CONTRACT
HIRING COST
: $9,000
EQUIPMENT COSTS
: $2,660
TOTAL COSTS
: $11,660
STARTING GEAR
| GEAR | IMAGE |
|---|---|
| Beretta 92F pistol |
|
| 9mm Parabellum x15 |
|
| Gas grenade |
|
| MedKit |
|
| Shirt |
|
| Trousers – beige |
|
| Sunglasses |
|
| Buck Gaylor Wall Mars |
|
ATTRIBUTES
| ATTRIBUTE | LEVEL |
|---|---|
| AGILITY | 62 |
| DEXTERITY | 70 |
| STRENGTH | 76 |
| INTELLEGENCE | 95 |
| PERCEPTION | 45 |
SKILLS
| SKILL | LEVEL |
|---|---|
| MEDICAL | 80 |
| EXPLOSIVES | 0 |
| MECHANICAL | 7 |
| MARKSMANSHIP | 52 |
| STEALTH | 39 |
TRAITS
Team player : Morale rises when working in a full squad
Wimp : Morale decreases when health is low
Melee weapons : Skilled at using melee weapons
Strengths/Weaknesses
MD's greatest strength is right there in his nickname. Dr. Michael "MD" Dawson excels at healing.
He's similar in a lot of ways to Spider, with the big differences being his moderately lower medical rating and the fact that you can hire him right at the start of the game.
MD is still skilled enough to use the top-level MedKits from moment one. However his wimp trait can be a cause for concern, but only if you're not diligent about keeping him healthy.
And because MD never has to wait for a medic to reach him, the only issue becomes one of resources.
Tactics
Because MD's stats are very nearly identical to Spider's, he's just like her in being a pure medic. Fill his inventory with healing supplies and ammo for the squad, then let him do his thing.
You don't want your star medic rushing ahead of the squad, and the minimal boost MD gets for melee attacks just isn't worth it with low starting stealth.
That said, it might be handy to keep a combat knife or some other melee weapon in his inventory. That way, when the enemy sends a few melee attackers forward, MD can have an edge in taking them on.
Just make sure you keep your priorities straight and keep him healing fellow mercs whenever they start to take damage.
Long-Term Play
Boosting MD's stats for the late game is a fairly straightforward process. Forget about his melee weapons trait. As MD levels up, you'll want to put a good portion of your points into medical.
Remember that just the 80 medical rating allows MD to use the top-level MedKits, but it doesn't mean he'll always be successful.
The higher his medical/intelligence ratings are, the greater his success rate and the fewer the resources that will be consumed.
You might see the similarity between MD's and Spider's stats and think that stealth is a viable option, but that's not the case. Remember that two of Spider's traits are very specifically geared toward stealthy play.
That's why you should opt instead to boost MD's dexterity/marksmanship alongside his medical. Give him an assault rifle or pistol as opposed to a machine gun.
You'll use less ammo and will be able to save that much more inventory space for hauling medical supplies.