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Member since:
July 21, 2008
Steam Rating:
10
Playing time:
40.7 hrs past 2 weeks
Team Fortress 2
31.7 hrs
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Left 4 Dead 2 Demo
9 hrs
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!Dr. !aNciort# my B-day :D

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Bucharest, Bucuresti, Romania 

What makes me a good medic?
Zat, vas doctor-assisted homicide!


The Medic is the primary healing class in Team Fortress 2. They are typically found near the front-lines, healing wounded team-mates while trying to stay out of trouble. The Medic carries mediocre weaponry (if mastered, he can fight as well as other classes), as his main focus is to heal other players using the Medigun. While the Medigun is focused on an ally, that ally gets an additional bonus of up to 150% of his maximum health. If the medic stops healing, that bonus health will slowly degenerate back to the maximum health for that class. This bonus is called overheal or buffing. While healing, the Medic's ÜberCharge bar will fill up to full, at which point he may make himself and an ally invulnerable or give his patient 100% crits for up to 8 seconds. The Medic was the first class to receive an official achievements pack. For completing 10, 16, and 22 achievements, the medic receives one new weapon: the Blutsauger, the Kritzkrieg, and Übersaw, respectively.



KA-BOOM!!!!
What makes me a good demoman?


The Demoman is one of the more complex classes available. With no weapons (outside of his melee weapon, the Scrumpy bottle) suitable for close-quarters combat, the Demoman excels at indirect combat. Armed with a Grenade launcher and Sticky bombs, the Demoman is capable of taking out enemies using clever tricks with the game's physics engine.

The Grenade launcher is very powerful, capable of taking out classes with smaller health-pools (Scouts, Medics, Spies and Engineers) in one or two grenades. The Grenade launcher is perfect for taking out Sentry guns that are around tight corners. Sticky bombs are the perfect tool for defending Intelligence or Control points. Fire a few in some hard -to-see spots, and wait for some prey.

Despite multiple nerfs to the Demoman's weapons through patches, the TF2 community generally agrees that the class remains overpowered at the higher levels of play, due to the stickybomb launcher's unparalleled versatility as a hard counter to enemy buildings, a means of setting deadly traps, and a powerful mid-range combat weapon to rival the soldier's Rocket launcher. Ironically, Valve's statistics page reveals that despite the Demoman's high average kills-per-hour and decent survival rate, it is among the lower-scoring classes.













I really like cookies. :D
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Meet the Medic - Public
226 Members  |  29 In-Game  |  84 Online  |  0 In Group Chat

"Zat, vas doctor-assisted homicide!"

(these groups are to see which class is most popular.)

The Medic is the primary healing class in Team Fortress 2. They are typically found near the front-lines, healing wounded team-mates while trying to stay out of trouble. The Medic carries mediocre weaponry (if mastered, he can fight as well as other classes), as his main focus is to heal other players using the Medigun. While the Medigun is focused on an ally, that ally gets an additional bonus of up to 150% of his maximum health. If the medic stops healing, that bonus health will slowly degenerate back to the maximum health for that class. This bonus is called overheal or buffing. While healing, the Medic's ÜberCharge bar will fill up to full, at which point he may make himself and an ally invulnerable or give his patient 100% crits for up to 8 seconds. The Medic was the first class to receive an official achievements pack. For completing 10, 16, and 22 achievements, the medic receives one new weapon: the Blutsauger, the Kritzkrieg, and Übersaw, respectively.
The Medic is the only class capable of regenerating health over time; the longer a Medic stays out of combat, the faster his health will recover. If the Medic just took damage, he regenerates at 3 HP per second. This healing rate scales up over the next ten seconds to a maximum of 6 HP per second. Carrying the Blutsauger reduces the regeneration rate from 3..6 to 1..4.

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