Team fortress 2 meet the medic thai detail

Meet the Medic - Official TF2 Wiki | Official Team Fortress Wiki

Results 1 - 10 of 41 Unusual Taunt: The Meet the Medic. Team Fortress 2. Level 5 Special Taunt. ☆ Unusual Effect: Silver Cyclone. Remind those ungrateful. Valve Shows How Team Fortress 2's 'Meet the Medic' Sausage Was Made cabin in full 3D and check out assets from the game, see the details the artists have. A page for describing YMMV: Team Fortress 2. "Meet the Pyro": Is Pyro a sick but truly good person who only wants to (the fans interpreting this as Heavy's sisters wanting Sniper and Spy to sleep Goddamned Boss: With boss truces coming into play, Merasmus shifts from That One Boss (as detailed below) to this.

The camera passes over the rest of the RED team, who are doing things to pass the time. The Engineer is playing his guitar, Spy is looking at his ticket, Pyro is reading and flicking a lighter, Soldier is standing at attention, Demoman is drinking from his Bottleand Sniper is sleeping] Medic off-screen: Everyone in the waiting room looks toward the door] [Scout emerges from the operating room, his chest glowing] Scout gallant: On June 8,a patch to Team Fortress 2 was released and included an update that placed several doves in various positions in Valve maps.

The doves exploded upon contact, but did not cause players damage. On June 17,an additional patch was released which added a secondary dove model with animations. Later the same day, the page layout of the TF2 Official Website was updated to feature three doves perched upon the title banner, which was covered by bird droppings. Each dove linked to three separate hidden images depicting a rundown hospitalan empty hospital waiting roomand a doctor's office.

Meet the Medic

Part of the rundown hospital seen in the first hidden image can be seen in the background of the Medic's page on the official site, fully modeled. Notes The music that plays when the Scout and Demoman are fleeing from a barrage of rockets is a slowed down version of Faster Than a Speeding Bullet.

Throughout the Heavy 's procedure, an X-ray of his body is in the background, showing a bomb lodged inside him. The extracted bomb can be spotted in a bucket behind the Medic. This is the same bomb on the Meet the Medic title card. The Heavy's Minigun can be spotted in the background of a few operating room shots, resting on its own stretcher. The Medic's Overdose is next to the bucket containing the extracted bomb. When his heart is destroyed, the line on the monitor goes flat. The next time it is seen, after the Medic retrieves a new heart, it resumes its old display as if the machine detected the heart's presence.

One of the Medic's doves is named after Archimedesa Greek mathematician, physicist, engineer, inventor, and astronomer. A mysterious woman presumably resembling Miss Pauling can be seen through the window at 0: The labels on the hearts at 1: The smallest heart appears to have no label on it. Despite the Medic believing otherwise, human ribs are actually capable of growing back when properly shortened. In the opening, when the Demoman is fleeing from the BLU Soldiers in a wheelchair, he has a bandage over the top part of his head and an eyepatch worn on top of the bandage.

Later, when the Demoman is healed by the Medic, he rips off the bandage with the eyepatch on it to reveal another eyepatch underneath the bandage. Similarly, when he is fleeing from the Soldiers in the first battlefield scene, his Stickybomb Launcher rests on his lap and is his only visible weapon. In the second battlefield scene, the Grenade Launcher replaced the Stickybomb Launcher, but after an explosion sends him flying out of his wheelchair, the weapon that lands in front of him is, mysteriously, the Stickybomb Launcher instead of the Grenade Launcher he was just holding.

In the up-close scene of the Demoman fleeing the Soldiers, the Engineer and Sniper are missing.

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Furthermore it's difficult to land close-range hits on them with shotguns because you have to stay out of their range, and they can deflect most explosives back at you and your team.

The only reliable ways to kill an excellent Pyro is either being a decent Sniper though they can still fire flares at you which screws up your aimgoing Engineer and plunking down a Sentry, or being a Heavy who can survive their attacks and mow them down given that they don't catch you unrevved and you can track them as they strafe around you.

