Difference between revisions of "Medic (Classic)"

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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.
  
* Use [[oncussion Jump (Classic)|Concussion Jumping]] to quickly cross large areas and get past areas.
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* Use [[Concussion Jump (Classic)|Concussion Jumping]] 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 Gun]]s.
 
* 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 [[Medkit (Classic)|Medkit]] to heal allies while departing their base.
 
* The player shouldn't forget to use the [[Medkit (Classic)|Medkit]] to heal allies while departing their base.
 
  
 
==Special Abilities==
 
==Special Abilities==

Revision as of 09:16, 27 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 (also Combat Medic) is a class in the game Team Fortress Classic. While primarily a healer, his speed and offensive abilities make him a proficient killer.

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 Medkit 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 Medkit N/A N/A N/A
Weapon 2 Single-Barrel Shotgun 8 75 Shells
Weapon 3 Double-Barrel Shotgun 16 75 Shells
Weapon 4 Super Nailgun 150 N/A Nails

Grenades

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

Quake Team Fortress

In QWTF, the Double-Barrel Shotgun's damage falloff makes it weak past very short range. In TFC, 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 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

See Also