extended reach mods as well as have peace of mind stack with suppression station, then to me that would make the doc the most valuable n the game. The slow radius would be insane.
This guy gets it. Literally, nothing except for the change to the Suppression station augment affects the radius of the healing station - EVEN THE PERK Peace of Mind, that only can affect the Trauma Station, does not currently increase the radius.
@@ChristofAbsolution I personnaly prefere getting overdose with quick charge 3 and 4. If readiness CD reduction actually worked, you could completely negate the 50% cooldown penalty on overdose. Super serum is also affected by super serum, but somehow, the extra handling and stamina regen are not affected by the 50% increase duration from Overdose. This game perk system has so many bugs and things not working, at this point it's anoying.
I was on a team with another Doc and my trauma Station out ranged her's by quite a bit. The one I've had issues with myself is Surgeon's Hands (It's called iirc), where you aren't supposed to get staggered if you're interacting with a med kit, reviving someone or interacting with the environment; but I get knocked around anyway, so that one is definitely not useful as it stands at the moment.
@@LegacyGamingUS You just showed everyone that "in a real end-game situation" you don't even need the radius modifier. Strength in number boosts your own damage, not your allies, when they are near you. Cooldown reduction is affected by diminushing returns and doc gets plenty already. If you are gonna invest so much into it, overdose is a must for the team and the 50% malus is easely recuperated. Investing in the supression station could be nice, but it quickly runs dry and once it is out, every perk related to it become useless. Also, the doc's only way of defense is his weapon and his speed. I don't see any rifle perks, you are missing on a potential 45% weakspot damage and some extra max ammo, which are needed if you don't want to immediatly run out of ammo when you play on extreme or insane difficulty in the campaign.
It might have been mentioned already but they've patched the medkits now. Any member of the team can pick them up. I have tested this multiple times to be sure in a team with my two cousins, all using mics. To reiterate, anyone can now pick up a medkit and recharge the Docs med station.
I actually prefer a doc and technician because their abilities for slowing stack on each other and that makes enemies almost unable to move while walking in the electric coils and suppression station. This makes elites very easy to burn. Is there a reason you didn't choose overdose as a perk for doc?
When I finally figured out how to play the doc my team had max health until mission end. I enjoyed the way it plays and thinks it's not bad as a support function, but I've still to max it and play higher difficulties. The situation with the med kits and trauma station needs fixed. I'd rather play with recon or technician as it stands, but with a few tweaks the doc could be awesome
It sounds like the medic class is unnecessary for the game. Have you made a video on an end game squad composition? What classes and in what number? Do they have the same load out or differing loadouts to cover weaknesses?
If urbdoc at higher levels u should always put ur drone down and control and area like technician. Enhanced range + debuff perk can shut off 2 zones for 1 person to cover.
The Twilight definitely looks good on paper with it's high fire rate and solid damage, but it still took 2 hits to take down a runner on standard, on the other hand the scout rifle was only a bit slower but had enough extra damage to push it back to a one hit kill. It has the ideal balance of power and fire rate The real problem of Doc is managing that energy reserve for the healing station. It doesn't help that you can't actually pick up an aid kit unless you use up your own first, and if you've taken very light damage and your team is hurting bad and needs heals, it's very wasteful to use up your own just to heal up scratch damage, and if that wasn't bad enough you only get a small portion of energy out of each aid kit, had your team picked it up individually they could have gotten a near full heal themselves. So in the end it comes down to whether you should keep the entire team barely alive, or have one with the lowest health to get back into fighting condition as you hold out long enough for the next aid kit to drop
I feel If the doc was able to hold two med kits. The class would be a fair enough. This wouldn't be a slot in the build it would be with the class at the beginning. It still keeps the original idea but allows a little more flexibility. Teamwork and strategy are still a major factor but Not to the point where it ruins a class because of one person is wanting to heal on their own. Another perk could also be added where if the station is full and you pickrd up a second med kit, it over charges giving a buff (Heath, stamina, ect)
Tha magazine for the pistl was changed to +20% relode speed and +10% handling. BUT it gots 50% relode speed when you took the last shot of the magazine. Iam not sure, it is a buff or debuff. But its not available with that stats rn. Maybe its only a findable magazine?! The "skin" changed aswell. So maybe iam wrong at this point. The green dot is also not available to buy. Anyways a good Video that helps me out a bit. The most "perks" you showed here Iam already useing. ;) but I recommend to any player to find a own way. Dont copy, becaue you wount understand why it works well or not. thx and watch your back! [EDIT] I bought the full dlc bundle.
