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--> '''Medic:''' "An Ven ze patient voke up, his skeleton vas missing, and ze doctor vas never heard from again!"\\

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--> '''Medic:''' "An -->'''Medic:''' An Ven ze patient voke up, his skeleton vas missing, and ze doctor vas never heard from again!"\\again!\\



'''Medic:''' "Anyvay, zat's how I lost my medical license."\\

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'''Medic:''' "Anyvay, '''Medic:''' ...Anyvay, zat's how I lost my medical license."\\\\



->''"Anyway, that's how I lost my 'medical license'. Heh..."''

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->''"Anyway, that's ->''"Anyvay, zat's how I lost my 'medical license'. Heh..."''
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** Scouts. If a Medic is too preoccupied with healing on the front lines, a Scout can flank up to him, take him out with at least two Scattergun shots, and run off before his buddy can retaliate.
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->'"Anyway, that's how I lost my ''medical license''. Heh..."'

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->'"Anyway, ->''"Anyway, that's how I lost my ''medical license''.'medical license'. Heh..."'"''
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-->'''"My professional opinion? HAHA! You're dead!"''

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-->'''"My -->''"My professional opinion? HAHA! You're dead!"''

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-->'''"My professional opinion? HAHA! You're dead!"''



->"Anyway, that's how I lost my ''medical license''. Heh.."

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->"Anyway, ->'"Anyway, that's how I lost my ''medical license''. Heh.."Heh..."'
----
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* SkillGateCharacter: He's recommended by the official source as the class you should play if you're new to the game, as it allows you to observe how the game is played and how other classes work. But at higher level, a Medic can't just go tunnel vision with their single pocket; it takes a good situational awareness to watch out for enemy teams out for your blood, the ability to build [=ÜberCharge=] as fast as possible, and the right time to push.

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* SkillGateCharacter: SkillGateCharacters: He's recommended by the official source as the class you should play if you're new to the game, as it allows you to observe how the game is played and how other classes work. But at higher level, a Medic can't just go tunnel vision with their single pocket; it takes a good situational awareness to watch out for enemy teams out for your blood, the ability to build [=ÜberCharge=] as fast as possible, and the right time to push.

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* MagicMusic: The Amputator's signature feature is changing Medic's taunt to the "Medicating Melody", where Medic mimes playing it like a violin or singing saw (despite not using an actual bow, it still produces violin sounds). While using this taunt, Medic rapidly heals all nearby allies a decent amount, making it a decent option to keep a large group alive in a pinch if the Medigun isn't fast enough. The Bonesaw and Vita-Saw use the same animation for their taunts, but they both lack the effect.



* PracticalTaunt: Exclusive to the Kritzkrieg is the Medic's Oktoberfest taunt, which heals him a bit on top of his normal health regeneration. Since he has to stay put to use it and the amount it does heal is pitiful, it's pretty much only useful to stave off being killed by [[DamageOverTime afterburn or bleed]] if there's no enemies around and another healing source is unavailable.

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* PracticalTaunt: PracticalTaunt:
**
Exclusive to the Kritzkrieg is the Medic's Oktoberfest taunt, which heals him a bit on top of his normal health regeneration. Since he has to stay put to use it and the amount it does heal is pitiful, it's pretty much only useful to stave off being killed by [[DamageOverTime afterburn or bleed]] if there's no enemies around and another healing source is unavailable.unavailable.
** The Amputator's signature power is its taunt animation (which can be activated using the taunt button or simply the alt-fire), where Medic plays it like a violin and [[MagicMusic continuously heals all surrounding allies]]. While this forces Medic into a prone animation for a fixed 4.4 seconds, the area-of-effect heal is useful for keeping the team healthy in a pinch, especially in tight environments where they're more likely to stay in his radius and line of sight.
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* UselessUsefulSpell: The Vita-Saw is a melee weapon that trades 10 total health for the ability to store some Über upon death, the percentage of which increases if you manage to hit enemies with it before going down. On paper, this sounds like it might be a useful crutch for Medic players who get jumped a lot (itself [[ShootTheMedicFirst a reasonable expectation]]) and doesn't want to waste time having to rebuild lost [=ÜberCharge=] after respawning. However, dying in general wastes a ton of time and is something players should be best avoiding altogether, and with the Vita-Saw otherwise providing no other upsides when Medic is alive, players tend to opt with more practical melees that reward active use, such as the Übersaw (which instantly grants a huge chunk of Über on hit) or the Amputator (which increases his RegeneratingHealth and has an effective [=AoE=] heal that can be used in a pinch).
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* MightyGlacier: The default medigun's [=ÜberCharge=] effect--eight seconds of damage invulnerability--is the single most powerful, game-changing, and versatile uber in the game. It trumps every other uber when pitted against them and is very difficult for every class to counteract across ''all'' contexts. In return, it requires the most prep time of its contemporaries, which gives the enemy team much more opportunity to kill the Medic and prevent the [=ÜberCharge=] from occurring.