A good Scout is effectively invincible. They can kill any class except the Heavy with two shots from their Scattergun and effortlessly dodge all weapons except the conventional bullet firing ones. Not only that, but at any time during a fight, then can simply run away, something that you can't do at all unless you want them to fill you with buckshot in the back, and they move around extremely fast and are hard to hit. The only real counter is to have obscenely good aim with your gun, have a sentry, or confront them in a tight corridor though, a good Scout will probably avoid tight corridors, so Demoknights can basically run around in a battlefield and mash the attack button, because 2 of their swords essentially make them unkillable except by maintaining range.

This only escalated with the inclusion of the Tide Turner, letting them keep their Grenade Launcher and turn mobility to retain their mid-long range abilities until balance patches took it down a few notches. Their Jack-of-All-Stats status - good damage, above-average health, and high mobility through rocket jumping - means it's difficult to fight against a Soldier, especially if they have the high ground or are bringing along the fabled "Medic Girlfriend" a Medic who does nothing but heal this one specific guy.

The only class who can counter Soldiers moderately effectively is a Pyro who can reflect rockets, but that's only if they don't have the Shotgun equipped. Machine mode has several candidates, which becomes worse when Mann Up Mode brings times the number of their kind: Heavy Robots of any shape can be a tremendous pain in the ass. Their high health and damage can tear apart a team in seconds.

The Fists of Steel-equipped Heavies are particularly evil, with their extreme ranged damage resistance, health more than triple the average Heavyand a habit of ganging up on players who try to melee them. Since they're also not considered giants, they can gain a Healing Factor and even more damage resistance when they pick up the bomb, leading to insane amounts of firepower being needed to put them down. Luckily they're fully vulnerable to Sappers and Backstabs, but very few people are willing to put up with a Spy on their team.

Sentry Busters, for Engineers who have yet to figure them out. They have a deceptively large amount of health, run fast as hell, and the only strategy against them other than "concentrate fire on it and hope for the best" is to choose the building you need the most, picking it up and hauling ass with it in tow before it blows up, which if your timing is off will destroy your buildings and kill you. However, an Engineer with enough experience can manage or recover from regular Busters, turning them into Goddamned Bats.

Giant Rapid Fire Demomen. The Grenade Launcher is already one of the most powerful weapons in the game. Now, imagine giving that to something that can spam grenades almost indefinitely, has a metric ton of health, and break through just about any defense because, unlike other robots, it seems to prioritize sentries as the biggest threat. The Super Scout is the fastest robot in the game, and the Major League Scout trades in some of that speed for the ability to spam the Sandman's stun balls all over the place.

Both of them also move erratically, making it hard to land a hit on them. If you let even one of them get through your defenses with the bomb, you are screwed. Mecha Engineers teleport onto the battlefield and unless you find them before they set up, they put up a LV 3 sentry and a teleporter.

They will also endlessly repair their buildings, with an infinite metal reserve, and will move their buildings forward if your team is pushed back.

Team Fortress 2 - Meet the Medic (Thai Subtitle)

So basically Word for the wise: Don't camp the teleporters, either; enemy bots exiting this way are Ubered for three seconds. Even the Sentry Busters. Bowman Snipers can overlap between this and Goddamned Bats. They're the only offensive type of Sniper that don't come in occasionally for support, and they wield the Huntsman, which is already considered a powerful weapon to begin with because of Hitbox Dissonanceand the fact that a well-placed headshot can One-Hit Kill most classes.

Now imagine a horde of these enemies coming at you and pelting you with a Rain of Arrows.

Without a good Medic to counter the arrows no way will a Pyro be able to reflect so many at oncethese guys will overwhelm you very fast. Mannhattan adds large Bowman Snipers, which take a fair bit of punishment and are certain to one-shot you, while being protected by a Medic.

However, they're not considered Giants, so a backstab can take them out To clarify, they are all essentially One-Hit Kill machines regardless if they're giant or not that even with maximum resistances upgraded, they will still kill you in shots, with uber canteens only lasting for a few seconds, you can bet much hair-pulling ensues when a team tries to finish a wave for dozens of these pests The jumping Samurai Demoknights exclusive to Two Cities missions.

They're mildly durable and strong to boot, but their main claim to infamy is the high jump they do before charging and circling around mid-air. This will very rarely not kill you, since their midair circling makes it incredibly difficult to land a hit, they charge for a long time in midair and thus will pretty much always charge crit if they're not already perma-kritzed, and said charge crit is a melee attack, which is not a damage type you can protect from with upgrades.