Difference between revisions of "Medic (Classic)"
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| game = TFC | | game = TFC | ||
| image = Medicclassic.png | | image = Medicclassic.png | ||
− | |||
| health = '''90''' {{overheal tool|90|mode=classic}} | | 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. |
+ | |||
+ | == Basic strategy == | ||
* Use your [[Medkit (Classic)|Medkit]] to heal wounded teammates. | * Use your [[Medkit (Classic)|Medkit]] to heal wounded teammates. | ||
Line 23: | Line 23: | ||
* Pay attention to teammates who have been infected by opposing medics; you are the only person capable of healing the infection. | * 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 a great weapon for taking out [[Sentry Gun (Classic)|Sentry Gun]]s. | * 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 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, infection, and puts out flames. | * Cures leg injury, infection, and puts out flames. | ||
* Immune to infection. | * Immune to infection. | ||
− | ==Weapons== | + | == Weapons == |
{| class="wikitable grid" width="100%" style="text-align: center;" | {| class="wikitable grid" width="100%" style="text-align: center;" | ||
! class="header" width="10%" rowspan=2 | | ! class="header" width="10%" rowspan=2 | | ||
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! class="header" width="7%" colspan=3 | Ammo | ! class="header" width="7%" colspan=3 | Ammo | ||
! class="header" width="9%" rowspan=2 | Damage<br/>per hit | ! class="header" width="9%" rowspan=2 | Damage<br/>per hit | ||
− | ! class="header" width="44%" rowspan=2 | Notes / Special Abilities | + | ! class="header" width="44%" rowspan=2 | Notes/Special Abilities |
|- | |- | ||
! class="header" | Type | ! class="header" | Type | ||
Line 65: | Line 68: | ||
| 8 | | 8 | ||
| 75 | | 75 | ||
− | | 4- | + | | 4-24 |
| Fires six pellets. | | Fires six pellets. | ||
|- | |- | ||
Line 73: | Line 76: | ||
| 16 | | 16 | ||
| 75 | | 75 | ||
− | | 4- | + | | 4-56 |
| Fires fourteen pellets. | | Fires fourteen pellets. | ||
|- | |- | ||
Line 85: | Line 88: | ||
|} | |} | ||
− | ==Grenades== | + | == Grenades == |
{| class="wikitable grid" width="100%" style="text-align: center;" | {| class="wikitable grid" width="100%" style="text-align: center;" | ||
! class="header" width="10%" | | ! class="header" width="10%" | | ||
Line 91: | Line 94: | ||
! 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 |
|- | |- | ||
! [[File:Frag_tfc.png|30px]]<br>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. | | Deals massive damage on a four second fuse. | ||
|- | |- | ||
Line 106: | Line 109: | ||
|} | |} | ||
− | == | + | == 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. | + | 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 /135 |
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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