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* MightyGlacier: The default medigun's [=ÜberCharge=] effect--eight seconds of damage invulnerability--is the single most powerful, game-changing, and versatile uber in the game. It trumps every other uber when pitted against them and is very difficult for every class to counteract across ''all'' contexts. In return, it requires the most prep time of among its contemporaries, which gives giving the enemy team much more ampler opportunity to kill the Medic and prevent the [=ÜberCharge=] from occurring.

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* SoulJar: [[spoiler:He sold his soul to the devil, and in a bid for control took residence of the other eight mercenaries' souls, either those of his former teammates or those of the aged Team Fortress Classic team he worked for.]]

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* SoulJar: [[spoiler:He sold his soul to the devil, Devil, and in a bid for control took residence of -- and to avoid being sent to Hell once he dies -- surgically-implanted the other eight mercenaries' souls, souls into himself, either those of his former teammates or those of the aged Team Fortress Classic team he previously worked for.for. He makes use of them to not only [[DidYouJustScamCthulhu return to life for at least another 50 years]], but also get the pen he uses to defeat Classic Heavy.]]



* TokenEvilTeammate: The Team is composed of misfits, maniacs and idiots, but none of them is a particularly bad person, even though their profession is one that involves violence. ''Not so the Medic.'' Dude's a MadScientist sadist who performs immoral experimentation on his own teammates, [[MadDoctor with his medical expertise being merely a convenience for him on account of his subjects not dying]].

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* TokenEvilTeammate: The Team is composed of [[ArmyOfThievesAndWhores misfits, maniacs and idiots, idiots]], but none of them is a are particularly bad person, people deep down, even though their chosen -- and very much enjoyed -- profession is one that involves violence. ''Not so the Medic.'' Dude's Affable as he may be, the dude's a creepy, sadistic MadScientist sadist who performs immoral experimentation on his own teammates, [[MadDoctor with his medical expertise being merely a convenience for him on account of his subjects not dying]].
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* TokenEvilTeammate: The Team is composed of misfits, maniacs and idiots, but none of them is a particularly bad person, even though their profession is one that involves violence. ''Not so the Medic.'' Dude's a MadScientist sadist who performs immoral experimentation on his own teammates, [[MadDoctor with his medical expertise being merely a convenience for him on account of his subjects not dying]].
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** The Solemn Vow is a bust of Hippocrates' head, complete with a plaque with his oath--"Do no harm"--printed upon it. The Medic uses it as a melee weapon.

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** The Solemn Vow is a bust of Hippocrates' head, Hippocrates, complete with a plaque with his oath--"Do no harm"--printed upon it. The Medic uses it as a melee weapon.

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* FragileSpeedster: While he won't be outpacing the Scout unassisted, the Medic's base speed is still 7% faster than the standard 100%, which helps him approach and heal up his slower teammates more easily. However, the Medic cannot be reckless with his speed. He has a higher maximum health than the other light classes by default -- 150 instead of 125 -- and he has RegeneratingHealth, but both of these traits are undermined by his poor offensive skills. More often than not, he must rely on his teammates' protection to survive, with self-defense being encouraged as a last resort. As a bonus, if he is healing someone faster than him, such as a Scout or a charging Demoknight, then the Medic will mirror their speed.
* FunnyXRay: His "Results Are In" taunt has him displaying an X-ray of a ribcage with a bomb implanted inside, presumably the same one seen in "Meet the Medic".

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* FragileSpeedster: While he won't be outpacing the Scout unassisted, the Medic's base speed is still 7% faster than the standard 100%, which helps him approach and heal up his slower teammates more easily. However, the Medic cannot be reckless with his speed. He has a higher maximum health than the other light classes by default -- 150 default--150 instead of 125 -- and 125--and he has RegeneratingHealth, but both of these traits are undermined by his poor offensive skills. More often than not, he must rely on his teammates' protection to survive, with self-defense being encouraged as a last resort. As a bonus, if he is healing someone faster than him, such as a Scout or a charging Demoknight, then the Medic will mirror their speed.
* FunnyXRay: His "Results Are In" taunt has him displaying an X-ray of a ribcage rib cage with a bomb implanted inside, presumably the same one seen in "Meet the Medic".



