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* ポケット中は、ポケット相手がやられると自分が狙われる番になる。そんなとき、逃げ切るまで生き残るのにブルートザオーガーが役に立つだろう。ただしブルートザオーガーではオーバーヒールできないことは覚えておこう。 | * ポケット中は、ポケット相手がやられると自分が狙われる番になる。そんなとき、逃げ切るまで生き残るのにブルートザオーガーが役に立つだろう。ただしブルートザオーガーではオーバーヒールできないことは覚えておこう。 | ||
− | ==={{item link|Crusader's Crossbow}}==== | + | ===={{item link|Crusader's Crossbow}}==== |
{| class="wikitable grid" width="100%" style="text-align: center;" | {| class="wikitable grid" width="100%" style="text-align: center;" | ||
! class="header" width="17%" rowspan=2 | 武器 | ! class="header" width="17%" rowspan=2 | 武器 |
Revision as of 10:00, 28 June 2014
「 | あなたの骨までチョン切ってやりますぞ!
聴く
— "うっかり"医療ミスをしたメディック
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」 |
メディックの主な役割は、メディガンを使ってチームメイトを生き残らせ続けることだ。メディックはユーバーチャージを発動することで、味方に無敵化・クリティカルブースト・ノックバック無効と高速ヒール・特定の属性ダメージ軽減などの効果を付与できる。どれも試合の流れを変えられる強力な効果だ。
要点
- ヒールは誰にでもかけるべきだが、その中でもヘビー、ソルジャー、パイロ、デモマンを重点的に回復させよう。これらのクラスは、爆発やクリティカルヒット、その他の攻撃を受けても、1発ならやられないだろう。また、これらは火力の高いクラスなので敵から守ってくれるだろう。
- 周りの味方を常にオーバーヒールさせて、自チームが有利な状況を保とう。
- 必ず味方と一緒に行動しよう。敵が誰でも、直接戦闘は避けるべきだ。
- ユーバーチャージは、ヒール対象が体力満タンまたはオーバーヒール状態でも蓄積されるが、溜まるスピードは遅くなる。また、ヒール対象がディスペンサーやペイロードカートから回復を受けていたり、他のメディックからヒールされている場合も、同様にユーバーの溜まり方が遅くなる。
- メディックは敵のスパイやスナイパー、スカウトから最優先で狙われるクラスだ。不規則に動き続け、周囲には常に目を光らせよう。
- 周りに味方がいなくても、自分の命を守るためならユーバーチャージを使ってしまおう。殺られてしまうぐらいなら早めに使ってしまい、すぐに味方の元へ戻ろう。
- チームから孤立してしまったら、ボイスコマンドで自分の位置を知らせよう。
全般的な戦術
- メディックは、徐々に体力が回復する唯一のクラスだが、生き残るためには、その能力にばかり頼り過ぎないように。必要ならばチームメイトにメディキットを譲ってもらい、お返しに回復させてあげよう。
- 良いメディックになるには、他のクラスよりも積極的にコミュニケーションを取ることが必要だ。回復相手に、敵の襲来やスパイの存在を知らせることで、有利に立ち回れる。マイクがあれば、即座に精確な情報を伝えられるし、テキストチャットを打っている間に無防備な姿を晒すこともなくなる。
- メディガンのヒールビームは意外と射程が長く、ヒール中に後ろを向いても大丈夫だ。遮蔽物がない状況では、患者の後ろに隠れていよう。
- メディガンは一度ターゲットを選択したら、どちらを向いてもヒールは途切れない。スパイに襲われないよう、周囲に目を配ろう。
- メディックは最優先でメディキットを取っていいが、例外的な状況もある。ヘビーがSandvichを持っていれば、ヘビーからサンドヴィッチを貰って、お返しにヒールを掛けてあげよう。その後でヘビーがヘルスキットを取ればサンドヴィッチが補充される。サンドヴィッチの回復量はヘルスキット中と同じなので、この方法はヘルスキット小しか無い場面でのみ有効となる。
戦闘に関する戦術
- 離れた味方をヒールする際は、出来る限り自分からは近づかないほうが良い。相手から来てもらうか、ヘルスキットを取りに行ってもらおう。
- もしCrusader's Crossbowを装備しているなら、傷ついた味方を撃つことで回復させられる。