doc is almost a requirement for anything above intense for campaign, as you don't get a med pack respawn for everyone at the resupply points anymore, often just the one per hold position. This means for those higher difficulties where all the enemies hit like a truck and have tons of HP the Doc is the one class that can effectively heal with there aid station. Yes the class is not perfect but once you move above intense, it will have to do you no longer have a choice.
We've gotten through insane missions without one. We hear you on the limited health packs though. Still, keeping things from hitting you at all is the best way to conserve health.
@@LegacyGamingUS Have you tried the burst pistol, it also seems quite good with the right attachments on. The fact it gets a lot of effective range from its level up perks makes it one of the best pistols at range. I like to use a scope on it as well as on the Twilight personally.
Doc needs reworked. It’s my favorite class but it feels so underwhelming compared to others. I always play a healing support role in multiplayer games.
Don't know why they gave the doc a gunner style buff ability. It should've been a left 4 dead/wwz style pain pills/stim temporary health buff for one player or less health for everyone.
Little bit surprised you'd go for the thermal brake instead of the tanker break (33% stun chance) You fire fast enough with the twilight that you'll stun the bigger things in the span of a couple of seconds, then you get like 6 headshots free and clear in the time it takes to get them out. There is also a perk for 20% extra damage to stunned targets. I know you were going for a mainly heal/buff build but I think you could spare one thing for that.
The heal stations mechanic for recharging is just bad. I can see why they wouldnt want it just recharging slowly over time. Easy abuse. But they could do something like it recharges 1 point for each kill doc gets, plus have maybe a perk that doubles or tripples that to 2-3 points per kill. Or they could keep it the same as is now but add a perk that recharges the station for X% of damage done to armored targets
Yo YO! It's hilarious just started playing this game and no lie this exact set up is what I have for my doc, was like to myself, hmm I wonder what the best set up is notably to other players and low and behold I am already using it, exact build set up and exact weapon set up, damn I should be proud of myself I guess then! Great vid guys and great game, let's just hope they do something about that med kit pick recharge mechanic ay? It is quite disasterous if you do run outta energy and med kits to pick up.
I was actually wondering how to recharge the trauma station. Cool. I saw it recharge a little every once in a while, but I didn't know exactly what was causing it. I have mixed feelings about the Doc. Doc abilities aren't the most impactful, they have a slow burn, but they tend to make up for it in longevity. Doc has some of the best passive perks in the game (Surgeon's Hands is fantastic on any class, just like Down and Out from the Demolisher). Migraine Solution, Super Syrum, and Overdose are a few that come to mind just for the Combat Stims. It's really important to buff out Combat Stims. Buffing the trauma station isn't too much of a priority to me (just personal preference), so I put more emphasis on weapon efficiency.
Here's my fundamental problem with the Doc's: Those that don't play doc, or don't understand how they work, invalidate the Doc's usefulness. Every other class is self sufficient on their abilities - and while yes it's always better to work together, they can still function solo. Whereas the doc, if you have team members scooping up med packs and healing themselves when your tube is empty, you're stuck getting minimal charges back, especially if you're a good player and dont take damage, so you cant even heal yourself to pick up another med pack. You also almost feel punished for keeping your tube on the ground since it's keeping everyone at full so no one is using/picking up health packs.... it's a weird system. To replenish it, the team needs to take damage - however players standing in your healing aura leave nothing left to be healed, so you won't be picking up medpacks if you aren't using any. There are times I've shot a team mate "accidentally" so I could heal them , so I could pick up another medpack. That's a lousy design. I feel like if the tube regen was tied to Combat Stims or your Field Medic ability somehow - maybe enemies killed by yourself or teammates while you are under the Field Medic buff would work. Like while under 15% , you get 10 points back per kill of runners, 30% you get 20 points back per runner. For specials (bursters/spitters/prowlers) make it respectively 15 points/30 points. Then elites you get 50 points / 100 points.