** The Medic actually uses Quick-Fix in the "Meet the Medic" video, explaining why [[CutscenePowerToTheMax the RED Heavy was immune to rocket knockback]]. The Quick-Fix having an invulnerability [=ÜberCharge=] is also explained as being an original feature which got shorted out by its debut use.

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** The Medic actually uses the Quick-Fix in the "Meet the Medic" video, explaining why [[CutscenePowerToTheMax the RED Heavy was immune to rocket knockback]]. The Quick-Fix having an invulnerability [=ÜberCharge=] is also explained as being an original feature which got shorted out by its debut use.



* HypocriticalHumor: Invoked with the aptly named "Hypocritical Oath" achievement, which requires you to kill a disguised enemy Spy you've been healing.

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* HypocriticalHumor: Invoked with the HypocriticalHumor:
** The [[InvokedTrope
aptly named named]] "Hypocritical Oath" achievement, which achievement requires you the Medic to kill a disguised enemy Spy you've he's been healing.healing.
** The Solemn Vow is a bust of Hippocrates' head, complete with a plaque with his oath--"Do no harm"--printed upon it. The Medic uses it as a melee weapon.



* StoneWall: The Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These benefits come at the cost of lower overheal--a 125% health buff instead of 150%. This leaves the Medic and his healing target more vulnerable to focus fire, making it much harder for the Quick-Fix to generate offensive momentum when it's concentrated on a single target. Thus, its benefits truly shine when it's used to rapidly heal multiple teammates in succession, all while ''they'' generate that momentum.

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* StoneWall: The Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These benefits come at the cost of lower overheal--a 125% health buff instead of 150%. This leaves the Medic and his healing target more vulnerable to focus fire, making it much harder for even when the Quick-Fix to generate ubercharge is active, so generating offensive momentum when it's concentrated on from a single target.healing target is much harder. Thus, its benefits truly shine when it's used to rapidly heal multiple teammates in succession, all while ''they'' generate that momentum.
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This is another entry that characterizes the playerbase and their habits, rather than the mercenary themself.


* DeniedFoodAsPunishment: Or rather, Denied Healing. Players often forget that ''the Medic'' gets to choose who they heal, unlike a Dispenser, which heals up to 5 people close by. It's so easy for Medics to deny healing to misbehaving teammates and enforcing his will on the team, which is not a good tactic to begin with. Excess Spies/Snipers, Soldiers who insist on using the Rocket Jumper and The Market Gardener, toxic players... the list goes on. The adage goes "Never annoy your Team's Medic; you don't want to annoy the guy who decides who lives and who dies."
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* StoneWall: The Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These benefits come at the cost of lower overheal--a 125% health buff instead of 150%. This leaves the Medic and his healing target more vulnerable to focus fire, making it much harder for the Quick-Fix to generate offensive momentum when it's concentrated on a single target. Thus, its benefits truly shine when it's used to heal rapidly heal multiple teammates in succession, all while ''they'' generate that momentum.

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* StoneWall: The Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These benefits come at the cost of lower overheal--a 125% health buff instead of 150%. This leaves the Medic and his healing target more vulnerable to focus fire, making it much harder for the Quick-Fix to generate offensive momentum when it's concentrated on a single target. Thus, its benefits truly shine when it's used to heal rapidly heal multiple teammates in succession, all while ''they'' generate that momentum.
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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly and efficiently as possible. Unlike its contemporaries, however, it's not as effective when concentrated on a single healing target for a big push forward, as it leaves them and the Medic more vulnerable to focus fire. Thus, the Quick-Fix excels at supplementing a team's existing offensive momentum, rather than directly generating some itself.

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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the The Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean benefits come at the cost of lower overheal--a 125% health buff instead of 150%. This leaves the Medic and his healing target more vulnerable to focus fire, making it much harder for the Quick-Fix is great for healing multiple teammates as quickly and efficiently as possible. Unlike its contemporaries, however, to generate offensive momentum when it's not as effective when concentrated on a single healing target for a big push forward, as it leaves them and the Medic more vulnerable to focus fire. target. Thus, the Quick-Fix excels at supplementing a team's existing offensive momentum, rather than directly generating some itself.its benefits truly shine when it's used to heal rapidly heal multiple teammates in succession, all while ''they'' generate that momentum.
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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly and efficiently as possible. Unlike its contemporaries, however, it's not as effective when concentrated on a single healing target for the sake of a big push forward, as it leaves them and the Medic more vulnerable to focus fire. Thus, the Quick-Fix excels at supplementing a team's existing offensive momentum, rather than directly generating some itself.

