Difference between revisions of "Medic (Classic)"
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{{class infobox | {{class infobox | ||
| game = TFC | | game = TFC | ||
− | | image = | + | | image = Medicclassic.png |
− | | | + | | health = '''90''' {{overheal tool|90|mode=classic}} |
− | | | ||
| armor = 100 | | armor = 100 | ||
| armor-type = Medium | | armor-type = Medium | ||
− | | speed = | + | | speed = 107% (320 units/s) |
}} | }} | ||
− | |||
− | + | {{quotation|'''Injured teammates'''|Excuse me, I'm in need of medical attention!|sound=TFC_saveme2.wav}} | |
− | ==Basic | + | 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. |
− | * Use your | + | |
+ | == Basic strategy == | ||
+ | * Use your [[Medkit (Classic)|Medkit]] to heal wounded teammates. | ||
* Pay attention to team members who call for help. | * Pay attention to team members who call for help. | ||
− | * Use your | + | * 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 | + | * Pay attention to teammates who have been infected by opposing medics; you are the only person capable of healing the infection. |
− | * Use [[Concussion Jump (Classic)|Concussion | + | * Use [[Concussion Jump (Classic)|Concussion Jumps]] to quickly cross large areas and evade enemies. |
− | * The [[Super Nailgun (Classic)|Super Nailgun]] is | + | * The [[Super Nailgun (Classic)|Super Nailgun]] is a great weapon for taking out [[Sentry Gun (Classic)|Sentry Gun]]s. |
− | * | + | * 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. |
+ | * The player shouldn't forget to use the Medkit to heal allies while departing from their base. | ||
− | + | * 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''': | + | '''Abilities''': |
− | * Heals team members with | + | * Heals team members with Medkits. |
* Passively heals self over time. | * Passively heals self over time. | ||
− | * Infects enemies with | + | * Infects enemies with Medkits. |
− | * Cures leg injury and infection. | + | * Cures leg injury, infection, and puts out flames. |
+ | * Immune to infection. | ||
− | ==Weapons== | + | == Weapons == |
− | {| class="wikitable grid" width="100%" | + | {| class="wikitable grid" width="100%" style="text-align: center;" |
− | ! class="header" width="10%" | | + | ! class="header" width="10%" rowspan=2 | |
− | ! class="header" width="15%" | Weapon | + | ! class="header" width="15%" rowspan=2 | Weapon |
− | ! class="header" width="7%" | | + | ! class="header" width="7%" colspan=3 | Ammo |
− | ! class="header" width=" | + | ! class="header" width="9%" rowspan=2 | Damage<br/>per hit |
− | ! class="header" width=" | + | ! class="header" width="44%" rowspan=2 | Notes/Special Abilities |
− | ! class="header" | + | |- |
+ | ! class="header" | Type | ||
+ | ! class="header" | Loaded | ||
+ | ! class="header" | Carried | ||
|- | |- | ||
− | ! Weapon 1 | + | ! [[File:HUD_medkit_TFC.png|100px]]<br>Weapon 1 |
− | | '''[[ | + | | '''[[Medkit (Classic)|Medkit]]''' |
| N/A | | N/A | ||
| N/A | | N/A | ||
| N/A | | N/A | ||
− | | | + | | Initial: 9<br>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. | ||
|- | |- | ||
− | ! Weapon 2 | + | ! [[File:HUD_single_shotgun_TFC.png|100px]]<br>Weapon 2 |
− | | '''[[Shotgun (Classic)|Shotgun]]''' | + | | '''[[Single-Barrel Shotgun (Classic)|Single-Barrel Shotgun]]''' |
+ | | [[Ammo (Classic)#Shells|Shells]] | ||
| 8 | | 8 | ||
| 75 | | 75 | ||
− | | | + | | 4-24 |
− | | | + | | Fires six pellets. |
|- | |- | ||
− | ! Weapon 3 | + | ! [[File:HUD_double_shotgun_TFC.png|100px]]<br>Weapon 3 |
− | | '''[[ | + | | '''[[Double-Barrel Shotgun (Classic)|Double-Barrel Shotgun]]''' |
+ | | [[Ammo (Classic)#Shells|Shells]] | ||
