Medic/pl

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Medic

Basic Info
Icon: Medic
Type: Support
Health: 150
(225 podczas maksymalnego wzmocnienia przez innego Medyka)
Speed: 107%

Contents

Information

Medyk jest podstawową klasą leczącą w Team Fortress 2. Medycy są zazwyczaj w pobliżu linii frontu, lecząc rannych członków drużyny, zaś sami się trzymają z dala od kłopotów. Medyk posiada słabe uzbrojenie (jednak gdy opanowane w dobrym stopniu, może walczyć tak dobrze jak inne klasy), ponieważ jego cel to leczyć innych graczy za pomocą Medigun'a. Kiedy Medigun jest używany na sojuszniku, ów sojusznik otrzymuje dodatkowy bonus do 150% jego maksymalnego zdrowia. Gdy Medyk przestanie leczyć, te bonusowe zdrowie zacznie powoli spadać, aż się zatrzyma na standardowym maksymalnym poziomie zdrowia. Podczas leczenia, pasek ÜberCharge Medyka zacznie się wypełniać, zaś gdy się wypełni, może sprawić że on i jego sojusznik mogą się stać nieśmiertelni lub dać 100% szansę na ataki krytyczne do 8 sekund. Medyk był pierwszą klasą, która otrzymała oficjalny pakiet osiągnięć. Za wykonanie 10, 16, i 22 osiągnięć, medyk otrzymuje po jednej nowej broni (według kolejności): Blutsauger, Kritzkrieg, i Übersaw.


Hello, Fräuleins!






Bio


Aktor podkładający głos: Robin Atkin Downes

Inaczej nazywany: 'The Übermensch' (sam siebie), 'Doctor' (dla szpiega Spy, Heavy i innych Medyków), 'Doc' [Doktorek] (dla zwiadowców Scout, inżynierów Engineer i snajperów Sniper) i 'Deutschbag' [niemiecki worek] (dla wroga zwiadowcy Scout)

Pochodzenie: Stuttgart, Germany

Praca: Lekarz pomagający w zabijaniu

Motto: "Prepare for your examination" ["Przygotuj się na badanie"]

Emblemat:

Brakuje mu współczucia dla chorych, poszanowania godności ludzkiej, i żadnego oficjalnego wykaztałcenia w dziedzinie medycyny. Medyk czyni siebie wielkim zaopatrzeniem dużych strzykawek i z ogromnym entuzjazmem podchodzi do wbijania ich w odkryte ciała innych. Wychował się w w Niemczech, w Stuttgarcie, kiedy to przysięga Hipokratesa była opcjonalną sugestią co do hipokryzji. Medyk uważa leczenie za przeważnie niechciany efekt uboczny jako spełnienie pragnień cielesnych człowiekowi.





