Difference between revisions of "Medic (Classic)"

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{{infobox class
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{{class infobox
|image=TFC_Medic.png
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| game  = TFC
|health='''90''' <small> / {{tooltip|140|Buffed by a Medic's medpack}}</small>
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| image = Medicclassic.png
|speed=Fast
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| health = '''90''' {{overheal tool|90|mode=classic}}
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| armor  = 100
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| armor-type = Medium
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| speed = 107% (320 units/s)
 
}}
 
}}
  
{{quotation|Injured teammates|Excuse me, I'm in need of medical attention!|sound=TFC saveme2.wav}}
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{{quotation|'''Injured teammates'''|Excuse me, I'm in need of medical attention!|sound=TFC_saveme2.wav}}
  
The '''Medic''' is a playable class in the game [[Team Fortress Classic]]. He possesses fairly high health and medium armor. He moves at a fast speed, and his weapons are designed for supporting team members and crippling opponents.
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The '''Medic''', also known as the '''Combat Medic''', is a playable class in ''[[Team Fortress Classic]]''. While being the primary healing force, his speed and offensive abilities make him a proficient killer. To aid in survivability, the Medic passively recovers health over time.
  
 
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== Basic strategy ==
==Basic Strategy==
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* Use your [[Medkit (Classic)|Medkit]] to heal wounded teammates.
* Use your medpack to heal wounded teammates.
 
  
 
* Pay attention to team members who call for help.
 
* Pay attention to team members who call for help.
  
* Use your medpack to infect enemies. The contagion spreads to other members of the opposing team, causing panic and massive damage.
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* Use your Medkit to infect enemies. The contagion spreads to other members of the opposing team if they come into contact with each other, causing panic and massive damage.
  
 
* Try to buff the vital members of your team. You can increase their health by 50 hit points over their maximum.
 
* Try to buff the vital members of your team. You can increase their health by 50 hit points over their maximum.
  
* Pay attention to teammates who have been infected by opposing medics. You are the only person capable of healing an infection.
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* Pay attention to teammates who have been infected by opposing medics; you are the only person capable of healing the infection.
  
* The Medic and Scout are the only classes that can conc jump, the best strategy for capturing a flag. Since the Medic possesses more firepower, health and armor it is usually a Medic that can best capture a flag. Conc jumping is also useful for rapidly approaching a group of enemies to infect them, although this often fatal to yourself.
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* Use [[Concussion Jump (Classic)|Concussion Jumps]] to quickly cross large areas and evade enemies.
  
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* The [[Super Nailgun (Classic)|Super Nailgun]] is a great weapon for taking out [[Sentry Gun (Classic)|Sentry Gun]]s.
  
==Special Abilities==
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* When forced into close combat, use your [[Double-Barrel Shotgun (Classic)|Double-Barrel Shotgun]] or [[Single-Barrel Shotgun (Classic)|Single-Barrel Shotgun]] to defend yourself. In a fight, the Super Nailgun should only be used as a last resort; the nails fired are slow and easily avoidable.
  
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* The player shouldn't forget to use the Medkit to heal allies while departing from their base.
 +
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* The Medic is a [[Heavy Weapons Guy (Classic)|Heavy]]'s best friend. When in doubt, overheal a Heavy, however you shouldn't neglect your other teammates.
 +
 +
== Special abilities ==
 
'''Class Skill''': Selects the Medkit.
 
'''Class Skill''': Selects the Medkit.
  
'''Abilities''':  
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'''Abilities''':
* Heals team members with Medkit.
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* Heals team members with Medkits.
 
* Passively heals self over time.
 
* Passively heals self over time.
* Infects enemies with Medkit.
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* Infects enemies with Medkits.
* Cures leg injury and infection.
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* Cures leg injury, infection, and puts out flames.
 +
* Immune to infection.
  
==Weapons==
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== Weapons ==
{| class="wikitable grid" width="100%"
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{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="10%" |  
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! class="header" width="10%" rowspan=2 |  
! class="header" width="15%" | Weapon
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! class="header" width="15%" rowspan=2 | Weapon
! class="header" width="7%"  | Clip<br/>Size
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! class="header" width="7%"  colspan=3 | Ammo
! class="header" width="7%" | Ammo<br/>Carried
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! class="header" width="9%" rowspan=2 | Damage<br/>per hit
! class="header" width="16%" | Ammo<br/>Type
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! class="header" width="44%" rowspan=2 | Notes/Special Abilities
! class="header" width="45%" | Notes / Special Abilities
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|-
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! class="header" | Type
 +
! class="header" | Loaded
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! class="header" | Carried
 
|-
 
|-
! Weapon 1
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! [[File:HUD_medkit_TFC.png|100px]]<br>Weapon 1
| '''[[Weapons (Team Fortress Classic)#Slot 1 Weapons|Medpack]]'''
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| '''[[Medkit (Classic)|Medkit]]'''
 
| N/A
 
| N/A
 
| N/A
 
| N/A
 
| N/A
 
| N/A
|
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| Initial: 9<br>Infection: 8 per hit
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| Used to infect enemies. Heal teammates' infections, flames, hallucinations, and injuries to 100% Health. Overheals teammates to 50 additional health points that will decay over time. 
 
