Difference between revisions of "Class:Medic"
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Medic | Medic | ||
| classintro = | | classintro = | ||
− | + | 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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{{Inline_Ability| | {{Inline_Ability| | ||
|name = Concussion Tolerance | |name = Concussion Tolerance | ||
− | |description=The | + | |description=The Medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades. |
}} | }} | ||
{{Inline_Ability| | {{Inline_Ability| | ||
− | |name = Medkit | + | |name = Medkit Toss |
− | |description=The | + | |description=The Medic can toss Medkits by clicking 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 = | |weapons = | ||
{{Inline_Weapon| | {{Inline_Weapon| | ||
− | |name=[[Weapon: | + | |name=[[Weapon:Medkit|Medkit]] |
|imgsrc=W_mk_380x190.jpg | |imgsrc=W_mk_380x190.jpg | ||
|width=190 | |width=190 | ||
− | |description=The | + | |description=The Medkit 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 most 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 Medkit 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. |
}} | }} | ||
{{Inline_Weapon| | {{Inline_Weapon| | ||
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}} | }} | ||
| strategyandtips = | | strategyandtips = | ||
− | [[Image:midairmedkit.gif|thumb|A | + | [[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy's base could make or break a capture.]] |
====Playing As Medic==== | ====Playing As Medic==== | ||
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. | 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. |
Revision as of 13:54, 14 June 2011
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 StrategySpecial Abilities
WeaponsMedkitThe Medkit 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 most 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 Medkit is used on an enemy, it injects a terrible toxin into their bloodstream. This infection depletes the enemy's health and eventually kills them if another medic does not cure them. ShotgunThe 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). Super ShotgunThe 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. Super NailgunExcellent 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 GrenadesFrag GrenadeThe 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 GrenadeConcussion 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. 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. Additional Strategy and TipsPlaying As MedicDespite 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. Offensive MedicConc 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. 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. 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 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 MedicAs a defender, there's not a lot you can do. Your weapons are too weak to quickly take out attackers (especially Soldiers and HWGuys) 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 MedicThey'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. Further reading
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