Difference between revisions of "Medic (Classic)"
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==Weapons== | ==Weapons== | ||
− | {| class="wikitable grid" width="100%" | + | {| class="wikitable grid" width="100%" style="text-align: center;" |
− | ! class="header" width="10%" | | + | ! class="header" width="10%" rowspan=2 | |
− | ! class="header" width="15%" | Weapon | + | ! class="header" width="15%" rowspan=2 | Weapon |
− | ! class="header" width="7%" | | + | ! class="header" width="7%" colspan=3 | Ammo |
− | ! class="header" width=" | + | ! class="header" width="9%" rowspan=2 | Damage<br/>per hit |
− | ! class="header" width=" | + | ! class="header" width="44%" rowspan=2 | Notes / Special Abilities |
− | ! class="header" | + | |- |
+ | ! class="header" | Type | ||
+ | ! class="header" | Loaded | ||
+ | ! class="header" | Carried | ||
|- | |- | ||
− | ! Weapon 1 | + | ! [[File:HUD_crowbar_TFC.png|100px]]<br>Weapon 1 |
| '''[[Medkit (Classic)|Medkit]]''' | | '''[[Medkit (Classic)|Medkit]]''' | ||
| N/A | | N/A | ||
| N/A | | N/A | ||
| N/A | | N/A | ||
+ | | | ||
| | | | ||
|- | |- | ||
− | ! Weapon 2 | + | ! [[File:HUD_single_shotgun_TFC.png|100px]]<br>Weapon 2 |
| '''[[Single-Barrel Shotgun (Classic)|Single-Barrel Shotgun]]''' | | '''[[Single-Barrel Shotgun (Classic)|Single-Barrel Shotgun]]''' | ||
+ | | [[Ammo (Classic)#Shells|Shells]] | ||
| 8 | | 8 | ||
| 75 | | 75 | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | ! Weapon 3 | + | ! [[File:HUD_double_shotgun_TFC.png|100px]]<br>Weapon 3 |
| '''[[Double-Barrel Shotgun (Classic)|Double-Barrel Shotgun]]''' | | '''[[Double-Barrel Shotgun (Classic)|Double-Barrel Shotgun]]''' | ||
+ | | [[Ammo (Classic)#Shells|Shells]] | ||
| 16 | | 16 | ||
| 75 | | 75 | ||
− | | | + | | |
| | | | ||
|- | |- | ||
− | ! Weapon 4 | + | ! [[File:HUD_super_nailgun_TFC.png|100px]]<br>Weapon 4 |
| '''[[Super Nailgun (Classic)|Super Nailgun]]''' | | '''[[Super Nailgun (Classic)|Super Nailgun]]''' | ||
+ | | [[Ammo (Classic)#Nails|Nails]] | ||
| 150 | | 150 | ||
| N/A | | N/A | ||
− | | | + | | |
| | | | ||
|} | |} | ||
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! class="header" width="52%" | Notes / Special Abilities | ! class="header" width="52%" | Notes / Special Abilities | ||
|- | |- | ||
− | ! Primary | + | ! [[File:Frag_tfc.png|30px]]<br>Primary |
| '''[[Hand Grenade (Classic)|Hand Grenade]]''' | | '''[[Hand Grenade (Classic)|Hand Grenade]]''' | ||
| 4 | | 4 | ||
Line 91: | Line 98: | ||
| | | | ||
|- | |- | ||
− | ! Secondary | + | ! [[File:Conc_tfc.png|30px]]<br>Secondary |
| '''[[Concussion Grenade (Classic)|Concussion Grenade]]''' | | '''[[Concussion Grenade (Classic)|Concussion Grenade]]''' | ||
| 3 | | 3 |
Revision as of 08:09, 17 December 2010
Medic (Classic) | |
---|---|
Basic Information | |
Type: | Offensive |
Health: | 90 /135 |
Armor: | 100 |
Armor type: | Medium |
Speed: | Fast |
“ | Excuse me, I'm in need of medical attention!
Click to listen
— Injured teammates
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” |
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. To aid in survivability, the Medic will passively recover 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 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 Medkit to heal allies while departing from 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 | Ammo | Damage per hit |
Notes / Special Abilities | |||
---|---|---|---|---|---|---|
Type | Loaded | Carried | ||||
Weapon 1 |
Medkit | N/A | N/A | N/A | ||
Weapon 2 |
Single-Barrel Shotgun | Shells | 8 | 75 | ||
Weapon 3 |
Double-Barrel Shotgun | Shells | 16 | 75 | ||
Weapon 4 |
Super Nailgun | Nails | 150 | N/A |
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 thought 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
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