|-
 
|-
! Weapon 2
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! [[File:HUD_single_shotgun_TFC.png|100px]]<br>Weapon 2
| '''[[Weapons (Team Fortress Classic)#Slot 2 Weapons|Single Shotgun]]'''
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| '''[[Single-Barrel Shotgun (Classic)|Single-Barrel Shotgun]]'''
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| [[Ammo (Classic)#Shells|Shells]]
 
| 8
 
| 8
 
| 75
 
| 75
| Shells
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| 4-24
|
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| Fires six pellets.
 
|-
 
|-
! Weapon 3
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! [[File:HUD_double_shotgun_TFC.png|100px]]<br>Weapon 3
| '''[[Weapons (Team Fortress Classic)#Slot 3 Weapons|Super Shotgun]]'''
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| '''[[Double-Barrel Shotgun (Classic)|Double-Barrel Shotgun]]'''
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| [[Ammo (Classic)#Shells|Shells]]
 
| 16
 
| 16
 
| 75
 
| 75
| Shells
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| 4-56
|
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| Fires fourteen pellets.
 
|-
 
|-
! Weapon 4
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! [[File:HUD_super_nailgun_TFC.png|100px]]<br>Weapon 4
| '''[[Weapons (Team Fortress Classic)#Slot 4 Weapons|Super Nailgun]]'''
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| '''[[Super Nailgun (Classic)|Super Nailgun]]'''
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| [[Ammo (Classic)#Nails|Nails]]
 
| 150
 
| 150
| 150
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| N/A
| Nails
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| 12
|
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| N/A
 
|}
 
|}
  
==Grenades==
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== Grenades ==
{| class="wikitable grid" width="100%"
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{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="10%" |  
 
! class="header" width="10%" |  
 
! class="header" width="15%" | Grenade
 
! class="header" width="15%" | Grenade
 
! class="header" width="7%"  | Grenades<br/>Carried
 
! class="header" width="7%"  | Grenades<br/>Carried
 
! class="header" width="16%" | Damage Range
 
! class="header" width="16%" | Damage Range
! class="header" width="52%" | Notes / Special Abilities
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! class="header" width="52%" | Notes/Special Abilities
 
|-
 
|-
! Primary
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! [[File:Frag_tfc.png|30px]]<br>Primary
| '''[[Weapons (Team Fortress Classic)#Primary Grenades|Frag grenade]]'''
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| '''[[Hand Grenade (Classic)|Hand Grenade]]'''
 
| 4
 
| 4
| High
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| 145-50
|  
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| Deals massive damage on a four second fuse.
 
|-
 
|-
! Secondary
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! [[File:Conc_tfc.png|30px]]<br>Secondary
| '''[[Weapons (Team Fortress Classic)#Secondary Grenades|Concussion grenade]]'''
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| '''[[Concussion Grenade (Classic)|Concussion Grenade]]'''
 
| 3
 
| 3
 
| 0
 
| 0
| Upon detonation, enemies within the blast radius become disoriented.
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| Upon detonation, enemies within the blast radius become disoriented. While dealing no damage, it causes considerable knockback.
 
|}
 
|}
  
==Armor==
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== Team Fortress ==
The Medic has access to [[Armor (Team Fortress Classic)#Yellow Armor|yellow armor]], a mid-class armor.
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In ''[[Team Fortress]]'', the Double-Barrel Shotgun's damage falloff makes it weak past very short range. In ''Team Fortress Classic'', the Double-Barrel Shotgun has no falloff damage, making it much more powerful and letting the Medic keep his Super Nailgun ammo for Sentry Guns. In fact, the Double-Barrel Shotgun can be considered the ''Team Fortress Classic'' Medic's primary weapon because of its respectable damage output and range.
 
 
==Medic in Team Fortress 2==
 
An updated version of the [[Medic]] appeared in Team Fortress 2. The Medpack was replaced with the [[Medi Gun]].
 
