Difference between revisions of "Class:Medic"

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(Single Shotty to Pelletgun)
 
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| classname = '''Medic'''
 
| classname = '''Medic'''
 
| health = <span style="color: orange">Medium</span>
 
| health = <span style="color: orange">Medium</span>
 +
| healthval = 90
 
| armour = <span style="color: orange">Medium</span>
 
| armour = <span style="color: orange">Medium</span>
 +
| armval1 = 100
 +
| armval2 = 60%
 
| power = <span style="color: orange">Medium</span>
 
| power = <span style="color: orange">Medium</span>
 
| speed = <span style="color: green">High</span>
 
| speed = <span style="color: green">High</span>
 +
| speedval = 320
 
| role = <span style="color: limegreen">Offense</span>
 
| role = <span style="color: limegreen">Offense</span>
| healthmax = 90
 
| armtype = [[Armour:Yellow|Yellow]]
 
| armspawn = 50
 
| armmax = 100
 
| maxspeed = 336
 
 
| gren1 = [[Grenade:Frag|Frag]]
 
| gren1 = [[Grenade:Frag|Frag]]
 
| gren2 = [[Grenade:Concussion|Concussion]]
 
| gren2 = [[Grenade:Concussion|Concussion]]
 
| slot1 = [[Weapon:Medikit|Medikit]]
 
| slot1 = [[Weapon:Medikit|Medikit]]
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]
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| slot2 = [[Weapon:Pelletgun|Pelletgun]]
 
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]
 
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]
 
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]
 
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]
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Medic
 
Medic
 
| classintro =
 
| classintro =
The Medic, while he has training in battlefield medicine, also sports extensive training with various weaponry. He is often considered the main offensive unit of the game due to an excellent combination of speed, durability, maneuverability, and firepower. The medic has a [[Weapon:Medikit|medikit]], [[Weapon:Single_Shotgun|single shotgun]], [[Weapon:Super_Shotgun|super shotgun]], and a [[Weapon:Super_Nailgun|super nail gun]]. The super shotgun is usually the weapon of choice, with the nailgun being used to take out sentry guns. The medic also has [[Grenade:Frag|frag grenades]] and [[Grenade:Concussion|concussion grenades]]. This further supplements his firepower and also gives him the ability to conc jump. If you like to be constantly in the action, but not die as easily as a Scout, the Medic is the class for you.
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Arguably the [[Class:Scout|Scout]]'s bigger, stronger, brother, the '''Medic''' is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.
 
| changesinfo =
 
| changesinfo =
 
Healing a teammate of infection now renders them immune to infection for a short time.
 
Healing a teammate of infection now renders them immune to infection for a short time.
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The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.
 
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.
 
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| basicstrategy =
 +
* Use your speed to grab the enemy flag and take it to the capture point.
 +
* Use [[concjumping]] to travel across the map and evade defenders.
 
| abilities =
 
| abilities =
 
{{Inline_Ability|
 
{{Inline_Ability|
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}}
 
}}
 
{{Inline_Ability|
 
{{Inline_Ability|
|name = Concussion Tolerance
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|name = Medkit Toss
|description=The medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.
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|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.
}}
 
{{Inline_Ability|
 
|name = Medkit tossing
 
|description=The medic can toss medkits by clicking on the right mouse key. Each costs 10 cells, and the cells recharge over time. These will disappear 5 seconds after being thrown.
 
 
}}
 
}}
  
 
|weapons =
 
|weapons =
 
{{Inline_Weapon|
 
{{Inline_Weapon|
|name=[[Weapon:Medikit|Medikit]]
+
|name=[[Weapon:Medkit|Medkit]]
 
|imgsrc=W_mk_380x190.jpg
 
|imgsrc=W_mk_380x190.jpg
 
|width=190
 
|width=190
|description=The medikit is an advanced field medical unit that contains all variety of drugs and healing agents. It is melee range, but heals friendly players to full health and cures all negative status effects when it is used on them. You can then further buff their health to 150% of its maximum (although it depletes rapidly after that). If the medikit is used on an enemy, it injects a terrible toxin into their bloodstream. This [[:Category:Status_Effects#Infected|infection]] depletes the enemy's health and eventually kills them if another medic does not cure them.
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|description=Hitting an wounded ally with this will fully restore their health and cure most negative status effects. Hitting a full health ally with this will give him some extra temporary health. Hitting an enemy with this will give him a damaging [[:Category:Status_Effects#Infected|infection]] which can only be cured by an enemy Medic.
 
}}
 
}}
 
{{Inline_Weapon|
 
{{Inline_Weapon|
|name=[[Weapon:Single Shotgun|Shotgun]]
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|name=[[Weapon:Pelletgun|Pelletgun]]
 
|imgsrc=W_sg_380x190.jpg
 
|imgsrc=W_sg_380x190.jpg
 
|width=190
 
|width=190
|description=The regular shotgun is a good back up weapon and useful for long-distance kills. Use it until you're in close enough range for your super shotgun (below).
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|description=Pathetic damage, but it has a tight spread, so it's better than the Super Shotgun at long range.
 