I've always been a fan of healing teammates since most people will pick damage roles. So playing doc has been fun for me but the only thing I hate is not being able to refill my trauma station when I'm at full HP with one aid kit on me. If they allowed doc players to pick up aid kits that aren't being used when you're at full everything would help the class feel better.
There's so many docs out there that don't know how to use their class....so many other classes that don't know how doc works Doc should use the trauma station when not near medipacks, the trauma station is recharged by picking up medikits... So let the doc heal everyone with medikit after every big battle ((regardless of how much health they have)) allowing him to heal everyone and recharge his/her station It can be a powerful class if used correctly
I know this vid is over 2 years old and these 2 may not of been available for it back then. However for Doc & hand guns the laser N79 Eva gun is my choice because on the upper difficulties it proves useful having an unlimited amount of ammo with damage still not being to far under the Kramer or Frontier guns. For rifle . Either the L36 Halberd if you want an automatic with good accuracy/fire rate/stability or the X46 Ballista Fletchette rifle for a sniper rifle with a faster fire rate that makes up for the slightly lower but still ample damage.. I only got this game on PS Plus in October 23 so i did not play it when it 1st come out. Still trying to get the platinum trophy but the Insane difficulty Priority one Extract (Keeping Hon. alive at the end when all the spitters and elites come out to play), and The only way to be sure : Breach & Search again right at the end i keep dying . Only pllaying with Synths team mates though :)
it would be nice if any player healed by the doc got all the effects of combat stims for say 60 seconds, but it also stacked with the combat stims ability. that would give players an incentive to surrender their first aid kits, as right now it's a rather self serving mechanic where the doc just expects to receive all the first aid kits to power the medical bay, but the other members of the team don't really have an incentive to play along.
I was hoping the Doc would have been a good class but it feels like it is indeed missing something and it feels like the healing skill is too clunky. They should have made it like any other deployable where you set it down, it heals for a bit, and then goes on cooldown where you can use it again. I think if they make it like the scout's station then i would like it more.
Legacy all your endgame builds are solid, the only thing I cant agree on is the perks for the doc, focusing combat stims has never been worth it for me on the higher difficulty's there are better perks like anesthesiologist which basically gives the doc a stackable recharging shield, or the hidden perk that you can randomly get from the loot crates which weakens enemies by 20% when you shoot them. Other then that go combat perks or supportive perks, bedside and surgeon hands not to be slept on.
I think the trauma station is very underwhelming with doc as of this moment. It's better to focus on the stims and your dps output. You might say that that makes him worthless but if you add the perks to revive your teammates faster and cannot be interrupted while doing actions make him viable in horde mode. Also include stim duration by 50% and your support role increases even more.
I have played all 5 class to max level, and my concern for doc is that combat stims does not always boost dps, because some guns does not gain dps by improving accuracy and stability. This makes doc limited to friend play and pretty bad in public lobby.
radius perks don't wor on trauma station for some reason(at least on pc). supression station node have big radius by it self and radius perks have no effect to. i tets it and idk wtf)
Peace of mind and extended reach DOES NOT stack with suppression station. Nothing does as far as radius goes. Ive tested all types of combinations to get the largest radius.Thats 4 slots you can free up right there. Dont know if its a radius cap or just bugged.
I've decked out my Doc by mixing and matching the rifle-based perks from the other classes: Right now I have 30% more fire rate and weak point damage, plus 15% more stability and reload speed. I don't use the stims that much, so I could spare the space on my grid. Add to that the perk that gives you a buffer of extra HP, and the Doc can become a bit of a tank. A tank without a KO punch, but still a tank.
I really don't know why they have the Doc limited to one aid kit. Either have them start with 2 or at least allow them to pick them up even when at full health. The idea of passive regen is understandable but it could lead to people standing idle while it fills which would be a bit, well... crap. Rather than passive, make it something like weak point kills (or kills in general but to a lesser charge amount) so it doesn't require forced "breaks" during a run. For the max 5 kits trophy I think I'll just wait for Phalanx and do that because there's basically zero benefit to the Doc over other classes, imo.