Difference between revisions of "User:Darkman 4/test"

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|speed=Fast<br>
 
|speed=Fast<br>
 
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The Medic is a class in qwtf and tfc. he is very fast, can conc jump and has powerful weapons, making him ideal for capturing the enemy's flag.
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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.
  
 
==basic strategies==
 
==basic strategies==
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{{Main|Medic (Classic) strategy}}
  
strategies go here. maybe make a separate page for them
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*Use [[Concussion Jump]]ing to quickly cross large areas and get past areas.
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*The [[Super Nailgun]] is an great weapon for taking out [[Sentry Gun (Classic)|Sentry Guns]].
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*The player shouldn't forget to use the [[Bioweapon]] to heal allies while departing their base.
  
 
== Weapons ==
 
== Weapons ==
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|  
 
|  
 
| 32
 
| 32
| Base: 85-105 <br/>[[Crit]]: 180
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| Low, but [[Infect]]s enemies.
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|
 
|-
 
|-
 
! {{Icon weapon|weapon=Force-A-Nature|Force-A-Nature|icon-size=100x100px}}<br/><small>Unlock</small>
 
! {{Icon weapon|weapon=Force-A-Nature|Force-A-Nature|icon-size=100x100px}}<br/><small>Unlock</small>
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| 8
 
| 8
 
| 75
 
| 75
| Base: 95-100 <br/>[[Crit]]: 175
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| very low per pellet, low if all pellets connect
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|
 
|-
 
|-
 
! {{Icon weapon|weapon=Scattergun|Scattergun|icon-size=100x100px}}
 
! {{Icon weapon|weapon=Scattergun|Scattergun|icon-size=100x100px}}
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| 16
 
| 16
 
| 75
 
| 75
| Base: 85-105 <br/>[[Crit]]: 180
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| low per pellet, medium if all pellets connect
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|
 
|-
 
|-
 
! {{Icon weapon|weapon=Force-A-Nature|Force-A-Nature|icon-size=100x100px}}<br/><small>Unlock</small>
 
! {{Icon weapon|weapon=Force-A-Nature|Force-A-Nature|icon-size=100x100px}}<br/><small>Unlock</small>
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|  
 
|  
 
| 150
 
| 150
| Base: 95-100 <br/>[[Crit]]: 175
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| Medium per Nail
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|
 
|}
 
|}
  
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|  
 
|  
 
| 4
 
| 4
| Base: 85-105 <br/>[[Crit]]: 180
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| High
 
|-
 
|-
 
! {{Icon weapon|weapon=Force-A-Nature|Force-A-Nature|icon-size=100x100px}}<br/><small>Unlock</small>
 
! {{Icon weapon|weapon=Force-A-Nature|Force-A-Nature|icon-size=100x100px}}<br/><small>Unlock</small>
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|  
 
|  
 
| 3
 
| 3
| Base: 95-100 <br/>[[Crit]]: 175
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|  
 
|
 
|
 
|}
 
|}
  
(maybe a dif box showing the class' grenades instead of having them merged into the main one? i dunno)
 
  
==differences from quake team fortress to team fortress classic==
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==Differences from Quake team fortress to team fortress classic==
  
list class differences here. i think the title for this section is too long. anybody got any better ideas?
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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.
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Trivia==
  
==trivia==
 
  
crap
 
  
==gallery==
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==Gallery==
  
 
show dif incarnations of class like how the hl wiki would
 
show dif incarnations of class like how the hl wiki would

Revision as of 03:53, 1 July 2010

Darkman 4
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.

basic strategies

Main article: Medic (Classic) strategy

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
Scattergun Bioweapon 32 Low, but Infects enemies.
Force-A-Nature
Unlock
Single Shotgun 8 75 very low per pellet, low if all pellets connect
Scattergun Super Shotgun 16 75 low per pellet, medium if all pellets connect
Force-A-Nature
Unlock
Super Nailgun 150 Medium per Nail

Grenades

Weapon Ammo Loaded Ammo Carried Damage Range Special Ability
Scattergun Normal Grenade 4 High
Force-A-Nature
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)]]