- 交戦中で目を離せないチームメイトに代わって、常に周囲に気を配ろう。敵が奇襲してきたら、すぐ近くのチームメイトに知らせよう。
- 状況に応じて、ポケット(まんべんなくヒールを配るのではなく、1人だけを集中して回復させる戦術)を行おう。この戦術は、セントリーガンやポケットされた敵と戦うとき、またはユーバーチャージを使うときなどに必要になる。
- 上記のような状況でなければ、普通はチームメイト全員を回復させたほうが良い。ヒール対象を回復させ終わったら、ほかにヒールを必要としている味方に切り替えよう。通常は、オーバーヒールされた1組のペアより、全員が体力満タンのチームの方が脅威だろう。
- 孤立した状態で敵と遭遇したら、注射銃を浴びせつつ撤退しよう。近づかれたら、骨ノコに持ち替えて倒そう。
- 注射銃は良い武器だが、投射速度は遅く、射程も限られている。自衛や限られた場面でのみ使い、普段は回復に専念しよう。
- 敵に襲われたら、たとえ味方をヒール中でも逃げたほうがよい。マイクがあるなら、チームに撤退する旨を知らせよう。ユーバーを溜めて次の攻撃に備えるためにも、とにかく生き残ることが重要だ。
メディックの高速移動
メディックの高速移動とは、Quick-Fixを使って、機動力の高いクラスをポケットし、前線に素早く到達する方法だ。普通、スカウトやデモマン、ソルジャーと協力して行われる。必要とされる武器には以下のようなものがある。
- ロケットランチャー系の武器、特にRocket JumperまたはBeggar's Bazooka
- 粘着爆弾ランチャー系の武器、特にSticky Jumper
- Loose Cannon
- EyelanderまたはUllapool Caber
- Chargin' TargeまたはSplendid ScreenまたはTide Turner
- Force-A-NatureまたはBaby Face's Blaster
回復に関する戦術
メディックには様々なヒール手段があるため、ユーバーチャージだけでなく、それによってもプレイスタイルが変わってくる。
- Kritzkriegはユーバーの蓄積が25%速いので、ヘビーやソルジャーのような、高火力の前線職をポケットするのに向いている。
- Vaccinatorは敵が少ないときに使うと効果的だ。敵が多いと、複数の属性ダメージを受けることになって、効果が薄くなる。ユーバーチャージを発動するだけで回復ボーナスが得られるので、全てのクラスがポケットの候補となり得る。
- Crusader's Crossbowによる回復は、メディーバルモードを除いて、通常のプレイではあまり使われない。患者と離れていて、その間に敵が大勢いるのでもなければ、近づいて普通に回復したほうが効率が良い。相手の動きと重力を計算に入れた精確なショットが必要になる上に、ユーバーチャージも溜まらないのだからなおさらだ。
- 音楽療法ではオーバーヒール出来ないし、ユーバーチャージも溜まらない。また、発動中は完全に無防備になってしまう。奇襲を受けて大勢のチームメイトが傷ついた、といったような場合には使えるだろう。
ユーバーチャージに関する戦術
- ユーバーチャージは、正しく使えばこのゲームで最強の能力だ。もうすぐでゲージが溜まるというときには、より一層、死なないように注意しよう。
- 敵方にスナイパーやデモマンがいるときは、少し早めにユーバーチャージを発動しよう。ヘッドショットや粘着トラップで即死するリスクを減らすことが出来る。
- オーバーヒール済みの味方より、傷ついた味方を回復させる方が、ユーバーが早く溜まる。このため、自分自身にダメージを与えられるクラス(ソルジャー、デモマン、Boston Basherを装備したスカウト、DetonatorかScorch Shotを装備したパイロ)は、戦闘時以外でもユーバーを早く溜める助けになってくれる。
- セットアップ中は、2人以上のメディックが同じ対象をヒールしない限りは、常に最速でユーバーチャージが溜まる。
- 通常のメディガンのユーバーチャージ発動中はダメージを受けないが、ノックバックは有効なため、ヒール対象と引き離されてしまうことがある。多くのクラスはノックバックさせる武器や能力を持っており、特にパイロのエアブラストとデモマンの粘着爆弾ランチャーには注意しよう。ただし、Quick-Fixのユーバーチャージ発動中はノックバックが無効となる。
- 無敵状態になったとしても、1人で敵全員を相手にするのは難しい。どのユーバーチャージをかけるにしても、近くに他の味方がいるときを狙って、チーム一丸となって攻撃を実行しよう。
- ユーバーチャージ発動中でも、メディガンの対象を変更できる。ヒールが切れてから無敵状態が切れるまでに時間差があるため、素早くターゲットを変更すれば、短い時間ではあるが、2人を無敵状態にさせられる。