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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly and efficiently as possible. Unlike its contemporaries, however, it's not as effective when concentrated on a single healing target for the sake of a big push forward, as it leaves them and the Medic more vulnerable to focus fire. Thus, the Quick-Fix excels at supplementing a team's existing offensive momentum, rather than directly generating some itself.
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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly and efficiently as possible. Unlike its contemporaries, however, it's not as effective when concentrated on a single healing target, as it leaves them and the Medic more vulnerable to focus fire. Thus, the Quick-Fix excels at supplementing a team's existing offensive momentum, rather than directly generating some itself.

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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly and efficiently as possible. Unlike its contemporaries, however, it's not as effective when concentrated on a single healing target, target for the sake of a big push forward, as it leaves them and the Medic more vulnerable to focus fire. Thus, the Quick-Fix excels at supplementing a team's existing offensive momentum, rather than directly generating some itself.
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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly and efficiently as possible. Unlike its contemporaries, however, it's not as effective when concentrated on a single healing target, as they and the Medic become more vulnerable to focus fire. Thus, the Quick-Fix excels at supplementing a team's existing offensive momentum, rather than directly generating some itself.

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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly and efficiently as possible. Unlike its contemporaries, however, it's not as effective when concentrated on a single healing target, as they it leaves them and the Medic become more vulnerable to focus fire. Thus, the Quick-Fix excels at supplementing a team's existing offensive momentum, rather than directly generating some itself.
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None


* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly and efficiently as possible. However, it's not as effective when used for pocketing a single target. Doing so will leave them more likely to be overpowered by focus fire, thus limiting the Quick-Fix's offensive potential and leaving the Medic more reliant on his teammates' fighting skills to compensate.

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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly and efficiently as possible. However, Unlike its contemporaries, however, it's not as effective when used for pocketing concentrated on a single target. Doing so will leave them healing target, as they and the Medic become more likely vulnerable to be overpowered by focus fire, thus limiting fire. Thus, the Quick-Fix's Quick-Fix excels at supplementing a team's existing offensive potential and leaving the Medic more reliant on his teammates' fighting skills to compensate.momentum, rather than directly generating some itself.
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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly as possible. The protection against potential interruptions means the enemy team will have a harder time stopping the Medic's support. However, it's not as effective when its focused on a single target. They will be more likely to be overpowered by focus fire, thus limiting the Quick-Fix's offensive potential and leaving the Medic more reliant on his teammates' fighting skills to compensate.

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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly and efficiently as possible. The protection against potential interruptions means the enemy team will have a harder time stopping the Medic's support. However, it's not as effective when its focused on used for pocketing a single target. They Doing so will be leave them more likely to be overpowered by focus fire, thus limiting the Quick-Fix's offensive potential and leaving the Medic more reliant on his teammates' fighting skills to compensate.
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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean Quick-Fix is great for healing multiple teammates as quickly as possible. The protection against potential interruptions means the enemy team will have a harder time stopping the Medic's support. However, it's not as effective when its focused on a single target. They will be more likely to be overpowered by focus fire, thus limiting the Quick-Fix's offensive potential and leaving the Medic more reliant on his teammates' fighting skills to compensate.

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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the healing target. These qualities mean the Quick-Fix is great for healing multiple teammates as quickly as possible. The protection against potential interruptions means the enemy team will have a harder time stopping the Medic's support. However, it's not as effective when its focused on a single target. They will be more likely to be overpowered by focus fire, thus limiting the Quick-Fix's offensive potential and leaving the Medic more reliant on his teammates' fighting skills to compensate.
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* GlassCannon: The Kritzkrieg encourages an almost strictly offensive playstyle compared to the other mediguns. Its [=ÜberCharge=] bequeaths the recipient with an eight-second CriticalHit-boost, and it can be called upon more frequently due to the weapon's 25% faster charging rate than the default medigun's. However, the Kritzkrieg offers no defensive benefits past overheal on healing targets, and the Medic is left far more vulnerable than usual--especially when alone--since he can't apply the weapon's effects to himself. Despite its offensive leanings, the weapon functions best on defensive teams, where the Medic is less likely to engage the Engineer's crit-immune buildings in combat. This immunity is acknowledged by an in-game tip:

