Difference between revisions of "Medic (Classic)"
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File:medic_qwtf.png|The ''QWTF'' Medic.</gallery> | File:medic_qwtf.png|The ''QWTF'' Medic.</gallery> | ||
− | ==See also== | + | == See also == |
* The [[Medic]] in ''Team Fortress 2''. | * The [[Medic]] in ''Team Fortress 2''. | ||
Revision as of 02:40, 14 August 2011
Medic (Classic) | |
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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 known as the Combat Medic, is a playable class in Team Fortress Classic. While primarily a healer, his speed and offensive abilities make him a proficient killer. To aid in survivability, the Medic passively recovers 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 the infection.
- Use Concussion Jumping to quickly cross large areas and evade enemies.
- The Super Nailgun is a 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, infection, and puts out flames.
- Immune to infection.
Weapons
Weapon | Ammo | Damage per hit |
Notes / Special Abilities | |||
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Type | Loaded | Carried | ||||
Weapon 1 |
Medkit | N/A | N/A | N/A | Initial: 9 Infection: 8 per hit |
Used to infect enemies. Heal teammates' infections, flames, hallucinations, and injuries to 100% Health. Overheals teammates to 50 additional health points that will decay over time. |
Weapon 2 |
Single-Barrel Shotgun | Shells | 8 | 75 | 4-22 | Fires six pellets. |
Weapon 3 |
Double-Barrel Shotgun | Shells | 16 | 75 | 4-51 | Fires fourteen pellets. |
Weapon 4 |
Super Nailgun | Nails | 150 | N/A | 12 | N/A |
Grenades
Grenade | Grenades Carried |
Damage Range | Notes / Special Abilities | |
---|---|---|---|---|
Primary |
Hand Grenade | 4 | High | Deals massive damage on a four second fuse. |
Secondary |
Concussion Grenade | 3 | 0 | Upon detonation, enemies within the blast radius become disoriented. While dealing no damage, it causes considerable knockback. |
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 can be considered the TFC Medic's primary weapon because of its respectable damage output and range.
Gallery
See also
- The Medic in Team Fortress 2.
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