Difference between revisions of "Medkit (Classic)"
m (→Gallery: The Medkit in-game has a strap (proof: https://imgur.com/a/oZBFZtJ), not sure why there is another image of the Medkit without a strap) |
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− | The '''Medkit''' (also known as '''Bioweapon''' or '''Medpack''') is the [[Medic (Classic)|Medic]]'s primary weapon in ''[[Team Fortress Classic]]''. | + | The '''Medkit''' (also known as '''Bioweapon''' or '''Medpack''') is the [[Medic (Classic)|Medic]]'s primary weapon in ''[[Team Fortress Classic]]''. It has both offensive and healing capabilities. |
When used on enemies, it will infect the target with a disease. This disease will drain the victim's health until the victim dies or is healed by a Medic. It can also be spread among teammates by contact. If a Medic uses the Medkit on an enemy Spy, the Spy will grunt in pain and be infected. This can be very useful for quickly [[Spychecking]]. | When used on enemies, it will infect the target with a disease. This disease will drain the victim's health until the victim dies or is healed by a Medic. It can also be spread among teammates by contact. If a Medic uses the Medkit on an enemy Spy, the Spy will grunt in pain and be infected. This can be very useful for quickly [[Spychecking]]. | ||
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When used on allies, the Medkit will fully heal the target. If the target has 100% of their health points, each strike will [[Healing#Overheal|Adrenalise]] the target by five points, up to a maximum of 50 bonus health. Adrenalised health will decay over time. Adrenalised players will glow depending on how much extra health they have gained, though this can be disabled in the settings. The Medkit will also cure infections, extinguish teammates, remove the speed slowdown effects of the [[Sniper (Classic)|Sniper]]'s [[Sniper Rifle (Classic)|Sniper Rifle]] on a shot to the legs and [[Spy (Classic)|Spy]]'s [[Tranquilizer Gun (Classic)|Tranquilizer Gun]], and cure the hallucination effects of a Spy's [[Hallucination Grenade (Classic)|Hallucination Grenade]]. | When used on allies, the Medkit will fully heal the target. If the target has 100% of their health points, each strike will [[Healing#Overheal|Adrenalise]] the target by five points, up to a maximum of 50 bonus health. Adrenalised health will decay over time. Adrenalised players will glow depending on how much extra health they have gained, though this can be disabled in the settings. The Medkit will also cure infections, extinguish teammates, remove the speed slowdown effects of the [[Sniper (Classic)|Sniper]]'s [[Sniper Rifle (Classic)|Sniper Rifle]] on a shot to the legs and [[Spy (Classic)|Spy]]'s [[Tranquilizer Gun (Classic)|Tranquilizer Gun]], and cure the hallucination effects of a Spy's [[Hallucination Grenade (Classic)|Hallucination Grenade]]. | ||
− | Unlike other melee weapons (indeed, any other weapon in the game) the medkit can not be used to damage [[Buildings (Classic)|buildings]], along with some other rarer map props, such as explosive crates and bustable grates. | + | Unlike other melee weapons (indeed, any other weapon in the game) the medkit can not be used to damage [[Buildings (Classic)|buildings]], along with some other rarer map props, such as explosive crates and bustable grates. |
− | ==Damage== | + | == Damage == |
− | *9 per hit | + | * 9 per hit |
− | *Infection: 8 per tick | + | * Infection: 8 per tick |
Damages are approximate and determined by community testing. | Damages are approximate and determined by community testing. | ||
− | ==Gallery== | + | == Gallery == |
<gallery> | <gallery> | ||
− | File: | + | File:TFC p medkit.png|3rd person view. |
</gallery> | </gallery> | ||
− | ==Quake Team Fortress== | + | == Quake Team Fortress == |
There are a few differences between the ''[[Quake Team Fortress]]'' Bioweapon and ''Team Fortress Classic'' Medkit; the ''QTF'' Bioweapon uses [[Health (Classic)|Health pickups]] as ammo and must be switched between “healing” and “weapon” modes by hitting the “1” key if playing on a LAN, and can actually infect teammates. In QuakeWorld TF, player still need to pickup health to use it as a medikit, but does not need to switch between the modes and thus function identical to the TFC variant. In ''TFC'', the Bioweapon does not need ammo in order to be used and does not need to be switched between attack modes no matter how TFC is played. | There are a few differences between the ''[[Quake Team Fortress]]'' Bioweapon and ''Team Fortress Classic'' Medkit; the ''QTF'' Bioweapon uses [[Health (Classic)|Health pickups]] as ammo and must be switched between “healing” and “weapon” modes by hitting the “1” key if playing on a LAN, and can actually infect teammates. In QuakeWorld TF, player still need to pickup health to use it as a medikit, but does not need to switch between the modes and thus function identical to the TFC variant. In ''TFC'', the Bioweapon does not need ammo in order to be used and does not need to be switched between attack modes no matter how TFC is played. | ||
− | ===Death Messages=== | + | === Death Messages === |
{{Quotation|'''Player killed by the Bioweapon'''|Player1 escapes infection from Player2 by dying first.|}} | {{Quotation|'''Player killed by the Bioweapon'''|Player1 escapes infection from Player2 by dying first.|}} | ||
{{Quotation|'''Player killed by the Bioweapon's infection'''|Player1 dies from Player2's mysterious tropical disease.|}} | {{Quotation|'''Player killed by the Bioweapon's infection'''|Player1 dies from Player2's mysterious tropical disease.|}} |
Latest revision as of 15:34, 4 May 2024
The Medkit (also known as Bioweapon or Medpack) is the Medic's primary weapon in Team Fortress Classic. It has both offensive and healing capabilities.
When used on enemies, it will infect the target with a disease. This disease will drain the victim's health until the victim dies or is healed by a Medic. It can also be spread among teammates by contact. If a Medic uses the Medkit on an enemy Spy, the Spy will grunt in pain and be infected. This can be very useful for quickly Spychecking.
When used on allies, the Medkit will fully heal the target. If the target has 100% of their health points, each strike will Adrenalise the target by five points, up to a maximum of 50 bonus health. Adrenalised health will decay over time. Adrenalised players will glow depending on how much extra health they have gained, though this can be disabled in the settings. The Medkit will also cure infections, extinguish teammates, remove the speed slowdown effects of the Sniper's Sniper Rifle on a shot to the legs and Spy's Tranquilizer Gun, and cure the hallucination effects of a Spy's Hallucination Grenade.
Unlike other melee weapons (indeed, any other weapon in the game) the medkit can not be used to damage buildings, along with some other rarer map props, such as explosive crates and bustable grates.
Damage
- 9 per hit
- Infection: 8 per tick
Damages are approximate and determined by community testing.
Gallery
Quake Team Fortress
There are a few differences between the Quake Team Fortress Bioweapon and Team Fortress Classic Medkit; the QTF Bioweapon uses Health pickups as ammo and must be switched between “healing” and “weapon” modes by hitting the “1” key if playing on a LAN, and can actually infect teammates. In QuakeWorld TF, player still need to pickup health to use it as a medikit, but does not need to switch between the modes and thus function identical to the TFC variant. In TFC, the Bioweapon does not need ammo in order to be used and does not need to be switched between attack modes no matter how TFC is played.
Death Messages
“ | Player1 escapes infection from Player2 by dying first.
— Player killed by the Bioweapon
|
” |
“ | Player1 dies from Player2's mysterious tropical disease.
— Player killed by the Bioweapon's infection
|
” |
“ | Player died impossibly!
— Bioweapon suicide
|
” |
See also
|
|