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 | + | * 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 | + | | '''[[Concussion Grenade (Classic)|Concussion grenade]]''' |
| 3 | | 3 | ||
| 0 | | 0 |
Revision as of 04:35, 26 October 2010
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!
Click to listen
— 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.
Contents
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.
- Use Concussion Jumping to quickly cross large areas and get past areas.
- The Super Nailgun is an great weapon for taking out Sentry Guns.
- 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
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