- ただし、1人にユーバーをかけ続けるよりも、ゲージの減りが早くなってしまうことは覚えておこう。
- 無敵ユーバーを発動して敵エンジニアの基地を攻撃する際は、患者よりも前に出て、セントリーガンの的になろう。こうすると、患者が近づきやすくなるので、より多くのダメージを与えられる。ただし、絶対にジャンプしないように。セントリーガンのノックバック効果で吹っ飛ばされてしまうぞ。
武器別の戦術
プライマリ武器
注射銃
武器 | キルアイコン | 弾薬 | ダメージ | ||||
---|---|---|---|---|---|---|---|
装填数 | 携行数 | 近距離 | 中距離 | 遠距離 | クリティカル | ||
初期武器 注射銃 |
40 | 150 | 10-12 | 5-10 | 5-6 | 30 |
- 注射銃は、1発あたりのダメージ量は少ないが、発射速度とリロード速度が非常に速い。近距離で使えば、馬鹿にならないダメージを与えることが出来る
- 注射針は弧を描いて飛ぶ上に、投射速度も遅いため、当てるのは難しい。ターゲットをよく狙って撃とう。動く敵に当てるのはさらに難しいが、相手の動きを予想してその先に撃てば、中々のダメージを与えられる。
- 投射速度の遅さも、曲がり角で撃つときや撤退しながら撃つときには有利に働くことがある。逃げるときに角を回りながら撃てば、敵も追うのを思いとどまるだろう。
- メディックは後ろ向きで走っても、通常の移動速度のクラス(エンジニア・スパイ・パイロ・スナイパー)の方がほんの僅か速いだけですむ。そのため、追ってくる敵に対しても、距離を保ちながら注射針を浴びせることが可能だ。
- 味方を回復するのも敵を攻撃するのも、試合の流れを変えうる。味方と交戦中の敵が弱るまでは、注射銃で援護して、その後で味方を回復させよう。
Blutsauger
武器 | キルアイコン | 弾薬 | ダメージ | 回復 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
装填数 | 携行数 | 近距離 | 中距離 | 遠距離 | クリティカル | ヒット時 | |||||
実績 Blutsauger |
40 | 150 | 10-12 | 5-10 | 5-6 | 30 | 3 |
ブルートザオーガーはメディックのアンロックプライマリ武器だ。注射針が敵に当たる度に、3HPがメディックのヘルスに還元される。ただし、普段のヘルス回復量が 2HP/秒 減少し、結果的に回復量は 1HP~4HP/秒 となってしまう。これは、メディックが最後にダメージを受けてからの時間経過によって変化する。
- ブルートザオーガーのヘルス回復効果は、敵に攻撃されて、周りに味方もいないときの撤退中に役に立つ。
- ブルートザオーガーを装備中は、いつもより少し積極的になれるだろう。忍び込んできた敵と戦うことも出来るが、ヒールを中断する余裕があるときだけにしておこう。チームメイトから離れず、出来るだけヒールを絶やさないように。
- チームメイトとコミュニケーションを取って、敵を倒す手助けをしてもらおう。
- ヘルス自然回復量が減少している影響は大きい。いつもより回復に時間がかかるので、ヘルスキットを取って素早く復帰しよう。ブルートザオーガーを使えば楽に回復できる、とは思わない方がいいだろう。
- ポケット中は、ポケット相手がやられると自分が狙われる番になる。そんなとき、逃げ切るまで生き残るのにブルートザオーガーが役に立つだろう。ただしブルートザオーガーではオーバーヒールできないことは覚えておこう。
Crusader's Crossbow
武器 | キルアイコン | 弾薬 | ダメージ/回復 | ||||
---|---|---|---|---|---|---|---|
装填数 | 携行数 | 近距離 | 中距離 | 遠距離 | クリティカル | ||
作成 Crusader's Crossbow |
1 | 38 | 38/75 | 56/112 | 75/150 | 113-225 |
クルセイダーズ・クロスボウは、クラフトで作成可能なメディックのプライマリ武器だ。飛距離に応じて、敵にはダメージを、味方には回復を与えるボルトを発射する。
- クルセイダーズ・クロスボウを使った回復には、2つの欠点がある。
- 味方をオーバーヒール出来ない。
- ヒールしてもユーバーチャージを溜めることは出来ない。
- クルセイダーズ・クロスボウは、注射銃やブルートザオーガーとは全く違った武器だ。低ダメージの弾を連射するのではなく、ダメージの大きい弾を1度に1発だけ発射する。クルセイダーズ・クロスボウではヘッドショット出来ないので、敵の身体の中心を狙って撃とう。
- 敵を撃つ際、射線上に味方がいるなら、ジャンプして高さをつけてから発射しよう。ボルトが味方に当たってしまい、敵にダメージを与えられなくなる事態を防げる。
