Difference between revisions of "Medic (Classic)"

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{{infobox class
 
{{infobox class
 
|image=TFC_Medic.png
 
|image=TFC_Medic.png
|health='''90''' <small> / {{tooltip|140|Buffed by a Medic's medpack}}</small>  
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|type=[[Offensive]]
|speed=Fast
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|health=90 <br> <small>(140 when [[Overheal]]ed to the max by a Medic)</small>
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|armor= 100
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|armor-type = Medium
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|speed=Fast<br>
 
}}
 
}}
 
 
{{quotation|Injured teammates|Excuse me, I'm in need of medical attention!|sound=TFC saveme2.wav}}
 
{{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''' is a class in the classic Team Fortress games. While intended as a healer, he is very fast, can [[concussion jump]] and has powerful weapons, making him an ideal offense class. He is very useful for giving the a team's offense an boost to its damage capabilities.
 
 
  
 
==Basic Strategy==
 
==Basic Strategy==
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* Pay attention to teammates who have been infected by opposing medics. You are the only person capable of healing an infection.
 
* Pay attention to teammates who have been infected by opposing medics. You are the only person capable of healing an 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 Jump]]ing to quickly cross large areas and get past areas.
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* The [[Super Nailgun (Classic)|Super Nailgun]] is an great weapon for taking out [[Sentry Gun (Classic)|Sentry Guns]].
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* The player shouldn't forget to use the [[Bioweapon (Classic)|Bioweapon]] to heal allies while departing their base.
  
  
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|-
 
|-
 
! Weapon 1
 
! Weapon 1
| '''[[Weapons (Team Fortress Classic)#Slot 1 Weapons|Medpack]]'''
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| '''[[Bioweapon (Classic)|Bioweapon]]'''
 
| N/A
 
| N/A
 
| N/A
 
| N/A
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|-
 
|-
 
! Weapon 2
 
! Weapon 2
| '''[[Weapons (Team Fortress Classic)#Slot 2 Weapons|Single Shotgun]]'''
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| '''[[Shotgun (Classic)|Shotgun]]'''
 
| 8
 
| 8
 
| 75
 
| 75
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|-
 
|-
 
! Weapon 3
 
! Weapon 3
| '''[[Weapons (Team Fortress Classic)#Slot 3 Weapons|Super Shotgun]]'''
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| '''[[Super Shotgun (Classic)|Super Shotgun]]'''
 
| 16
 
| 16
 
| 75
 
| 75
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|-
 
|-
 
! Weapon 4
 
! Weapon 4
| '''[[Weapons (Team Fortress Classic)#Slot 4 Weapons|Super Nailgun]]'''
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| '''[[Super Nailgun (Classic)|Super Nailgun]]'''
 
| 150
 
| 150
 
| 150
 
| 150
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|-
 
|-
 
! Primary
 
! Primary
| '''[[Weapons (Team Fortress Classic)#Primary Grenades|Frag grenade]]'''
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| '''[[Normal Grenade (Classic)|Normal Grenade]]'''
 
| 4
 
| 4
 
| High
 
| High
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|-
 
|-
 
! Secondary
 
! Secondary
| '''[[Weapons (Team Fortress Classic)#Secondary Grenades|Concussion grenade]]'''
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| '''[[Concussion Grenade (Classic)|Concussion Grenade]]'''
 
| 3
 
| 3
 
| 0
 
| 0
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|}
 
|}
  
==Armor==
 
The Medic has access to [[Armor (Team Fortress Classic)#Yellow Armor|yellow armor]], a mid-class armor.
 
  
==Medic in Team Fortress 2==
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==Differences from Quake Team Fortress to Team Fortress Classic==
An updated version of the [[Medic]] appeared in Team Fortress 2. The Medpack was replaced with the [[Medi Gun]].
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In ''QWTF'', the [[Super Shotgun]]'s damage falloff makes it weak past very short range. In TFC, the Super 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 Super Shotgun be though of as the TFC Medic's primary weapon because of its good damage output and range.
  
 
==Trivia==
 
==Trivia==
 
The [[Physician's Procedure Mask]] resembles the mask worn by the Medic in the original Team Fortress Classic model.
 
The [[Physician's Procedure Mask]] resembles the mask worn by the Medic in the original Team Fortress Classic model.
  
==See Also==
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==Gallery==
[[Medic]]
 
  
==References==
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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.</gallery>
  
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{{TFC Nav}}
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{{Classic_Scout_nav}}
 
{{Template:TFC Nav}}
 
{{Template:TFC Nav}}
[[Category:Classes]]
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[[Category:Classes (Classic)]]
[[Category:Team Fortress Classic]]
 
[[Category:Medic]]
 

Revision as of 04:33, 26 October 2010

Medic (Classic)
Medic (Classic)
Basic Information
Type: Offensive
Health: 90
(140 when Overhealed to the max by a Medic)
Armor: 100
Armor type: Medium
Speed: Fast
Excuse me, I'm in need of medical attention!
— Injured teammates

The Medic is a class in the classic Team Fortress games. While intended as a healer, he is very fast, can concussion jump and has powerful weapons, making him an ideal offense class. He is very useful for giving the a team's offense an boost to its damage capabilities.

Basic Strategy

  • Use your medpack to heal wounded teammates.
  • 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.
  • 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.
  • The player shouldn't forget to use the Bioweapon to heal allies while departing their base.


Special Abilities

Class Skill: Selects the Medkit.

Abilities:

  • Heals team members with Medkit.
  • Passively heals self over time.
  • Infects enemies with Medkit.
  • Cures leg injury and infection.

Weapons

Weapon Clip
Size
Ammo
Carried
Ammo
Type
Notes / Special Abilities
Weapon 1 Bioweapon N/A N/A N/A
Weapon 2 Shotgun 8 75 Shells
Weapon 3 Super Shotgun 16 75 Shells
Weapon 4 Super Nailgun 150 150 Nails

Grenades

Grenade Grenades
Carried
Damage Range Notes / Special Abilities
Primary Normal Grenade 4 High
Secondary Concussion Grenade 3 0 Upon detonation, enemies within the blast radius become disoriented.


Differences from Quake Team Fortress to Team Fortress Classic

In QWTF, the Super Shotgun's damage falloff makes it weak past very short range. In TFC, the Super 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 Super Shotgun be though of as the TFC Medic's primary weapon because of its good damage output and range.

Trivia

The Physician's Procedure Mask resembles the mask worn by the Medic in the original Team Fortress Classic model.

Gallery