Difference between revisions of "Class:Medic"

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Revision as of 03:03, 21 June 2007

Medic
Health And Armour
Health Maximum: 90
Armour Type: Yellow
Armour On Spawn: 50
Armour Maximum: 100
Movement
Maximum Speed: 320
Grenades
Grenade 1: Frag
Grenade 2: Concussion
Weapons
slot1: Medikit
slot2: Single Shotgun
slot3: Super Shotgun
slot4: Super Nailgun
slot5: N/A

Content

The most powerful of the light classes, the Medic is armed with a medikit, single and super shotguns, a "super" nail gun, and up to 4 normal grenades and 3 concussion grenades.

He also has decent armor, the second highest speed, and great mobility. Despite his profession and the bright red cross on his chest, he serves well as offense in clan matches. Like the Scout, he can also conc jump.

The medkit has several uses. It automatically heals the user over time with two health points every two seconds. When used on a team member it cures all injuries, and boosts health, even raising it past the maximum to provide a bonus (up to 50 points above the original maximum hitpoints) that gradually fades back to full health. Using it on an enemy gives him a contagious infection that slowly reduces their health. Furthermore, this infection can be spread to other players on contact and can only be cured by that team's Medics. Medics, however, are immune to infection.

Text for the Medic taken from the Wikipedia article on Team Fortress Classic

Ammunition

Ammunition At Spawn Maximum Discard
Frag Grenade 2 4 No
Concussion Grenade 2 3 No
Shells 50 75 No
Nails 50 150 No
Cells 0 50 Yes
Rockets 0 25 Yes
Detpacks 0 0 Yes

Special Command

Special Abilities

  • Specific to class: Abilities.
  • The medic can use the Medikit to heal, cure and infect certain players. Check out the page for details.
  • The medic can use Concussion Grenades to conc jump. See the concussion grenade page for details.


Class Guides
Scout  •  Sniper  •  Soldier  •  Demoman  •  Medic •  HWGuy  •  Pyro  •  Spy  •  Engineer  •  Civilian
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