Editing
Medic
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Secondary === {{Class Weapon Table Header}} {{Class Weapon Table Row |weaponname = Medi Gun |link = Medi_Gun |description = The '''Medi-Gun''' is Medic's default primary. Like most Mediguns, it heals 24-72HP per second (depending on how recently its target took damage) and will overheal them up to 150% of their max health. When healing damaged teammates, its ÜberCharge will be ready in 40 seconds, though its charge rate is cut in half for teammates already fully overhealed. Its ÜberCharge grants complete immunity from all damage for 8 seconds, though Medic and his teammate will still take knockback. |ugc4s = always |6s = always |ugchl = always |etf2lhl = always |rgl6s = always |rglhl = always }} {{Class Weapon Table Row |weaponname = Kritzkrieg |description = The '''Kritzkrieg's''' healing rate is identical to the stock Medi-gun. However, it charges its ÜberCharge 25% faster, for a minimum charge time of 32 seconds. When deployed, it grants Medic's teammates guaranteed critical hits for 8 seconds, which can shred an unprepared team. However, it grants no damage resistance - if the enemy team can react quickly, they may be able to kill Medic, bringing the charge to a halt. Due to its fast charge rate, however, the Kritzkrieg is usually used when at an Über disadvantage or on small maps, such as King of the Hill. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Quick-Fix |description = The '''Quick-Fix''' heals teammates by 33.6HP/second when in combat, and 100.8HP/second when out of combat, but can only overheal teammates to 125% of their max health. Its ÜberCharge grants immunity to knockback and slowness, triples its healing rate, and heals Medic as well, making it difficult (but not impossible) for the enemy team to kill him. If Medic's patient blast jumps or shield charges, Medic will have the same force applied to him, allowing Soldiers and Demomen to carry Medic along during rollouts. In Highlander mode, the Quick-Fix sees relatively little use, as it cannot save Medic and his teammate from more than 100 damage per second. However, when there isn't enough time build a normal ÜberCharge, or when Medic needs to deliver healing to teammates near the objective, he may equip it. In 6v6, the Quick-Fix is banned due to the relative lack of players who can kill Medic during an ÜberCharge, especially Sniper and Spy. |ugc4s = true |6s = false |ugchl = true |etf2lhl = true |rgl6s = false |rglhl = true }} {{Class Weapon Table Row |weaponname = Vaccinator |description = The '''Vaccinator''' is Medic's most unique Medigun. While it can barely overheal (66% overheal rate penalty), it charges incredibly quickly when healing damaged targets, with a minimum charge time of 24 seconds. It grants a passive 10% damage resistance to either bullets, explosives, or fire to Medic and a teammate while healing. It also charges significantly slower on overhealed teammates. Deploying its ÜberCharge consumes 25% of Medic's ÜberCharge meter and grants him and his teammate a 75% damage resistance to either bullets, explosives, or fire, as well as negating critical hits. The Vaccinator is most powerful when fighting a single enemy, especially Heavy, Demoman, Scout or Sniper, as they only have access to a single damage type. It sees little use in Highlander Mode, where the enemy team has access to bullets, explosives, and fire, forcing Medic to use multiple ÜberCharges at once and effectively reducing his ÜberCharge time from 10 seconds to 3-5 seconds. In 6v6, the weapon is banned, as the enemy team generally only has access to bullets and explosives, and the relative lack of players makes it less likely for Medic and his combo to encounter both types of damage simultaneously. This makes it incredibly difficult to deal any meaningful amount of damage to Medic or his combo. |ugc4s = false |6s = false |etf2lhl = true |ugchl = true |rgl6s = false |rglhl = true }} {{Class Weapon Table End}}
Summary:
Please note that all contributions to comp.tf may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
comp.tf:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Refresh
Search
Navigation
Main page
Recent changes
Random page
Help the Wiki!
Info for editors
Editing guidelines
Top contributors
Administration team
comp.tf
Discord
Steam Group
Youtube Channel
Twitter
Competitive TF2
teamfortress.tv
r/truetf2
EssentialsTF
ETF2L
RGL
ozfortress
AsiaFortress
UGC League
Tools
What links here
Related changes
Special pages
Page information