User:Darkman 4/test
Darkman 4 | |
---|---|
Basic Information | |
Type: | Offensive |
Health: | 90 (140 when buffed to the max by a Medic |
Armor: | 100 |
Armor type: | Medium |
Speed: | Fast |
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 strategies
- 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.
Weapons
Note: Weapon damage is approximate and measured at point blank range. See individual weapon pages for additional figures.
Primary
Weapon | Ammo Loaded | Ammo Carried | Damage Range | Special Ability | |
---|---|---|---|---|---|
Bioweapon | 32 | Low, but Infects enemies. | |||
Unlock |
Single Shotgun | 8 | 75 | very low per pellet, low if all pellets connect | |
Super Shotgun | 16 | 75 | low per pellet, medium if all pellets connect | ||
Unlock |
Super Nailgun | 150 | Medium per Nail |
Grenades
Weapon | Ammo Loaded | Ammo Carried | Damage Range | Special Ability | |
---|---|---|---|---|---|
Normal Grenade | 4 | High | |||
Unlock |
Concussion Grenade | 3 |
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==
Gallery
show dif incarnations of class like how the hl wiki would
|
[[Category:Medic (Classic)]]