| 16 | | 16 | ||
| 75 | | 75 | ||
− | | | + | | 4-56 |
− | | | + | | Fires fourteen pellets. |
|- | |- | ||
− | ! Weapon 4 | + | ! [[File:HUD_super_nailgun_TFC.png|100px]]<br>Weapon 4 |
| '''[[Super Nailgun (Classic)|Super Nailgun]]''' | | '''[[Super Nailgun (Classic)|Super Nailgun]]''' | ||
+ | | [[Ammo (Classic)#Nails|Nails]] | ||
| 150 | | 150 | ||
− | | | + | | N/A |
− | | | + | | 12 |
− | | | + | | N/A |
|} | |} | ||
− | ==Grenades== | + | == Grenades == |
− | {| class="wikitable grid" width="100%" | + | {| 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 | + | ! class="header" width="52%" | Notes/Special Abilities |
|- | |- | ||
− | ! Primary | + | ! [[File:Frag_tfc.png|30px]]<br>Primary |
| '''[[Hand Grenade (Classic)|Hand Grenade]]''' | | '''[[Hand Grenade (Classic)|Hand Grenade]]''' | ||
| 4 | | 4 | ||
− | | | + | | 145-50 |
− | | | + | | Deals massive damage on a four second fuse. |
|- | |- | ||
− | ! Secondary | + | ! [[File:Conc_tfc.png|30px]]<br>Secondary |
− | | '''[[Concussion Grenade (Classic)|Concussion | + | | '''[[Concussion Grenade (Classic)|Concussion Grenade]]''' |
| 3 | | 3 | ||
| 0 | | 0 | ||
− | | Upon detonation, enemies within the blast radius become disoriented. | + | | 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. | |
− | In '' | ||
− | |||
− | |||
− | |||
− | == | + | == 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 [[Civilian (Classic)|The Civilian]]. | ||
+ | == Gallery == | ||
<gallery> | <gallery> | ||
− | File:medicnew_tfc.png|The new ''[[TFC]]'' Medic | + | File:medicnew_tfc.png|The new ''[[TFC]]'' Medic. |
File:medicold_tfc.png|The old ''TFC'' Medic. | File:medicold_tfc.png|The old ''TFC'' Medic. | ||
− | File:medic_qwtf.png|The ''[[QWTF]]'' Medic.</gallery> | + | File:medic_qwtf.png|The ''[[QWTF]]'' Medic. |
+ | File:Classic Medic new.png|The Classic Medic as seen in the [[Catch-Up]] comic. | ||
+ | </gallery> | ||
+ | |||
+ | == See also == | ||
+ | * [[Medic]] in ''Team Fortress 2''. | ||
+ | * [[Medic match-ups (Classic)|Medic Match Ups]] | ||
+ | * [[Medi-Mask]] | ||
+ | * [[Berlin Brain Bowl]] | ||
+ | * [[Bunnyhopper's Ballistics Vest]] | ||
+ | * [[Vascular Vestment]] | ||
+ | * [[Surgical Survivalist]] | ||
{{TFC Nav}} | {{TFC Nav}} | ||
{{Classic Medic nav}} | {{Classic Medic nav}} |
Latest revision as of 23:24, 15 May 2024
Medic (Classic) | |
---|---|
![]() | |
Basic Information | |
Health: | 90 /![]() |
Armor: | 100 |
Armor type: | Medium |
Speed: | 107% (320 units/s) |
“ | Excuse me, I'm in need of medical attention!
Click to listen
— 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.
Contents
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.
- Use Concussion Jumps to quickly cross large areas and evade enemies.
- The Super Nailgun is a great weapon for taking out Sentry Guns.
- 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 | ||||
![]() 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. |
![]() Weapon 2 |
Single-Barrel Shotgun | Shells | 8 | 75 | 4-24 | Fires six pellets. |
![]() Weapon 3 |
Double-Barrel Shotgun | Shells | 16 | 75 | 4-56 | Fires fourteen pellets. |
![]() Weapon 4 |
Super Nailgun | Nails | 150 | N/A | 12 | N/A |
Grenades
Grenade | Grenades Carried |
Damage Range | Notes/Special Abilities | |
---|---|---|---|---|
![]() Primary |
Hand Grenade | 4 | 145-50 | Deals massive damage on a four second fuse. |
![]() 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
- Medic in Team Fortress 2.
- Medic Match Ups
- Medi-Mask
- Berlin Brain Bowl
- Bunnyhopper's Ballistics Vest
- Vascular Vestment
- Surgical Survivalist
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