Basic Strategy

Main article: Medic strategy
Pamiętaj: Heavy jest twoim najlepszym przyjacielem.
  • Zraniony Medyk regeneruje 1 HP/sek. Jeśli nie zostanie zraniony ponownie przez 5 sekund jego możliwość regeneracji wzrośnie do 2HP/sek. Po dziesięciu sekundach wartość ta ponownie się zwiększa do 3 HP/sek. Za każdym razem gdy Medyk otrzyma obrażenia, jego regeneracja zeruje się z powrotem do 1HP/sek. Nie jest to zbyt użyteczne w walce, jednaj jeśli znajdujesz się w super-bezpiecznym miejscu (np. piwnica na mapie 2fort), bez żadnej apteczki możesz ewentualnie wyleczyć się do pełna. Zdolność ta nie ma nic wspólnego z tym, czy kogoś leczysz, czy nie.
  • Overheal
    • If a Medic heals a character already at 100% health, it will take 1 to 3 seconds to raise them to 150% health (overhealed). The time it takes depends on the class; those with the highest starting health takes the longest to overheal.
    • Overheal will fade away in exactly 20 seconds for all classes as long as the overhealed target takes no damage. A Heavy has more overheal health to lose than a Scout does but since 20 seconds is the rule, the Heavy's overheal ticks off at a faster rate.
    • The HUD indicates overheal by a pulsing border around the health indicator of the heal target (both on the heal target's HUD and the Medic's heal target display). The border will diminish as the overheal decays.
    • During set-up time or while approaching an objective, a Medic can keep multiple team-mates on the front line overhealed instead of only their primary healing target. This also increases the ÜberCharge bar.
    • During set-up, your uber meter charges at an increased rate nullifying the need to damage grind.
    • When you overheal someone, the points you add to their health count towards your points healed. It is basically like healing someone who is damaged in that it will cause your uber to charge more quickly than just healing the same target constantly (assuming that target is taking no damage). This means that when you're in normal play, you should try to overheal everyone you see. As soon as they're overhealed, move on to the next until you find someone you want to stick with (like a Heavy). Even when healing a primary target, you should overheal nearby team-mates as the opportunity arises.
    • Since these overheal points count toward your total healing done, you can use overhealing to help you achieve the Intern (heal 7,000 in one life), Specialist (heal 10,000 in one life), and Chief of Staff (heal 1,000,000 total) achievements. Before the round starts, overheal everyone on your team individually until the round starts. After you have overhealed everyone on your team, the chances are that the people you overhealed toward the beginning have lost all of their overheal, so you can do it again. Doing this before every round will help you earn the Chief of Staff achievement much more quickly.
  • An übered Pyro is incredibly dangerous, especially to enemy sentries and turtling foes. With only 8 seconds of ÜberCharge, a Pyro can do an astounding amount of damage, is much faster than the Heavy, and doesn't have to pause to reload like the soldier. A nearby Pyro can make a very useful target for your ÜberCharge, especially in more enclosed areas.
  • A common problem for an übered team trying to destroy enemy sentries is the sentry's knockback. The knockback will prevent you and your ubered buddy from getting in close range. As an ubered medic, always try to walk in front of your uberee and draw the sentry's attention. The sentry will switch targets to you, allowing your buddy to get as close as he needs to be. This is most necessary with the Pyro and Heavy classes. Always remember, do not jump while doing this, or you will be knocked across the map!
  • The ÜberCharge bar fills up faster if the Medic heals wounded allies instead of focusing on healthy ones. (This leads to a Soldier/Demoman strategy of intentionally damaging oneself to build up a Medic's ÜberCharge.) This is called 'leeching' or 'übering up'. This is no longer necessary to do during set-up as the charge rate was increased in the December 20th patch, in 2007.
  • The Medigun beam can bend around corners. Use this to your advantage to heal your target while being protected from fire.
  • Once locked on with your Medigun, it doesn't matter what direction you face, so turn around frequently to watch for Spies, as Medics are one of their priority targets.
  • Stay out of sight! The skill in playing medic is knowing where enemies are, and staying out of sight, while being able to still heal team-mates. Corners work well for this; crouch a lot too.
  • Spread the love! A common mistake is to heal only one person, but at a battlefront many people are getting wounded. Also after you heal someone, you get assist credit for their kills, keeping you near the top of the scoreboard, not to mention healing wounded people builds ÜberCharge faster.
  • You are unable to capture a point while ÜberCharged. The receiving player is also unable to capture. However, you will both receive capture points for being on the point while ÜberCharged as a fellow team-mate captures it. However, you can capture points as normal when activating a Kritzkrieg.
  • After activating your ÜberCharge, you must keep the Medigun on the player you wish to receive its effects. You may also change your target while the ÜberCharge is active.
  • While ÜberCharged you can switch between players. If you do this quickly enough you can have more than one ÜberCharged team-mate at the same time as there is a delay before they lose the ÜberCharge after you switch. (As of the april 1st update, this drains your ÜberCharge faster than ÜberCharging only 1 person.)
  • Communicate with the person you are healing about upcoming dangers and enemy Spies, for they are your lifeline and may not see that soldier coming up from behind. A quick shout out may make all the difference.
  • Inform your team-mate when you have your ÜberCharge ready. Even though there is a sound that plays in the game, they may not notice it. A lot of the time they will tell you when they are ready for you to use it, otherwise use your best judgement.
  • When it comes to an ÜberCharge, make sure you know who's calling the shots- Ask your Medigun target if they will call it or if you should deploy it at a time of your choosing. If they don't respond when you ask them, then it's all up to you!
  • Be aware that enemy Spies in disguise can also call for heals. It may be a good idea to have your team communicate over voice chat in conjunction with the game's built-in voice functions to verify the identity of those calling for heals.
  • Distance is not a factor when it comes to healing. That means you don't have to be standing right next to your partner. Give yourself some space away from the action, preferably around corners or behind stationary items.
  • When capturing a control point that is being contested you don't have to be the one standing on it. Duck behind an obstruction and heal your allies that are capping. Reserve the option to hop on if there is no enemy threat.
  • A useful candidate for your Medigun can be an Engineer. By healing an engineer who is under attack you can allow them to repair their turret continually without worrying about death, making his sentry gun that much harder to take down. This can work especially well when an engineer is under attack by a Soldier, Demoman, or Heavy.
  • You don't always have to hide. Sometimes (especially when facing a Demoman because of his Sticky grenade launcher) you should be out in the open but moving around frantically, which will make you harder to hit.
  • Watch your back! Be aware of all allies around you, as well as any enemies and potential spies that could sneak of behind you. If you catch an enemy or spy about to sneak up on you, run infront of your medic buddy and warn him of the enemy.
  • An extremely deadly flanking combo is a Medic and a Pyro wielding the Backburner. An ÜberCharge makes him invincible, and as long as you're behind your enemies, he`ll always Crit.

Weapons

Note: Weapon damage is approximate and measured at point blank range. See individual weapon pages for details.

Standard

Type Weapon Ammo Loaded Ammo Carried Damage Range
Primary Syringe gun 40 150 10-15 per syringe (30 crit per syringe) at 10 syringes per sec = 100-150/sec (300/sec crit) [fast reload]
Secondary Medigun N/A N/A N/A
Melee Bonesaw N/A N/A 43-87 (195 crit) [a little more than 1 hit per second]

Unlockable

Type Weapon Ammo Loaded Ammo Carried Damage Range Special Ability
Primary Blutsauger 40 150 10-15 per syringe at 10 syringes per sec = 100-150/sec [fast reload] Syringes steal 3 health for each syringe that hits an enemy. Does not crit.
Secondary Kritzkrieg N/A N/A N/A Gives target 100% critical hits for 8 seconds instead of invulnerability. Charges Über 25% faster than Medigun.
Melee Übersaw N/A N/A 43-87 (195 crit) [a little less than 1 hit per second] (20% slower than the Bonesaw) Each hit on an enemy charges any secondary Medic weapon by 25%.

See also

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