Medic: Difference between revisions
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Ratboy Slim (talk | contribs) Clarified self heal |
Ratboy Slim (talk | contribs) Medic has double self-heal when healing injured teammate |
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The '''Medic''' is a [[Classes#Support|support class]], whose purpose is to provide continuous health and intermittent invulnerability to his team. He has 150 health and 107% speed, and heals himself by 6 health per second, reduced to 3 health per second when damaged within 10 seconds. His [[Medi Gun]] provides a continual beam of health to his patient, giving them significantly more effective health and an unfair advantage against enemies without a Medic. This also allows overhealing them to 150% of their max health, which tapers off over time. By constantly keeping his team healthy, he can fortify positions and reduce the effectiveness of enemy attacks, making chip damage a non-factor and allowing his patients to run into enemy positions. In addition, when the Medi Gun is fully charged, he can [[ÜberCharge]] his patient, turning them invulnerable for 9 seconds and allowing free reign over the enemy. These abilities make him the most useful class in the game to a team of any competence, sustaining an overwhelming assault complemented by overwhelming effects. | The '''Medic''' is a [[Classes#Support|support class]], whose purpose is to provide continuous health and intermittent invulnerability to his team. He has 150 health and 107% speed, and heals himself by 6 health per second, reduced to 3 health per second when damaged within 10 seconds, and with double regeneration when healing an injured teammate. His [[Medi Gun]] provides a continual beam of health to his patient, giving them significantly more effective health and an unfair advantage against enemies without a Medic. This also allows overhealing them to 150% of their max health, which tapers off over time. By constantly keeping his team healthy, he can fortify positions and reduce the effectiveness of enemy attacks, making chip damage a non-factor and allowing his patients to run into enemy positions. In addition, when the Medi Gun is fully charged, he can [[ÜberCharge]] his patient, turning them invulnerable for 9 seconds and allowing free reign over the enemy. These abilities make him the most useful class in the game to a team of any competence, sustaining an overwhelming assault complemented by overwhelming effects. | ||
The Medic's downsides are his terrible combat weapons, high kill priority, reliance on teammates to be of any effectiveness at all, and punishing deaths. The Medic's only ranged weapon is the [[Syringe Gun]], which is a contender for the worst in the game, and is not able to deal meaningful damage to any enemy in a fair fight. This is especially bad for Medic considering that he is the most important target for any enemy to kill, which means he will be constantly targeted by suicidal enemies, especially [[Scout|Scouts]] and [[Spy|Spies]], just for an attempt to get a kill on him. As a result, he is heavily reliant on his teammates to defend him, and choosing a bad patient will lead to both their deaths. This also means that a bad team composition, such as one without a [[Heavy]] or [[Demoman]], is unable to make meaningful progress despite the presence of a Medic. And finally, since his ÜberCharge meter disappears on death, dying is a significant handicap to the Medic's team. When fully charged, he will often have to use it prematurely to avoid dying, as stated by the mantra "pop it, don't drop it". | The Medic's downsides are his terrible combat weapons, high kill priority, reliance on teammates to be of any effectiveness at all, and punishing deaths. The Medic's only ranged weapon is the [[Syringe Gun]], which is a contender for the worst in the game, and is not able to deal meaningful damage to any enemy in a fair fight. This is especially bad for Medic considering that he is the most important target for any enemy to kill, which means he will be constantly targeted by suicidal enemies, especially [[Scout|Scouts]] and [[Spy|Spies]], just for an attempt to get a kill on him. As a result, he is heavily reliant on his teammates to defend him, and choosing a bad patient will lead to both their deaths. This also means that a bad team composition, such as one without a [[Heavy]] or [[Demoman]], is unable to make meaningful progress despite the presence of a Medic. And finally, since his ÜberCharge meter disappears on death, dying is a significant handicap to the Medic's team. When fully charged, he will often have to use it prematurely to avoid dying, as stated by the mantra "pop it, don't drop it". | ||