The Medic has been used for a variety of jobs throughout the continuing development of TF, but by far the most effective and (also satisfying! - GM), is Clearing Sniper Nests. Whilst in the enemy base I strongly advise keeping the SNG in hand as opposed to the Bio-Weapon. However, once you have navigated the ramp room (take the long route ramp - it is safer), swap to your axe and run into the Sniper Nest. Unless you are very unlucky the sight you will be presented with should be enough to make a spy wet his pants. One back, two backs, no! Three backs belonging to nasty snipers all crying out for surgery. Hit each one smartly between the shoulder blades, and hastily jump off the battlements onto the entrance ramp and dissapear back inside their base asap, to avoid detection in the open. Quickly change to your SNG in case they attempt to follow you with their nail gun, and find a little whole to meditate in until the message appears "XXX died from YYYs tropical disease" - then go and do it again!

The Medic is very good as an offensive aid. He can heal your friends and infect your enemies. For this reason if you go on a flag run you can really do with the medics speed and his weapon make him good for this role.

The medikit/bioweapon is a very important resource when attacking. If your team mates are in need of that bit of extra health (and who isn't) just hit them with the medikit. If you are in combat and need to help your team mates you can infect the enemy and make them a bit easier to kill than originally.

The SuperNailGun in the weaponry of the medic can help your team mates alot. If everyone is fighting and there is no way you can heal them, then get out this weapon and start shooting whatever you see (make sure it's an enemy first). This gun has no reload and can kill people very quickly... or at least stop the enemy killing you first

Take advantage of your regeneration skills and your concussion grenades. Park yourself in a dark corner and recover some of that badly needed health. And lob a few of those grenades to wreak havoc with your enemy's vision. If they're unable to control themselves, they're more likely to miss, run away, or even suicide!

Concussion grenade jumping is a fairly recent trend among Medics. A well-trained offensive Medic can concussion jump from outside the enemy fort up into the battlements in 2fort4 and 2fort32. They can concussion jump up through the hallway drop leading from the fort's first floor lobby into their upper respawn area in 2fort5. There's really no limit to how creative you can be with concussion jumping since you get some incredibly nice distance and really suffer nothing other than the potential bump from a hard landing and a short state of drunkenness from the concussion. Medics can bounce out of water areas, too. They simply prime and throw the grenade where they want, wait a second or two, and leap over it as it explodes, which sends the Medic soaring.

Healing your team-mates when you are in an offensive position can sometimes cause you and your team mates to die. To stop this from happening you should heal your friends when you are safe and when you are not healing be aware of the enemy and switch to the supernailgun and HELP your team mates - the medic is not a strong attacker. Many good medics have died while healing others.

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