- 敵味方入り乱れて戦っているところに撃てば、どちらに転んでもおいしい結果となる。特定のターゲットを狙わずとも、味方に当たれば回復、敵に当たればダメージを与えられる。
- クロスボウを使えば、集中砲火を浴びているなどして、近づくには危険なチームメイトや、近寄って回復するのでは間に合わないチームメイトを救うことも出来る。
- クルセイダーズ・クロスボウは突発的な回復力に長けている。回復中の味方が激しい攻撃に晒され、ヒールレートが間に合っていないとき、素早くクロスボウに持ち替えて撃てば75HPを回復出来る。その後はメディガンに持ち換えて回復を続けよう。
- クルセイダーズ・クロスボウの火力は高くないので、敵に近づかれないようにしよう。それでも待ち伏せや奇襲を許してしまったら、近接武器に持ち替えるか、味方の後ろに隠れたほうが良い。
- Huntsmanと違って、クルセイダーズ・クロスボウは水中や空中でも発射出来る。
- 必要ならば、この武器で遠距離戦の火力を担うことも出来る。遠距離から撃てばダメージが上昇するし、味方を回復させるときも同様だ。回復させるときは、止まって貰うようにマイクで伝えれば、命中させやすくなる。
- 味方のヘビーやデモマン、パイロといった近中距離クラスが敵のスナイパーと対峙しているときは、クロスボウで援護射撃することも選択肢に入れよう。
- 長距離から撃ったクリティカルの弾が命中すれば、オーバーヒールされたソルジャーやヘビー以外の敵は、一撃で倒すことが出来る。スナイパーを倒したり、退却させたりすることも出来るだろう。また、クリティカルは味方を回復させるときにも適用される。最大回復量は450HPだが、オーバーヒールすることは出来ないので、効果があるのは最大で349HP分(Dalokohs Barを使用したときのヘビーの最大ヘルス-1)となる。
Overdose
武器 | キルアイコン | 弾薬 | ダメージ | 効果 | ||||
---|---|---|---|---|---|---|---|---|
装填数 | 携行数 | 近距離 | 中距離 | 遠距離 | クリティカル | 移動速度(ユーバーチャージ100%時) | ||
作成 Overdose |
40 | 150 | 9-11 | 5-9 | 5-6 | 27 | 117.33% |
オーバードーズは、クラフトで作成可能なメディックのプライマリ武器だ。通常の注射銃より10%ダメージが低下しているが、ユーバーが溜まるにつれて移動速度が速くなり、最大で10%のスピードボーナスを得ることが出来る。ただし、スピードボーナスはオーバードーズを構えているときにのみ有効だ。
- ユーバーチャージが溜まってきたが、回復相手はやられてしまい周りにも味方がいない、といったときにはオーバードーズに持ち替えて逃げよう。
- 倒したい敵がいるときも、スピードボーナスのおかげで追いつくことが出来る。
- ユーバーが満タンのときのスピードボーナスは、後ろ向きで走る際のスピードペナルティを打ち消してくれる(通常96%のところが106%になる)。パイロなど、通常のスピードのクラスが追いかけてきても、こちらは後ろ向きで走りつつ攻撃が可能だ。
- ユーバー蓄積速度が遅い通常のメディガンを使用する場合や、小さいマップにおいては、スピードボーナスの恩恵は薄い。このようなときは、通常の注射銃を使うことも検討しよう。
- オーバードーズは与ダメージが低いので、なるべく敵と戦闘にならないようにしよう。そしてチームメイトの庇護にばかり頼るのではなく、スピードボーナスを活かして攻撃を避けよう。
- オーバードーズの与ダメージの低さは、致命的というほどではない。元々注射銃の攻撃力が低いこともあって、10%低下しても1発あたり1,2点のダメージ低下にしかならず、したがって至近距離で使うには問題ない。
セカンダリ武器
Medi Gun + reskins
Weapon | Healing | ÜberCharge | ||||
---|---|---|---|---|---|---|
Normal Healing Rate | Maximum Healing Rate | ÜberCharge | ÜberCharge Time | Charge Speed | Maximum Charge Time | |
Stock メディガン |
24 health/sec | 72 health/sec | Invulnerability | 8 seconds | 2.5%/sec | 40 seconds (80) |
Uncrate Festive Medi Gun | ||||||
|
- The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds.
