Difference between revisions of "Medic (Classic)"

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* Use [[Concussion Jump (Classic)|Concussion Jump]]ing to quickly cross large areas and get past areas.
 
* Use [[Concussion Jump (Classic)|Concussion Jump]]ing to quickly cross large areas and get past areas.
  
* The [[Super Nailgun (Classic)|Super Nailgun]] is an great weapon for taking out [[Sentry Gun (Classic)|Sentry Guns]].
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* The [[Super Nailgun (Classic)|Super Nailgun]] is an great weapon for taking out [[Sentry Gun (Classic)|Sentry Gun]]s.
  
 
* The player shouldn't forget to use the [[Bioweapon (Classic)|Bioweapon]] to heal allies while departing their base.
 
* The player shouldn't forget to use the [[Bioweapon (Classic)|Bioweapon]] to heal allies while departing their base.
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! Secondary
 
! Secondary
| '''[[Concussion Grenade (Classic)|Concussion Grenade]]'''
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| '''[[Concussion Grenade (Classic)|Concussion grenade]]'''
 
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Revision as of 04:35, 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