Difference between revisions of "Medic"
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{{Weapon | {{Weapon | ||
| weapon_name = Bonesaw | | weapon_name = Bonesaw | ||
− | | image = Bonesaw. | + | | image = 128px-Bonesaw.png |
| 6s_legal = Yes | | 6s_legal = Yes | ||
| hl_legal = Yes | | hl_legal = Yes | ||
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{{Weapon | {{Weapon | ||
| weapon_name = Ubersaw | | weapon_name = Ubersaw | ||
− | | image = Ubersaw. | + | | image = 128px-Ubersaw.png |
| 6s_legal = Yes | | 6s_legal = Yes | ||
| hl_legal = Yes | | hl_legal = Yes | ||
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{{Weapon | {{Weapon | ||
| weapon_name = Solemn Vow | | weapon_name = Solemn Vow | ||
− | | image = Solemn_Vow. | + | | image = 128px-Solemn_Vow.png |
| 6s_legal = No | | 6s_legal = No | ||
| hl_legal = Yes | | hl_legal = Yes | ||
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{{Weapon | {{Weapon | ||
| weapon_name = Vita-Saw | | weapon_name = Vita-Saw | ||
− | | image = Vita-Saw. | + | | image = 128px-Vita-Saw.png |
| 6s_legal = No | | 6s_legal = No | ||
| hl_legal = No | | hl_legal = No | ||
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{{Weapon | {{Weapon | ||
| weapon_name = Amputator | | weapon_name = Amputator | ||
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| 6s_legal = Yes | | 6s_legal = Yes | ||
| hl_legal = Yes | | hl_legal = Yes |
Revision as of 21:40, 3 July 2013
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In 6v6, the Medic makes up a key component of the combo, along with the pocket Soldier. In Highlander, the combo usually consists of a Medic, Heavy, and Demoman. As the Medic does not need to focus on aim, Medics generally act as callers for their teams. Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.
Contents
6v6
Main Article: Medic (6v6)
The Medic is the key target in 6v6 due to his ability to heal and ÜberCharge his teammates, which will often times turn the tide of battle.
In 6v6, there is a restriction of 1 Medic per team.
Highlander
Main Article: Medic (Highlander)
The Medic has the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match.
Primary
The Syringe Gun is the Medic's default primary, shooting syringes, or "needles" at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
The Overdose is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 10% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 1% movement bonus. At full ÜberCharge, the medic moves at 117% movement speed, which is second only to the Scout, moving at 133%. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
The Crusader's Crossbow is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. Instead of shooting syringes, it shoots bolts, and only 1 at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The bolts that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The bolts do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow does NOT build ÜberCharge upon hit. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
The Blutsauger is an unlockable primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
Secondary
The Medi Gun is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
The Kritzkrieg is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
Melee
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
ESEA 6s legal? | No | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
Running the Vita-Saw means that the medic keeps 20% of their ubercharge after they die. Because this directly interferes with the uber mechanic that is the bedrock of competitive TF2, and forces both medics to run it or be at a constant uber disadvantage, it is currently banned in all competitive leagues. | ||
ESEA 6s legal? | No | |
UGC HL legal? | No | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | No |
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |