Medic (Classic)
From Team Fortress Wiki
| Medic (Classic) | |
|---|---|
| | |
| Basic Information | |
| Type: | Offensive |
| Health: | 90 / |
| Armor: | 100 |
| Armor type: | Medium |
| Speed: | 107% |
| “ | ” |
The Medic, also known as the Combat Medic, is a playable class in Team Fortress Classic. While being the primary healing force, 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.
- The Medic is a Heavy's best friend. When in doubt, overheal a Heavy. But don't forget to heal your other teammates.
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 | |||
|---|---|---|---|---|---|---|
| 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 | 4-24 | Fires six pellets. |
| Weapon 3 | Double-Barrel Shotgun | Shells | 16 | 75 | 4-56 | 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 | 145-50 | 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. |
Team Fortress
In Team Fortress, the Double-Barrel Shotgun's damage falloff makes it weak past very short range. In Team Fortress Classic, 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 Team Fortress Classic Medic's primary weapon because of its respectable damage output and range.
Gallery
The new TFC Medic. |
The QWTF Medic. |
See also
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