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* GlassCannon: The Kritzkrieg encourages an almost strictly offensive playstyle compared to the other mediguns. Its [=ÜberCharge=] bequeaths the recipient healing target with an eight-second CriticalHit-boost, and it can be called upon more frequently due to the weapon's 25% faster charging rate than the default medigun's. However, the Kritzkrieg offers no defensive benefits past overheal on healing targets, and the Medic is left far more vulnerable than usual--especially when alone--since he can't apply the weapon's effects to himself. Despite its offensive leanings, the weapon functions best on defensive teams, where the Medic is less likely to engage the Engineer's crit-immune buildings in combat. This immunity is acknowledged by an in-game tip:



* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the recipient. These qualities mean Quick-Fix is great for healing multiple teammates as quickly as possible. The protection against potential interruptions means the enemy team will have a harder time stopping the Medic's support. However, it's not as effective when its focused on a single target. They will be more likely to be overpowered by focus fire, thus limiting the Quick-Fix's offensive potential and leaving the Medic more reliant on his teammates' fighting skills to compensate.

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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the recipient.healing target. These qualities mean Quick-Fix is great for healing multiple teammates as quickly as possible. The protection against potential interruptions means the enemy team will have a harder time stopping the Medic's support. However, it's not as effective when its focused on a single target. They will be more likely to be overpowered by focus fire, thus limiting the Quick-Fix's offensive potential and leaving the Medic more reliant on his teammates' fighting skills to compensate.
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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, it has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the recipient. These qualities mean Quick-Fix is great for healing multiple teammates as quickly as possible. The protection against potential interruptions means the enemy team will have a harder time stopping the Medic's support. However, it's not as effective when its focused on a single target. They will be more likely to be overpowered by focus fire, thus limiting the Quick-Fix's offensive potential and leaving the Medic more reliant on his teammates' fighting skills to compensate.

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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, it the Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps as an extra mobility option for the Medic. When fully charged, its uber triples its healing rate and applies immunity to knockback to the Medic and the recipient. These qualities mean Quick-Fix is great for healing multiple teammates as quickly as possible. The protection against potential interruptions means the enemy team will have a harder time stopping the Medic's support. However, it's not as effective when its focused on a single target. They will be more likely to be overpowered by focus fire, thus limiting the Quick-Fix's offensive potential and leaving the Medic more reliant on his teammates' fighting skills to compensate.
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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, The Quick-Fix has the fastest healing rate of any Medi Gun, and it can mirror blast jumps to help the Medic reach his teammates very quickly. When fully charged, its uber triples its already higher healing rate and applies immunity to movement impairment to the Medic and the recipient. All of these qualities make the Quick-Fix better suited for supplementing a team's existing offensive momentum rather than generating some itself. This is because, unlike the other medi-gun options, its benefits truly shine when it's used to help ''multiple'' teammates simultaneously, instead of focusing one's attention on just one.

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* StoneWall: In exchange for a max overheal of 125% health instead of 150%, The Quick-Fix it has the fastest healing rate of any Medi Gun, and it can mirror a healing target's blast jumps to help as an extra mobility option for the Medic reach his teammates very quickly. Medic. When fully charged, its uber triples its already higher healing rate and applies immunity to movement impairment knockback to the Medic and the recipient. All of these These qualities make the mean Quick-Fix better suited is great for supplementing healing multiple teammates as quickly as possible. The protection against potential interruptions means the enemy team will have a team's existing harder time stopping the Medic's support. However, it's not as effective when its focused on a single target. They will be more likely to be overpowered by focus fire, thus limiting the Quick-Fix's offensive momentum rather than generating some itself. This is because, unlike potential and leaving the other medi-gun options, its benefits truly shine when it's used Medic more reliant on his teammates' fighting skills to help ''multiple'' teammates simultaneously, instead of focusing one's attention on just one. compensate.
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** The Crusader's Crossbow is quite a different weapon compared to its contemporaries. Instead of firing a steady stream of 40 syringes per clip, it fires a single, long-distance syringe per clip that can heal teammates from afar. Meanwhile, unique to this weapon on a broader scale is its ''reverse'' damage fall-off -- as in, its projectile damage increases with distance rather than diminishing. This effect also applies to how much a teammate is healed when hit by the Crossbow.

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** The Crusader's Crossbow is quite a different weapon compared to its contemporaries. Instead of firing a steady stream of 40 syringes per clip, it fires a single, long-distance syringe per clip that can heal teammates from afar. Meanwhile, unique to this weapon on a broader scale is its ''reverse'' damage fall-off -- as fall-off--as in, its projectile damage increases with distance rather than diminishing. This effect also applies to how much a teammate is healed when hit by the Crossbow.

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