Difference between revisions of "Class:Medic"

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:''See [[Class:Medic/Strategy]] for more information.''
 
:''See [[Class:Medic/Strategy]] for more information.''
 
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy's base could make or break a capture.]]
 
[[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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=== Offensive Medic ===
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* Remember your primary objective is to grab the flag, not to heal or fight.
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* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to pass them.
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* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.
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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.
  
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=== Defensive Medic ===
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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.
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* Heal allies during moments of downtime.
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* Use your speed to harass attackers and chase enemies running away with the flag.
 
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Revision as of 08:28, 16 June 2011


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.

  • Concussion Tolerance
    The Medic is concussed for half the standard time when hit by conc grenades.

  • 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

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 infection depletes the enemy's health and eventually kills them if another medic does not cure them.

Shotgun

Shotgun

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).

Super Shotgun

Super Shotgun

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.

Super Nailgun

Super Nailgun

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

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

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. 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 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 pass 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.

Further reading


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