++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ April 11th, 2007
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+===============================+
|----------Medic Guide----------|
|--Authored By: Omar Dominguez--|
|-E-mail:
[email protected]|
|----------Version 1.0----------|
+===============================+
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Table of Contents
- Introduction (INT)
- Medic Background Information (INF)
1. Strengths (STR)
2. Weaknesses (WKN)
- Medic Level-Up Awards (AWR)
- Weapons and Items of the Medic Class (WPN)
- Stage Strategies (STR)
1. Wurzburg Radar (RDR)
2. Railgun (RGN)
3. Fuel Dump (FUL)
4. Siwa Oasis (OAS)
5. Seawall Battery (BAT)
6. Gold Rush (GLD)
- Custom Stage Most Suited to the Medic Class (CST)
- "Thanks To" (THX)
- Legal (LGL)
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Introduction (INT)
Hello folks, Omar "Liu Domi" Dominguez here to bring upon you my second
"Enemy Territory" class guide, this time for the wonderful medic class. I'll
do my best to inform you on how to maximize your playing potential with this
class, so let's get this thingy started.
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Medic Background Information (INF)
The medic class is perhaps the most commonly used class in the game. It is a
very well-rounded class for both new players and veterans. If your one main
goal in life is to intimidate and annoy your opponent, then this is class of
choice for your evil deeds. Why? Read on and find out.
+Strengths+ (STR)
The medic is a choice class for one reason, revival. Should you be caught in a
crossfire in-game, the medic class automatically recovers health at a constant
rate (about every 2-3 seconds), although not much (about 3 health per
healing). Despite, this gives a strong advantage to the medic class above all
other classes and can allow you to stay alive and on the attack for longer
periods of time. Another grand strength comes with the acquisition of
adrenaline (level upgrade, dsicussed later). This amazing device allows you to
sprint/jump without any cost to your energy bar (green bar) and all damage
received is halved for approximately 10 (30 seconds on some servers) seconds.
The only catch is you need a full action bar (bar to the lower right of your
screen) to use and it completely drains that bar. Despite this, the gain
outshines the loss.
+Weaknesses+ (WKN)
One unfortunate deficiency of the medic class is its early lack of
ammo-carrying abilities. You start off with only 30 bullets, no back-up clip,
which can be wasted on just one person. Also, the medic may only carry up to
90 back-up bullets instead of the usual 120. Also, the medic may only carry
(up tO) 2 grenades (1 at low levels). However, with upgrades in light
weapons and medical levels, the ammo crisis is resolved.
Another somewhat weakness of the medic class is the role you must play: you
are chiefly responsible for healing fallen allies, and sometimes you just get
a bit too sucked into killing that you begin to disregard your role. This
occassionally enrages your fellow teammates and they may attempt to kick you.
Yet, this is often rare so shouldn't be worried over too much. As long as you
heal your mates every so often, things should be fine.
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Medic Level Upgrades (AWR)
*Level 1: Medic Ammo*
This upgrade allows you to be a more proficient killer. It increases your max
allowed ammo: an extra clip of bullets and an extra grenade.
*Level 2: Improved Resources*
This upgrade allows you to hand out more medpacks at once without using as
much energy. It also increases the amount of syringes you can hold to revive
knocked-out teammates.
*Level 3: Full Revive*
This upgrade changes your yellow syringes into green syringes AND (yup, EVEN
MORE UPGRADES!) empowers your syringes to fully revive (or almost fully
revive) your fallen teammates. This is one of the most important upgrades if
you love being a team player.
*Level 4: Adrenaline*
The ultimate upgrade you can receive in this game. The adrenaline (as
previously stated), when used, doesn't lower the energy bar when you sprint or
jump, whic can be great for attacking or fleeing. It also lowers damage
received by 1/2, making you the most defensively jacked-up player on the
field.
*Level 5: Surgeon General Status* (Some Servers Only)
This upgrade is also very good. When you play as another class, you will
automatically recover 1-2 HP every 3 seconds. This is helpful, but because of
the low recovery rate and amount recovered, it isn't extremely useful, but is
still a nice upgrade.