  
==Trivia==
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== Trivia ==
The [[Physician's Procedure Mask]] resembles the mask worn by the Medic in the original Team Fortress Classic model.
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* He is one of the only two Team Fortress Classic characters who did not make a reappearance in the Team Fortress 2 comic, [[A Cold Day in Hell]], the other being [[Civilian (Classic)|The Civilian]].
  
==See Also==
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== Gallery ==
[[Medic]]
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<gallery>
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File:medicnew_tfc.png|The new ''[[TFC]]'' Medic.
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File:medicold_tfc.png|The old ''TFC'' Medic.
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File:medic_qwtf.png|The ''[[QWTF]]'' Medic.
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File:Classic Medic new.png|The Classic Medic as seen in the [[Catch-Up]] comic.
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</gallery>
  
==References==
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== See also ==
 +
* [[Medic]] in ''Team Fortress 2''.
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* [[Medic match-ups (Classic)|Medic Match Ups]]
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* [[Medi-Mask]]
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* [[Berlin Brain Bowl]]
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* [[Bunnyhopper's Ballistics Vest]]
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* [[Vascular Vestment]]
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* [[Surgical Survivalist]]
  
{{Template:TFC Nav}}
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{{TFC Nav}}
[[Category:Classes]]
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{{Classic Medic nav}}
[[Category:Team Fortress Classic]]
 
[[Category:Medic]]
 

Latest revision as of 23:24, 15 May 2024

Medic (Classic)
Medic (Classic)
Basic Information
Health: 90 /Medic emblem RED.png135
Armor: 100
Armor type: Medium
Speed: 107% (320 units/s)
Excuse me, I'm in need of medical attention!
Injured teammates

The Medic, also known as the Combat Medic, is a playable class in Team Fortress Classic. While being the primary healing force, his speed and offensive abilities make him a proficient killer. To aid in survivability, the Medic passively recovers health over time.

Basic strategy

  • Use your Medkit to heal wounded teammates.
  • Pay attention to team members who call for help.
  • Use your Medkit to infect enemies. The contagion spreads to other members of the opposing team if they come into contact with each other, causing panic and massive damage.
  • Try to buff the vital members of your team. You can increase their health by 50 hit points over their maximum.
  • Pay attention to teammates who have been infected by opposing medics; you are the only person capable of healing the infection.
  • When forced into close combat, use your Double-Barrel Shotgun or Single-Barrel Shotgun to defend yourself. In a fight, the Super Nailgun should only be used as a last resort; the nails fired are slow and easily avoidable.
  • The player shouldn't forget to use the Medkit to heal allies while departing from their base.
  • The Medic is a Heavy's best friend. When in doubt, overheal a Heavy, however you shouldn't neglect your other teammates.

Special abilities

Class Skill: Selects the Medkit.

Abilities:

  • Heals team members with Medkits.
  • Passively heals self over time.
  • Infects enemies with Medkits.
  • Cures leg injury, infection, and puts out flames.
  • Immune to infection.

Weapons

Weapon Ammo Damage
per hit
Notes/Special Abilities
Type Loaded Carried
HUD medkit TFC.png
Weapon 1
Medkit N/A N/A N/A Initial: 9
Infection: 8 per hit
Used to infect enemies. Heal teammates' infections, flames, hallucinations, and injuries to 100% Health. Overheals teammates to 50 additional health points that will decay over time.
HUD single shotgun TFC.png
Weapon 2
Single-Barrel Shotgun Shells 8 75 4-24 Fires six pellets.
HUD double shotgun TFC.png
Weapon 3
Double-Barrel Shotgun Shells 16 75 4-56 Fires fourteen pellets.
HUD super nailgun TFC.png
Weapon 4
Super Nailgun Nails 150 N/A 12 N/A

Grenades

Grenade Grenades
Carried
Damage Range Notes/Special Abilities
Frag tfc.png
Primary
Hand Grenade 4 145-50 Deals massive damage on a four second fuse.
Conc tfc.png
Secondary
Concussion Grenade 3 0 Upon detonation, enemies within the blast radius become disoriented. While dealing no damage, it causes considerable knockback.

Team Fortress

In Team Fortress, the Double-Barrel Shotgun's damage falloff makes it weak past very short range. In Team Fortress Classic, the Double-Barrel Shotgun has no falloff damage, making it much more powerful and letting the Medic keep his Super Nailgun ammo for Sentry Guns. In fact, the Double-Barrel Shotgun can be considered the Team Fortress Classic Medic's primary weapon because of its respectable damage output and range.

Trivia

  • He is one of the only two Team Fortress Classic characters who did not make a reappearance in the Team Fortress 2 comic, A Cold Day in Hell, the other being The Civilian.

Gallery

See also