Healing Stim Pack damage. Scouting ahead for other infantry. Traveling in pairs to shield enemy fire from offensive units. Restoring units. Protecting SCV supply lines.
Further Detail
The Medic is available once you construct an Academy, and costs the same as a Firebat. She begins with the Heal ability, which works automatically. The question is, is it worth spending the time and money on a Medic, who cannot actually deal damage, when it might have been spent on an additional Marine or a Firebat? The answer is, by all means, yes.
A single Medic can extend the life of a small team of Marines dramatically, and because Marines' sole weakness is their low hit points, the Medic's role should be evident. The Medic quickly acquires any injured friendly infantry in the vicinity and begins healing them at a furious rate, faster than most enemy units can actually deal damage. Note, though, that only one Medic can treat an injured unit at a time. Still, a Marine being healed can stand up to an enemy Bunker for a long time before he finally dies. A pair of Medics can heal a dozen Marines from Stim Pack damage in a matter of moments, leaving the Marines still stimmed but in perfect physical condition.
|
hit points (size) |
60 (small) |
|
|
build time |
30 |
|
|
vision |
9 |
|
|
cost (minerals / vespene gas / supply) |
50 / 25 / 1 |
|
|
armor / bonus |
1 / +1 |
|
|
special options |
|
|
|
heal |
1 energy per 2 hit points |
|
|
restoration |
100 / 100 to research |
50 energy per use |
|
optic flare |
100 / 100 to research |
75 energy per use |
View the table legend
Next: The Medic, continued
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