- When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.
- It's useful to turn on "Medi Gun continues healing without holding down fire button" in the Advanced multiplayer options so you won't have to hold down the primary fire button while healing someone.
- If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full ÜberCharge meter.
- Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.
- Heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than overhealing another teammate to 150%.
- Focus on all your teammates - there's often a temptation to stick with stronger classes such as Heavies and neglect other teammates. Heal all your teammates actively.
- Remember to continually 'top-up' your teammates' health with your Medi Gun's overheal.
Kritzkrieg
Weapon | Healing | ÜberCharge | ||||
---|---|---|---|---|---|---|
Normal Healing Rate | Maximum Healing Rate | ÜberCharge | ÜberCharge Time | Charge Speed | Maximum Charge Time | |
Unlock Kritzkrieg |
24 health/sec | 72 health/sec | Critical hits | 8 seconds | 3.125%/sec | 32 seconds (64) |
- The Kritzkrieg is an unlockable Medi Gun for the Medic. Its ÜberCharge builds 25% faster than the Medi Gun's and provides guaranteed Critical hits to the Medic's heal target instead of invulnerability for the duration of its deployment.
- The Kritzkrieg's ÜberCharge is useless against a Medi Gun's ÜberCharge due to its invulnerability, but due to the faster charge rate, it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.
- Although Critical hits count as normal damage against buildings, and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed.
- Heavies, Soldiers, and Demomen are among the best classes to deploy a Kritzkrieg ÜberCharge on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
- Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off Control points or Payload carts.
- Kritzing a Heavy is great for large, spread-out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the ÜberCharge. Critical hits also don't suffer from damage falloff over distance, so the Heavy can be very lethal even at long ranges.
- Although not as effective as Kritzkrieg ÜberCharging a Heavy, Soldier, or Demoman, a Kritzkrieg ÜberCharged Pyro is very deadly at close ranges, as critical point-blank damage from a Pyro's Flamethrower can kill most classes near instantly. Also note that critical afterburn is highly damaging Consider Kritzing a Pyro when it's important to remove close-range threats.
- If there are no powerful offensive classes to Kritzkrieg ÜberCharge, the Sniper can be an effective Kritzkrieg ÜberCharge target - every hit while charged does the same damage as an un-charged headshot.
- The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.
Oktoberfest
Weapon | Healing | Duration | Details | |
---|---|---|---|---|
オクトーバーフェスト |
Kritzkrieg | 11 health | 4 seconds | The Medic takes a brief whiff out of the barrel of his weapon. |
- Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.
- In dire situations, such as being on fire or bleeding, it's possible that using this taunt can prevent death.
Quick-Fix
Weapon | Healing | ÜberCharge | ||||
---|---|---|---|---|---|---|
Normal Healing Rate | Maximum Healing Rate | ÜberCharge | ÜberCharge Time | Charge Speed | Maximum Charge Time | |
Craft Quick-Fix |
33.6 health/sec | 100.8 health/sec | Megaheal | 8 seconds | 3.125%/sec (1.5625%/sec) | 32 seconds (64) |
The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 25% faster charge rate than the Medi Gun. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing speed to 300% and negates movement-impairing effects, such as Natascha's slowdown and compression blasts. However, it can only overheal by 25% as opposed to the other mediguns' 50%.
- The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
- The Quick-Fix lets you move as fast as the person you are healing. With the stock load-out, this only applies to Scouts when you heal them. However, this also applies to all speed-boosting weapons, such as the Scout's Baby Face's Blaster and Crit-a-Cola, the Demoman's Eyelander, the Pyro's Powerjack, and the Medic's Overdose. You can get to the front lines and move around quicker by healing any one of these classes. However, note that you still cannot double jump like a Scout, so there are some obstacles you will not be able to get over.
- The ability to use your teammates' explosive jump can allow you to stay with them when they jump to the front lines or to areas that you could otherwise not access. Your patient should be able to travel much more than normal due to the healing during flight, and in combat, your presence should keep your patients alive longer. Be aware that you can easily can become separated from your patient, especially if you have little experience with explosive jumping. If you suspect your teammate is going to explosive jump, stand close to him and be ready to air-strafe to control your jump. Keep in mind that although you take no damage from the initial jump, you will still take fall damage.
