Difference between revisions of "Template:Featured"

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In all gamemodes, the Medic's main job is to keep his team in shape, by healing hurt teammates, allowing them to rejoin the fight and turn the tides of the battle in their favour. Usually, the Medic will prioritize some classes over others. The privileged classes are commonly referred to as ''the combo'', which consists of the [[Heavy (Highlander)|Heavy]], the [[Demoman (Highlander)|Demoman]], and the [[Pyro (Highlander)|Pyro]]. As for the other classes, some will sometimes receive just an overheal (such as the [[Scout (Highlander)|Scout]]), and some are required not to be healed at all (such as the [[Soldier (Highlander)|Soldier]] or the [[Spy (Highlander)|Spy]]).
 
In all gamemodes, the Medic's main job is to keep his team in shape, by healing hurt teammates, allowing them to rejoin the fight and turn the tides of the battle in their favour. Usually, the Medic will prioritize some classes over others. The privileged classes are commonly referred to as ''the combo'', which consists of the [[Heavy (Highlander)|Heavy]], the [[Demoman (Highlander)|Demoman]], and the [[Pyro (Highlander)|Pyro]]. As for the other classes, some will sometimes receive just an overheal (such as the [[Scout (Highlander)|Scout]]), and some are required not to be healed at all (such as the [[Soldier (Highlander)|Soldier]] or the [[Spy (Highlander)|Spy]]).
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On maps without set-up time (such as [[King of the Hill]] or [[5CP]] maps), in the beginning of each round the Medic will give the Demoman an overheal, to enable him to [[rollout]] to the middle point. After that, he will give overheals to all players, and in the end, just before arriving on the point, will give a full overheal to the Heavy, bringing him to 450 HP.
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On maps with set-up time, the gameplay varies, depending on which side the Medic is on. In both cases, during set-up time, the Medic will prepare an ÜberCharge, that will be used later during a round. On attack, the Medic sometimes waits in spawn, not to risk losing (dropping) the Über by dying, while the team goes out without him, trying to get an important kill or force the enemy Medic to activate his Über, so that the attacking Über's importance rises.
 
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== Current featured article ==
 
== Current featured article ==

Revision as of 18:36, 5 August 2013

Current featured article

Text

The Medic is generally considered the most unique and one of the most important classes in Team Fortress 2. His ability to negate damage with his healing and usage of the ÜberCharge mechanic make him the core part of the team and led the development of the metagame based around ÜberCharges, pushing, holding and defending points.

In all gamemodes, the Medic's main job is to keep his team in shape, by healing hurt teammates, allowing them to rejoin the fight and turn the tides of the battle in their favour. Usually, the Medic will prioritize some classes over others. The privileged classes are commonly referred to as the combo, which consists of the Heavy, the Demoman, and the Pyro. As for the other classes, some will sometimes receive just an overheal (such as the Scout), and some are required not to be healed at all (such as the Soldier or the Spy).

On maps without set-up time (such as King of the Hill or 5CP maps), in the beginning of each round the Medic will give the Demoman an overheal, to enable him to rollout to the middle point. After that, he will give overheals to all players, and in the end, just before arriving on the point, will give a full overheal to the Heavy, bringing him to 450 HP.

On maps with set-up time, the gameplay varies, depending on which side the Medic is on. In both cases, during set-up time, the Medic will prepare an ÜberCharge, that will be used later during a round. On attack, the Medic sometimes waits in spawn, not to risk losing (dropping) the Über by dying, while the team goes out without him, trying to get an important kill or force the enemy Medic to activate his Über, so that the attacking Über's importance rises.

Image

Medic.png