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Weapons and Items of the Medic Class (WPN)
Key 1: Combat Knife
A weak, but dependable weapon. If you find yourself totally out of ammo, this
is all your left with. However, it may also be the most powerful weapon in the
game, as a backstab will make quick work of most enemies.
Key 2: Colt .45/Luger 9MM or Dual Colt .45's/Luger 9MM's
These weapon(s) are a backup to your primary weapon. With level 4 light
weapons, you can wield two at once, doubling your stength respectively. These
guns are a little difficult to aim, but have a higher chance at headshots.
Key 3: Thompson/MP-40 or Shotgun (Some Servers Only)
Thompson/MP-40: These guns are the most used weapons in the game. They have a
high ammo-carrying ability and deal fair damage. They also have very good
accuracy and good reload times. The weapon of choice for medics.
Shotgun: These weapons are very effective from close range, and not so
effective from far-range. It fires a spread of shots, so being close and
firing can allow each shot to hit and possibly achieve a single-shot kill.
From far range, this spread rarely hits, and when it does, only one or two of
the spread will actually hit, making it basically ineffective.
Key 4: Grenades or Stick Grenades
This is the standard for explosive devices, available to all classes. These
are very effective weapons once you've mastered their use. If you simply toss
a grenade, it will explode after 5 seconds. You have the oppotunity to hold a
grenade by holding the left mouse button, just makes sure you toss is before
you hear all 5 clicks, or it will blow up all over you and possibly kill you.
Key 5: Syringe
You can use this as either a weapon or it's main purpose, to revive fallen
teammates. On some servers, if you use a syringe on an enemy, it will slowly
poison them until they die. Otherwise, on fallen allies, they will once more
rise, or, on some servers still, can heal your dying ally to whatever the
syringe would heal a dead ally to.
Key 6: Medpack
This item is used to heal allies before their death. One medpack will restore
20 health to a teammate.
Key 7: Adrenaline
This item is used on yourself. It reduces damage taken by 1/2 and gives you
infinite energy for approximately 10 seconds. A very important item to the
medic class.
Key 8: Binoculars
This item becomes available once you achieved level upgrades in other classes.
It allows you see far into the distance. Just right click and use the rolling
mouse button (?) to zoom in or out. On some servers, the binoculars can be
used by medics to spot landmines, making the world a safer place for your
team.
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Stage Strategies (STR)
In this section, I'll enlighten you on where the most effective killing spots
are and how to aid teammates as best as you can.
>Wurzburg Radar< (RDR)
Allies: Start off by assaulting the bunker and taking it immeadiately. This
could be considered the first objective the medic will have. Once the bunker
has been taken, escort an engineer to the Main Gate and protect him until he
plants the dynamite. Afterwards, your main objective is stealing the radar
parts and securing them in the truck. With adrenaline, this is easy as pie.
The best killing spots for the Allies lie around the bunker until the Main
Gate is blown, and around the enemy spawn. Finally, lying in wait around the
Command Post area to kill sneaky Axis players can be effective way to aid your
team.
Axis: First off, lie in defense inside the bunker near the flag to prevent
enemy players from spawning there. Also, go check around the Main Gate to
ensure its safety from enemy engineers. Once the Main Gate has been destroyed,
stay around the main gate to prevent the major entrance to the radar parts.
Also, stick around the truck to kill any enemies who may be attempting to
secure the radar parts. The best killing area lies around the health/ammo
cabinets near the bunker. This area sees a healthy amount of enemies passing
by to get ammo, but with you protecting it, none shall. It also keeps you near
a constant supply of ammo, allowing you stay there for the whole map if you
wish.
>Railgun< (RGN)
Allies: Once the enemy escorts the tug near the track switch, kill the escort
and stand guard near the tug. If they cannot escort the tug, they cannot win.
If they manage to escort the tug to the North Crane, you must defend the
Railgun Firing Controls with your life. The most obvious killing spot is the
enemy spawn, for all classes.
Axis: You must escort the tug. As a medic, you are the most likely to escort
the tug the whole way. If someone else is having a good time with the escort,
defend the Railgun Firing Controls from enemy engineers to finish the map as
quickly as possible. A good killing spot lies near the track switch or near
the Command Post to stop enemies from going to heal or get more ammo.
