Difference between revisions of "Medic (Long War)"
(→Abilities: Thank you for the correction of MSGT rank, but TSGT is as it was, as per DGC.ini and in-game Abilities menu. Also if you edit how ranks are shown, you should check the bonuses below the abilities as well.) |
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!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim | !Rank!!HP at level!!Total HP!!Aim at level!!Total Aim | ||
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− | |Specialist|| 1 || 1 || | + | |Specialist|| 1 || 1 || 2 || 2 |
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− | |Lance Corporal|| 0 || 1 || 2 || | + | |Lance Corporal|| 0 || 1 || 2 || 4 |
|- | |- | ||
− | |Corporal|| 0 || 1 || 2 || | + | |Corporal|| 0 || 1 || 2 || 6 |
|- | |- | ||
− | |Sergeant|| 1 || 2 || 2 || | + | |Sergeant|| 1 || 2 || 2 || 8 |
|- | |- | ||
− | |Tech Sergeant|| 0 || 2 || 2 || | + | |Tech Sergeant|| 0 || 2 || 2 || 10 |
|- | |- | ||
− | |Gunnery Sergeant|| 0 || 2 || 2 || | + | |Gunnery Sergeant|| 0 || 2 || 2 || 12 |
|- | |- | ||
− | |Master Sergeant|| 1 || 3 || | + | |Master Sergeant|| 1 || 3 || 2 || 14 |
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Revision as of 07:43, 23 August 2014
The Medic is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is Field Medic, which has the same effect as vanilla of making Medikit items usable 3 times.
- Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine pistols, Sawed-off shotgun.
- Class-Limited items: None.
Abilities
Stat Progression
Rank | HP at level | Total HP | Aim at level | Total Aim |
---|---|---|---|---|
Specialist | 1 | 1 | 2 | 2 |
Lance Corporal | 0 | 1 | 2 | 4 |
Corporal | 0 | 1 | 2 | 6 |
Sergeant | 1 | 2 | 2 | 8 |
Tech Sergeant | 0 | 2 | 2 | 10 |
Gunnery Sergeant | 0 | 2 | 2 | 12 |
Master Sergeant | 1 | 3 | 2 | 14 |
Tactical Advice
Role: Defensive Support.
Medics are support units and are geared towards defensive roles. Their titular Field Medic perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Unlike the Engineer, the Medic has very few offensive support perks, instead having access to both better medkits and better smoke grenades.
Medics can specialize in three different support roles. With Field Medic, Paramedic, Savior and Revive they become dedicated field medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won't do much good during said fire fights. Smoke Grenades, Smoke and Mirrors and Dense Smoke make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades. Opportunist, Sentinel and Suppression make them able to cover the flanks of advancing friendly troops and keep enemy agents from moving.
Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. Unlike vanilla, Long War Support classes have poor aim progression, so don't expect your medic to contribute accurate supporting fire in their spare time like they can in vanilla. However, their wide variety of defensive and support skills make them excellent for holding the flanks or rear.