Combat Medic

The combat medic is probably the most flexible class. His speed is better than average, and only he can use the super nailgun. As an offensive class, he can infect the enemy with a "disease" that slowly eats away at their health. This disease can be spread to other enemy team members, so a single axe swing can kill an indefinite number of bad guys. On defense, the medic can instantly heal a teammate of all damage with a single axe swing, and then temporarily boost their health by swinging some more. Enemies can be infected upon entry, which cuts their chances of escaping with your flag.

Vital Stats:

Weaponry: Medkit ammo
Weapon Impulse Ammo Notes
Bioweapon impulse 1 50 start / 100 max Heals teammates, damages enemies and infects them with a disease.
Shotgun impulse 2 50 start / 75 max Needs reloading after 8 shots.
Double
Barrel
impulse 3 50 start / 75 max Needs reloading after 8 shots.
Super
Nailgun
impulse 5 50 start / 150 max Like the original quake weapon. Doesn't need reloading.
Hand grenade Twice as powerful as the ones fired from the grenade launcher.
Concussion
grenade
Throws enemies from the blast and stuns them, letting you make a break for it.

Pros

Cons

Class-specific aliases

Comments

Config File

// Medic by Anubis (cmoore@bucknell.edu)

echo Medic

bind / reload
bind * saveme				// medic, heal thyself...

// weapon toggle on wheelUP
alias qw1 "impulse 5;bind h qw2"	// super nailgun
alias qw2 "impulse 3;bind h qw1"	// double barrel
bind h qw1

// grenade toggle on wheelDOWN, throw gren on mouse3
alias gr1 "bind mouse3 +gren2;bind j gr2;echo Conc"
alias gr2 "bind mouse3 +gren1;bind j gr1;echo Gren"
bind j gr1

// double barrel shot and reload on ins
alias 2b_shot "impulse 3;wait;+attack;wait;-attack;reload;impulse 69"
bind ins 2b_shot

bind + qw1			// instantly select super nailgun
bind mouse2 "impulse 1"		// instantly select bioweapon/medkit

bind home "+gren2"
bind pgup "+gren1"