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HITSTATS By
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Combat Medic
The Combat Medic is a medium speed class with average armor. He
can wear a limit of 100 yellow armor. He uses the medikit/bioweapon,
the shotgun, the super shotgun, and the super nailgun. His grenade
types are Hand and Concussion. A good class in most situations,
the medic is good at close or medium range, and packs enough punch
to kill any of the lesser-armored classes. A good addition to offensive
teams, and an even better addition to defensive groups through his
use of the medikit. A great class for clearing out snipers that
are pinning a team down.
Medikit/BioWeapon:
- The medic's axe has two modes: Medikit and BioWeapon.
- The medikit has "ammunition" which the medic can replenish by
collecting health boxes when he's already at full health.
- In Bioweapon mode, when the medic hits someone with the axe,
they will become infected, and begin to lose health.
- Anyone coming into contact with an infected person also becomes
infected, although medics are immune to it.
- In Medikit mode, when the medic hits someone with the axe, he
will heal them back to full health, and remove any adverse effects
they might be feeling, such as Infection, Concussion, Blindness,
Burning, or Hallucination.
- If the player hit by the Medikit is already at full health,
they'll receive 5 Mega-Health.
- Every time the medic hits the player he'll bestow an extra 5
Mega-Health, upto a limit of 50 over the player's max health.
- The Mega-Health slowly disappears over time.
- The Medic uses up 1 medikit ammo for every 5 Mega-Health he
applies. N.B.
- On TF net servers, the BioWeapon and Medikit are combined into
one weapon, to make it easier to use.
- When you hit someone with the Medikit/Bioweapon the effects
depend on the person you hit: You heal teammates, and you infect
enemies.
Other Notes: The medic heals himself over time, if he has the available
medikit ammo.
This is taken from Team Fortress Game itself. If
you would like to check any other class, open up the readme.txt
in your \quake\fortress folder.
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