}}
 
}}
 
{{Inline_Weapon|
 
{{Inline_Weapon|
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|imgsrc=W_ss_380x190.jpg
 
|imgsrc=W_ss_380x190.jpg
 
|width=190
 
|width=190
|description=The super shotgun is the medic's primary weapon for close range combat. It packs a good punch and is reliable against all classes, though higher armored opponents (specifically the Soldier and HW Guy) may be tougher to take down with it.
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|description=The Super Shotgun is the Medic's primary weapon. It does good damage against lightly armoured or weakened opponents.
 
}}
 
}}
 
{{Inline_Weapon|
 
{{Inline_Weapon|
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|imgsrc=W_sn_380x190.jpg
 
|imgsrc=W_sn_380x190.jpg
 
|width=190
 
|width=190
|description=Excellent against sentries. Stay out of its view and open fire. The super nailgun is more powerful than its regular counterpart and can destroy a sentry gun quickly, especially if the Engineer isn't paying attention. It can also serve as backup when your super shotgun needs to reload
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|description=Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.
 
}}
 
}}
 
| grenades =
 
| grenades =
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|width=95
 
|width=95
 
|description=
 
|description=
Concussion grenades have two functions: to impair the enemy's aim and push players (including yourself) around. While the first function can be useful in some situations, by making the enemy's aim bad enough so that he cannot hit you, concussion grenades are most useful as a means of moving very quickly or to get places you otherwise could not get to. [[Concjumping|Concussion jumping]] (also known as conc jumping) is one of the most unique features in Fortress Forever, and is an invaluable tool in the hands of a skilled player.
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Used for [[concjumping]], one of the Medic's most powerful abilities. Can also be used to knock enemies away and disorientate them.
 
}}
 
}}
 
| strategyandtips =
 
| strategyandtips =
[[Image:midairmedkit.gif|thumb|A medkit being tossed. Tossing medkits to nearby teammates in the enemy's base could make or break a capture.]]
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:''See [[Class:Medic/Strategy]] for more information.''
====Playing As Medic====
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[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy's base could make or break a capture.]]
Despite being a little slower than the scout, you are just as useful at capturing flags! You make up for the speed with your strong weapons and extra hp. Use your concussion grenades to hop over to the enemy base and get that flag! Unlike the scout, you can take out quite a few enemies if the time calls for it. Use your super shotgun to attack enemies, but do your best '''not''' to die. Remember that your mission isn't to get kills, it's to get that flag to your base! Those scums don't deserve a flag that beautiful, it should belong to YOU! So that being said, if you are losing, run for it! Prime a frag grenade and toss it behind you if people start chasing after you. That grenade will generally weaken them enough for you to dispatch of them, or perhaps it will kill them itself. Alright, great job, you got their flag! So... now what? Get out of that base! Their team is gonna swarm after you like bees on honey, and their stingers HURT! Take the least guarded exit and conc out of that hellhole, their flag belongs to YOU now! Get it to your capture point and wait for the praise of your teammates, or the more likely soft mumble of excitement.
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==== Offensive Medic ====
====Offensive Medic====
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* Remember your primary objective is to grab the flag, not to heal or fight.
[[Jumping_Skills#Concussion_jumps|Conc jump]] to the enemy's base. Concs give you a major speed  boost that'll let you fly through the yard seperating the two bases with ease. Don't try to fight back. You're gonna need every bit of health you can.
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* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to get past them.
 
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* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.
Once you're in the base, make a beeline straight towards the flag, using whatver routes you wish. Keep your Super Shotgun out and blast anybody that tries to get in your way. Make sure that you don't start pursing an enemy; you don't want to get ganged up on by the entire defense. If there are other attackers with you, throw Medikits at them. They'll either need or or will need it in a few seconds.
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* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.
 
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* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.
If you see a sentry, take out your Super Nailgun and start firing at it! Each nail does a ton of damage which quickly adds up. Make sure that you're out of the sentry's POV before you do this, or otherwise it'll tear you up. If an Engineer is nearby, take him out with the Super Shotgun ASAP. Engineers love throwing [[Grenade:EMP|EMP Grenades]] at you just as they're about to go off.
 
 
 
If you see a HWGuy that's in your way, infect him if he's not looking. Unless an enemy Medic decided to help him, an infection is going to kill him. Compounding it with the gunfire from your teammates means that the HWGuy is going to go down pretty fast.
 
 
 
Once you've gotten the flag, you're probably hurting a bit. If there's another Medic attacking, ask him to throw a Medikit to you. Otherwise, you'll have to make it as far as possible before you die. If you think you are going to die before making it back, throw it (C key by default) to an area that your team can access easily. It really sucks getting having hte flag dropped in an obscure corner because a rocket tossed you over there, then got killed with a Shotgun blast.
 
If you threw it to an easily-accessible area, it'll make it very easy for your fellow attackers to grab the flag and run it back to base.
 
 
 
While you're carrying the flag, do not engage into firefights with the enemy. You can get very distracted while being fighting an oppoenent, and since you have the flag, the entire team (instead of defenders) will be attacking. Being pounded on by Super Shotguns from enemy Medics and being lit on fire by Pyros in addition to rockets and minigun bullets hitting you will make you die very, very fast.
 
 
 
While you're traveling, don't feel like you should only use the Super Shotgun. The Single Shotgun can be used to take potshots at enemy attackers, and the Super Nailgun is the best weapon to use against well-armoured classes if you circle-strafe while using it.
 
 
 
====Defensive Medic====
 
As a defender, there's not a lot you can do. Your weapons are too weak to quickly take out attackers (especially Soldiers and [[HWGuy]]s) and your armour percentage is pretty crappy. All you can effectively do is heal, but even then typical defending classes rely on [[armour]] to stay alive. Basicially, all you do is boost outgoing attacker's health; something that a kind attacking Medic does in the respawn room while getting supplies.
 
  
====Playing Against a Medic====
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==== Defensive Medic ====
They're somewhat weak, so a few rockets should finish them off. A well-placed HWGuy, along with a Pipe Trap can tear a Medic to pieces in no time. Many times medics will not try to kill you but try to conc pass you in that case try to stop them with rockets or grenades, they might try to conc you so good conc aim skill will pay off. In many cases fights with medic will involve the flag so always try to put nades or pipes near the flag as a area denial tool, and remember he'll always try go for the flag.
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* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.
 +
* Heal allies during moments of downtime.
 +
* Use your speed to harass attackers and chase enemies running away with the flag.
  
 +
==== Playing Against a Medic ====
 +
* Medics don't have very strong armour. Two rockets will usually be enough to kill them.
 +
* The same strategy applies as when playing against [[Class:Scout|Scouts]]. Practice aiming while under the effects of a concussion grenade, and learn to recognise and listen for the sounds of a conc grenade being primed and going off.
 +
* Don't underestimate the Medic's Super Shotgun and Frag Grenades: they'll kill you very easily if you're wounded.
 
| credconceptart =
 
| credconceptart =
 
dood
 
dood

Latest revision as of 22:04, 22 July 2016


Medic pic.jpg
Medic
Health Medium 90
Armour Medium 100 (60%)
Speed High 320u/s
Power Medium
Role Offense

Arguably the Scout's bigger, stronger, brother, the Medic is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to conc jump, but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.

Basic Strategy

  • Use your speed to grab the enemy flag and take it to the capture point.
  • Use concjumping to travel across the map and evade defenders.

Special Abilities

  • Infection Immunity
    Medics are invulnerable to infections.

  • Health Regeneration
    If a Medic is hurt, he will slowly regain health.

  • Medkit Toss
    The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.

Weapons

Medkit

Medkit

Hitting an wounded ally with this will fully restore their health and cure most negative status effects. Hitting a full health ally with this will give him some extra temporary health. Hitting an enemy with this will give him a damaging infection which can only be cured by an enemy Medic.

Pelletgun

Pelletgun

Pathetic damage, but it has a tight spread, so it's better than the Super Shotgun at long range.

Super Shotgun

Super Shotgun

The Super Shotgun is the Medic's primary weapon. It does good damage against lightly armoured or weakened opponents.

Super Nailgun

Super Nailgun

Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.

Grenades

Frag Grenade

Frag Grenade

The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.

Concussion Grenade

Concussion Grenade

Used for concjumping, one of the Medic's most powerful abilities. Can also be used to knock enemies away and disorientate them.

Additional Strategy and Tips

See Class:Medic/Strategy for more information.
A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy's base could make or break a capture.

Offensive Medic

  • Remember your primary objective is to grab the flag, not to heal or fight.
  • Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your Super Shotgun. Use concjumping to get past them.
  • Use your Super Nailgun and Frag Grenades to take down Sentry Guns.
  • You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.
  • Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.

Defensive Medic

  • The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.
  • Heal allies during moments of downtime.
  • Use your speed to harass attackers and chase enemies running away with the flag.

Playing Against a Medic

  • Medics don't have very strong armour. Two rockets will usually be enough to kill them.
  • The same strategy applies as when playing against Scouts. Practice aiming while under the effects of a concussion grenade, and learn to recognise and listen for the sounds of a conc grenade being primed and going off.
  • Don't underestimate the Medic's Super Shotgun and Frag Grenades: they'll kill you very easily if you're wounded.

Further reading


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