Jump to content

Medic (Long War): Difference between revisions

From UFOpaedia
Lazuli (talk | contribs)
Binkyuk (talk | contribs)
No edit summary
Line 1: Line 1:
{{Template:STUB}}
'''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.
'''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''': Assault Rifles, Shotguns
:'''Primary Weapon''': Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns
:'''Secondary Weapon''': Pistols
:'''Secondary Weapon''': Sidearm


== Abilities ==
== Abilities ==

Revision as of 09:37, 27 June 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: Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns
Secondary Weapon: Sidearm

Abilities

Rank Ability

Specialist
Field Medic
Allows 3 uses of Medikit items.
No other bonuses.[Verify?]

Lance Corporal
Steadfast
Immune to panic, except Psi Panic.
Smoke Grenade
Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.
Covering Fire
Allows reaction shots to trigger on enemy attacks, not just movement
Will +5 ' Aim +3

Corporal
Paramedic
Once per turn, this unit may use a medkit without spending an action.
Smoke and Mirrors
Carry two Smoke Grenades, Flashbangs, Chem Grenades, Ghost Grenades or Battlescanners in one item slot, also increases charges from Smoke Grenade and Battlescanner perks by 1.
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
' ' Aim +2, Will +1

Sergeant
Combat Drugs
Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.
Dense Smoke
Smoke Grenades have increased area of effect and further increase units' Defense by 20.
Ranger
Primary weapons do one additional damage
Mob +1 Mob +1 Mob +1

Tech Sergeant
Suppression
Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Revive
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
' ' '

Gunnery Sergeant
Sprinter
Allows the soldier to move 3 additional tiles.
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
File:.png
Ready for Anything
'
' ' '

Master Sergeant
Savior
'
Packmaster
'
Sentinel
'
' ' '


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 3 3
Lance Corporal 0 1 2 5
Corporal 0 1 2 7
Sergeant 1 2 2 9
Tech Sergeant 0 2 2 11
Gunnery Sergeant 0 2 2 13
Master Sergeant 1 3 3 16

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, Revive and Saviour (In beta 10 they also get the new perk Paramedic) they become the 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.