Difference between revisions of "Medkit (Classic)"

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The '''Bioweapon''' is a weapon in the classic Team Fortress games and is only used by the [[Medic (Classic)|Medic]]. It serves as both a healing weapon and as an offensive weapon.  
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{{Item infobox
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| game        = tfc
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| type        = weapon
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| two-models  = yes
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| TFC-model    = V_medkit(classic).png
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| QTF-model    = Bio qwtf.png
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| kill-icon-2  = infection (classic)
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| used-by      = [[Medic (Classic)|Medic]]
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| slot        = [[Weapons (Classic)#Slot 1 Weapons|Slot 1]]
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| ammo-loaded  = N/A
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| ammo-carried = N/A
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| ammo-type    = N/A
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| tfc-model    = V_medkit(classic).png
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| qtf-model    = Bio qwtf.png
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}}
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The '''Medkit''' (also known as '''Bioweapon''' or '''Medpack''') is the [[Medic (Classic)|Medic]]'s primary weapon in ''[[Team Fortress Classic]]''. It has both offensive and healing capabilities.
  
When used on allies, the Bioweapon will automatically heal the target up to 100 if the target has less than 100 health points. If the target has 100% of their health points, each strike with the Bioweapon will [[Overheal]] the target by five points, up to 150% of the target's health. Overhealing health obtained by the Bioweapon will disappear over time.
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When used on enemies, it will infect the target with a disease. This disease will drain the victim's health until the victim dies or is healed by a Medic. It can also be spread among teammates by contact. If a Medic uses the Medkit on an enemy Spy, the Spy will grunt in pain and be infected. This can be very useful for quickly [[Spychecking]].
  
When used on enemies, it will infect the target with a disease. This disease will drain the victim's health until the victim dies or is healed by a Medic. It can also be spread by coming in contact with another player, such as in respawn rooms.
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When used on allies, the Medkit will fully heal the target. If the target has 100% of their health points, each strike will [[Healing#Overheal|Adrenalise]] the target by five points, up to a maximum of 50 bonus health. Adrenalised health will decay over time. Adrenalised players will glow depending on how much extra health they have gained, though this can be disabled in the settings. The Medkit will also cure infections, extinguish teammates, remove the speed slowdown effects of the [[Sniper (Classic)|Sniper]]'s [[Sniper Rifle (Classic)|Sniper Rifle]] on a shot to the legs and [[Spy (Classic)|Spy]]'s [[Tranquilizer Gun (Classic)|Tranquilizer Gun]], and cure the hallucination effects of a Spy's [[Hallucination Grenade (Classic)|Hallucination Grenade]].
  
If a Medic uses the Bioweapon on an enemy [[Spy (Classic)|Spy]], the Spy will grunt in pain and be infected. This can be very useful for quickly [[Spychecking]].
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Unlike other melee weapons (indeed, any other weapon in the game) the medkit can not be used to damage [[Buildings (Classic)|buildings]], along with some other rarer map props, such as explosive crates and bustable grates.
  
There are a few differences between the ''[[Quake Team Fortress]]'' and ''[[Team Fortress Classic]]'' Bioweapons; the ''QWTF'' Bioweapon uses [[Health (Classic)|Health pickups]] as ammo and must be switched between “healing” and “weapon” modes by hitting the “1” key if playing on a LAN. In ''TFC'', the Bioweapon does not need ammo in order to be used and does not need to be switched between attack modes no matter how TFC is played.
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== Damage ==
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* 9 per hit
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* Infection: 8 per tick
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Damages are approximate and determined by community testing.
  
==Damage==
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== Gallery ==
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<gallery>
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File:TFC p medkit.png|3rd person view.
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</gallery>
  
9 every time the Bioweapon hits the enemy, 8 per infection tic.
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== Quake Team Fortress ==
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There are a few differences between the ''[[Quake Team Fortress]]'' Bioweapon and ''Team Fortress Classic'' Medkit; the ''QTF'' Bioweapon uses [[Health (Classic)|Health pickups]] as ammo and must be switched between “healing” and “weapon” modes by hitting the “1” key if playing on a LAN, and can actually infect teammates. In QuakeWorld TF, player still need to pickup health to use it as a medikit, but does not need to switch between the modes and thus function identical to the TFC variant. In ''TFC'', the Bioweapon does not need ammo in order to be used and does not need to be switched between attack modes no matter how TFC is played.
  
==Gallery==
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=== Death Messages ===
 
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{{Quotation|'''Player killed by the Bioweapon'''|Player1 escapes infection from Player2 by dying first.|}}
 
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{{Quotation|'''Player killed by the Bioweapon's infection'''|Player1 dies from Player2's mysterious tropical disease.|}}
==Quake Team Fortress death messages==
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{{Quotation|'''Bioweapon suicide'''|Player died impossibly!|}}
  
{{Quotation|'''Player killed by Bioweapon'''|Player1 escapes infection from Player2 by dying first.|}}
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== See also ==
{{Quotation|'''Player killed by Bioweapon's infection'''|Player1 dies from Player2's mysterious tropical disease.|}}
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* [[Medical Emergency]]
{{Quotation|'''Bioweapon suicide'''|Player died impossibly!|}}
 
  
{{classic_weapons_nav}}
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{{Classic Weapons nav}}
{{classic_medic_nav}}
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{{Classic Medic nav}}

Latest revision as of 15:34, 4 May 2024

The Medkit (also known as Bioweapon or Medpack) is the Medic's primary weapon in Team Fortress Classic. It has both offensive and healing capabilities.

When used on enemies, it will infect the target with a disease. This disease will drain the victim's health until the victim dies or is healed by a Medic. It can also be spread among teammates by contact. If a Medic uses the Medkit on an enemy Spy, the Spy will grunt in pain and be infected. This can be very useful for quickly Spychecking.

When used on allies, the Medkit will fully heal the target. If the target has 100% of their health points, each strike will Adrenalise the target by five points, up to a maximum of 50 bonus health. Adrenalised health will decay over time. Adrenalised players will glow depending on how much extra health they have gained, though this can be disabled in the settings. The Medkit will also cure infections, extinguish teammates, remove the speed slowdown effects of the Sniper's Sniper Rifle on a shot to the legs and Spy's Tranquilizer Gun, and cure the hallucination effects of a Spy's Hallucination Grenade.

Unlike other melee weapons (indeed, any other weapon in the game) the medkit can not be used to damage buildings, along with some other rarer map props, such as explosive crates and bustable grates.

Damage

  • 9 per hit
  • Infection: 8 per tick

Damages are approximate and determined by community testing.

Gallery

Quake Team Fortress

There are a few differences between the Quake Team Fortress Bioweapon and Team Fortress Classic Medkit; the QTF Bioweapon uses Health pickups as ammo and must be switched between “healing” and “weapon” modes by hitting the “1” key if playing on a LAN, and can actually infect teammates. In QuakeWorld TF, player still need to pickup health to use it as a medikit, but does not need to switch between the modes and thus function identical to the TFC variant. In TFC, the Bioweapon does not need ammo in order to be used and does not need to be switched between attack modes no matter how TFC is played.

Death Messages

Player1 escapes infection from Player2 by dying first.
Player killed by the Bioweapon
Player1 dies from Player2's mysterious tropical disease.
Player killed by the Bioweapon's infection
Player died impossibly!
Bioweapon suicide

See also