>Fuel Dump< (FUL)
Allies: You are the choice of escorting the tank. As a medic, you can heal
while firing away on the Tank MG. Once at the bridge, defend the engineer(s)
as they construct the bridge. Afterwards, escort the vehicle the rest of the
way and finally, aid covert ops and engineers as they break into the Fuel
Dump and destory it. Good killing spots lie on the Axis Hill, as most enemies
are unaware of you. Also, inside the Axis Base, most enemies will be focused
on the outside of the base, allowing you to get a good spree before they
notice you.
Axis: You must stop the enemy from constructing the bridge or capturing your
spawn. Once they have captured your spawn, continue to attack them and stop
the tank from being escorted. You may also lie inside the Fuel Dump to attack
engineers as they attempt to plant their dynamite and end the map. The best
killing spots come wherever the tank lies. Mount the Tank MG and attack all
passing enemies. You are guaranteed at least one killing spree in your
assaults.
>Siwa Oasis< (OAS)
Allies: Rush the Old City flag and defend it until it clears out. Afterwards,
escort your engineers to their objectives and defend the dynamite until the
objective is downed. the best killing spots lie just outside the enemy spawn
exits from the northern sides. The enemy is usually blind to you, allowing
much kills.
Axis: Defend the Old City Flag near the stairs or just by going on offense
around the enemy spawn. Once the Old City is lost, defend either of the two
entrances to this new area. Defending the tunnel is most effective if you
are a killing-fixated player. The best killing spot is in the Old City Tunnel
and also near the stairs by the Old City flag.
>Seawall Battery< (BAT)
Allies: Escort engineers to the Assault Ramp and rush the West Bunker. Getting
this done early on will make the map much easier. Once this is done, just
attack the spawn exits and escort your engineers to the Battery. The best
killing spot lies in the hallway to the Axis spawn, as mostly unaware players
will be in that area.
Axis: Stop the enemy from building the Assault Ramp. You will often be
required to revive your allies from the assaults of Field Ops and Covert Ops.
If this seems manageable by your teammates, go around the back entrance near
the Command Post area. This area doubles up as an effective killing spot and
a good defensive area, as you will be responsible for killing disguised enemy
covert ops and their engineers. The health/ammo cabinets also allow you to
have a constant flow of ammo.
>Gold Rush< (GLD)
Allies: Escort your engineers to the tank and attack the flurry of enemies
that will be on the defense. When it's repaired, escort the tank and attack
any enemies that will be there en route to the bank courtyard. Once the doors
are destroyed, get the gold and adrenaline rush them to the truck. Defend or
escort the truck and finish the stage. The best killing spots are near Tank
Barrier #1, as much of the opposition will go to that area. Also, hiding near
the gold as unaware enemies enter to try and defend will grant a couple of
kills.
Axis: Stop all enemies from reaching the tank. Anybody that gets through can
seriously halter your team. Once they've repaired the tank, stay around Truck
Barrier #1 and attack anyone that comes near. A health/ammo cabinet is nearby,
so use it as you fight off enemies nearing the bank. The best killing spot for
medics comes when the tank has been escorted to the corner between Tank
Barriers #1 and #2. Use the MG to take out enemies as they round the corner.
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Custom Stage Most Suited to the Medic Class (CST)
Here, I'll describe the stage most suited to what the medic class offers. That
stage is: Baserace, any version. The objective here is to get inside the enemy
base, steal an upgrade box, and take it back to improve your team's base. The
reason the medic is so effective here is because of the adrenaline rush. Use
it once you have a box to rush back to your base and improve it. Continue
this, and in short time, your base will look beautiful. It will be difficult
for the enemy team to chase you down and secure the box because of your
improved speed and defense, and you will be an effective assaulter once the
ammo stand has been constructed. Also, with the adrenaline, if you play on
defense, you can quickly chase down any enemies that steal a box.
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"Thanks To"
1. Thank you Acitivision, Splash Damage and your employees for making such a
great, free game.
2. Thank you players for playing this game.
3. Thank you Wood Elf, I checked your guide for the Medic Level-Up awards.
3. Thank you
http://www.network-science.de/ascii/ for the ASCII generator.
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Legal
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site besides GameFAQS or as a part of any public display is strictly
prohibited, and a violation of copyright.
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