And the last card varies, but I use either Over Doing It; or Intervention.
Supressive Charges seems useful, but the reality is that Team Revive recharges reasonably quick anyway, and unless you’re playing with really awful players I find that I don’t need to use Team Revive too excessively. The standard cooldown (along with the perk upgrade for cooldown) is usually enough for me and I wouldn’t forego running around for normal revives if team mates went down given that CM is reasonably tanky.
And I always make a point to move around the base occasionally, hit a few headshots to give team mates stim, and rotate every so often, but I always make a note to sit near at least one team mate to keep them stimmed.
I’ve not really had much millage out of Team Repair to be honest, but then again in these games where I’ve used it as CM, we’ve also had an engineer who dealt with repairs. I’ve not tried it before for runs without an engineer but I guess it would be useful.
I use the same setup as Bleeding Pepper does, even down to the fifth card. I pick Intervention/Overdoing It mostly at random and hoping it’ll fit the match I’m about to enter. Healing Bounty is theoretically useful but Medic doesn’t have enough card slots. I never use Team Repair since most of my pub matches have no engineers in them. If you have a trusted engineer then it might be worth taking as a 5th card.
Lancers are your friends. Sustained active reload headshots can pour out some decent DPS. Also headshots will keep you and everyone near you alive. You can tank and get away with a lot if you just hit your headshots rapidly and accurately. Alternatively you can hold a Longshot as a secondary I guess since Medics have access to +50% crit damage perk. It helps charge your ult as well.
Speaking of ult charge, with maxed perk you should be able to use your ult once a wave with no worries. Don’t be shy and yell at people to get up often. At the same time don’t just waste it on single DBNOs (obviously, you most likely know that).
Resistance Card - Dodge, Perfect Condition, Overdoing It
Overdoing it - a must-bring card when there’s CQC Classes only for Infiltrator / Blademaster, others seems pretty useless like Brawler that the Class doesn’t have resistance at all
Intervention - mostly used in Escape, 20M is really Good to use unless your teammates go too far
Custion Lancer - applied to lancer + retro lancer + gl lancer - mostly the main damage resource of CM
Helpful headshot - a must-bring card in horde + escape that truly benefit from yours & your team
Suppressive Recharge - thinking in the long term when it comes to “More Health x 2.0”, frag spamming isn’t effective in killing Enemies
Grenades Pouch - same as above, you will waste 2 card slots when “More Health x 2.0” comes out
Tri-shot - not in the previous Meta when every other non-meta classes use tri-shot in horde, no damage bonus in tri-shot, it isn’t effective than using the lancer with low recoil
Team Repair - repair all fortifications by certain %. The hypothesis of the card is that your team isn’t always DBNO while the timing to decide when to use the ultimate is very precise. It decides on how perfect you can use the ultimate for repairing fortifications & reviving teammates & you have enough time for recharging the ultimate meanwhile your team isn’t get into trouble at all.
Hence, I do think CM is very likely a Single Method to play in terms of efficiency.
It can be Teamrepair (not really needed with a good Engineer)
I tend to use Get-up for an Infiltrator or Overdoin it when there’s a Blademaster on the Team.
I use the GL and Lancer when there are Hybrid drones in the first 10 (or first 4 in a Frenzy)
i’ll pick up a Retro until i can buy a GL.
I do mainly use the GL-Bullets not the regular Lancer or Retro, the recoil is pretty easy to handle on the GL. While the Damage-numbers might look lower using a GL you actually do more Damage due to the easy Recoil and super fast Firing Speed.
Use GL-Bullets for Drone-types and Gl-Grenades and Bullets for Big Guys. When there’s a whole pack of Drones you might aswell use a GL-grenade for them.
NEVER fire non active Grenades as the Damage is significantly lower so it’s just a waste of Ammo.
Play next to atleast one other Player so your Helpful-headshots are actually helpful.