The Medic


Starting Stats:

Speed Start Health Start Armor Max Armor Grenades Concussion Grenades
300 90 Health 50 Armor 100 Armor 3 start / 4 max 2 start / 4 max

Weapons Chart:

  Super Nailgun SuperShotgun Shotgun Bioweapon
Starting Ammo 50 Nails 50 Shells 50 Shells N/A
Max Ammo 150 Nails 75 Shells 75 Shells N/A
Impulse Value Impulse 5 Impulse 3 Impulse 2 yImpulse 1

 

The saviour of teammates, the Medic also makes a decent offensive partner. It's nice to have a few Medics on a team, to heal, frag, and nab the flag.

As the Medic ...
Remember who you are. "Thou Art Medic". In other words, heal every teammate you can. There's nothing more irritating than having a Medic run past you when you're close to death. It's your duty to whip out that medical axe (ironic ain't it?) and bandage their wounds. Be sure to watch and listen for teammates using the "saveme" command (example: bind h "saveme"). It's the TF sign for, "I need a heal now!".

In newer versions of TF, you don't have to worry too much about being caught while healing someone. It only takes one swipe to heal someone to max. However, Medics can now give their teammates more than max health, and that does take some time. So watch out, since there are many players who'd love to get two frags at once.

The Medic fares surprisingly well against other classes. The Super Nailgun is great at annoying those slow moving Soldiers and Hwguys. However, the Medic probably works best alongside teammates who can absorb some of the damage.

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!

Don't forget that Bioweapon of yours either! If you happen to get within close proximity of an enemy, whip out that Axe and start infecting! If the putz can avoid getting himself killed or finding a medic, he'll most surely die ... hopefully after infecting a few of his teammates as well. Your own team cannot be infected by any enemies infected with your disease, so there's really no worries if you infect an enemy in your base- it can't be spread to your team.

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 2fort4. 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.

Against the Medic ...
If you see a Medic with his Axe out, you better start running backwards, while giving him all you've got! An infection almost always ends up in death of some kind (either by it, or by weakening you at a bad time). Avoid it like the plague (pun intended). If you do get sick, by all means stay away from teammates! It's a major pain to be infected by someone on your own team, especially if the Medic ain't around. For some reason many who get infected instantly run to their resupply room. This is the last thing you want to do, because your teammates will be furious!

Avoid those concussion grenades as best as possible. If you get hit by one, you're pretty much out of commission for half a minute or so. Run to the nearest hiding place and wait for it to pass, or seek a Medic to help you recover. It's probably not a good idea to fire at all if you have the grenande or rocket launcher. You'll most likely end up killing yourself, or at least wasting ammo.

Last updated: November 20, 1997