Difference between revisions of "Medic (Classic)"

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==Quake Team Fortress==
 
==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 considered the ''TFC'' Medic's primary weapon because of its respectable damage output and range.
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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.
  
 
==Trivia==
 
==Trivia==

Revision as of 08:27, 30 June 2011

Medic (Classic)
Medic (Classic)
Basic Information
Type: Offensive
Health: 90 /Medic emblem RED.png135
Armor: 100
Armor type: Medium
Speed: Fast
Excuse me, I'm in need of medical attention!
— Injured teammates

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.

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.
  • 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
Type Loaded Carried
HUD medkit TFC.png
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.
HUD single shotgun TFC.png
Weapon 2
Single-Barrel Shotgun Shells 8 75 4-22 Fires six pellets.
HUD double shotgun TFC.png
Weapon 3
Double-Barrel Shotgun Shells 16 75 4-51 Fires fourteen pellets.
HUD super nailgun TFC.png
Weapon 4
Super Nailgun Nails 150 N/A 12 N/A

Grenades

Grenade Grenades
Carried
Damage Range Notes / Special Abilities
Frag tfc.png
Primary
Hand Grenade 4 High Deals massive damage on a four second fuse.
Conc tfc.png
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.

Trivia

  • The Physician's Procedure Mask, from Team Fortress 2, resembles the mask worn by the Medic in the original Team Fortress Classic model.

Gallery

See also

  • The Medic in Team Fortress 2.