- A Demoman using the Eyelander is your best friend. A Demoman with four heads is very powerful and a useful class to pocket, but he runs faster than you and can be difficult to keep up with, especially if he sticky-jumps, so the Quick-Fix shines here. Make up for his health loss while he sticky-jumps to an enemy, and support him by healing him while he makes the kill. After he gets three heads, he will give you a noticeable speed boost, and a large boost at four. This tactic also works with a shield, but is most effective with the Stickybomb Launcher, as you are not boosted as much as he is when he charges.
- Due to their low health and damage, Scouts are usually best left to getting to the front lines faster, instead of pocketing them. Scouts will increase your speed significantly, but you cannot double-jump with them, so certain obstacles may pose problems. It may be a good idea, however, to heal a Scout when he drinks Crit-a-Cola, as this increases his move speed and damage significantly, and the healing will make up for the added damage he receives. Also, a Scout using the Baby Face's Blaster provides a huge boost of speed. If he is also using the Pretty Boy's Pocket Pistol, he has increased health, but is very vulnerable to fire, which your healing will make up for, so he can be healed for his mobility and pocketed if there are no other mobile classes around. This is especially useful for an objective-oriented Medic, so give him back-up while he captures the Intelligence or a control point.
- The Shortstop can boost the healing rate even further, virtually making the healed Scout a small tank if pocketed.
- Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire. However, don't be afraid to use it to avoid death, especially because it will build back quickly.
- While not as effective as the stock Medi Gun, this weapon can save you from low health and allow you to potentially escape death. Deploying Übercharge with no target will heal you at the Quick-Fix's heightened rate, as well as overheal you and give the knockback immunity.
Vaccinator
Weapon | Healing | ÜberCharge | ||||
---|---|---|---|---|---|---|
Normal Healing Rate | Maximum Healing Rate | ÜberCharge | ÜberCharge Time | Charge Speed | Maximum Charge Time | |
Craft Vaccinator |
24 health/sec | 72 health/sec | 75% resistance to a selected damage type | 2/4/6/8 seconds | 3.75%/s | 26.67 s |
The Vaccinator is a craftable secondary for the Medic. It has a 50% faster charge rate than the Medi Gun. The Vaccinator's Special Attack allows the Medic to cycle through damage resist types, which include Bullet Damage, Explosive Damage, and Fire Damage. Both the Medic and his heal target are provided 10% resistance to the selected damage type. The Vaccinator's Übercharge provides 75% resistance to a selected damage type. You are healed for 25% of the matched incoming damage on your heal target during the ÜberCharge. However, it overheals at a 66% slower rate compared to the Medi Gun.
- The Vaccinator builds Übercharge at a very fast rate. If paired with the Overdose, you can easily build an Übercharge and then use the Overdose's Übercharge-based speed boost to your advantage.
- Because the Vaccinator charges Über quickly, and dying has less drawbacks, it is not recommended to use the Ubersaw, as the slower swing speed is a more noticeable downside when using the Vaccinator. The Amputator or Solemn Vow are good melee weapons paired with the Vaccinator.
- Knowing when to change resistances is crucial. A wrong choice can lead to death. Whenever you are not in active combat, use bullet resistance, because all classes except the Demoman have a bullet weapon in their stock loadouts. If there is a high chance of a Pyro or Demoman ambush, you can switch to fire or explosive resistance while not fighting. During combat, watch your enemies' weapons and switch resistances accordingly.
- By the bullet resistance mechanic almost every type of damage except for fire, explosive, and melee is resisted making bullet resistance the broadest category.
- Keeping bullet resistance active also means you can quickly switch to either flame or blast resistance if need be, which strengthens the boon of staying on bullet resistance.
- Keep in mind that when healing a fully overhealed Heavy with bullet resistance, he can survive a fully charged headshot from any Sniper, excluding the Machina. You as a Medic can also survive any fully charged bodyshot or uncharged headshot.
- If an enemy Sniper is causing trouble, considering Übercharging a friendly Sniper to safely take care of the threat. As Headshots are considered critical hits, which the Vaccinator ignores, paired with the fast Übercharge rate, the enemy Sniper can do almost nothing against you!
- Activating Übercharge on yourself can also ensure a safer escape from enemy Snipers if you have no other teammates!
近接武器
Bonesaw + reskins
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Stock 骨用電ノコ |
0.8 seconds | 65 | 195 | |
Promotional Saxxy |
||||
Drop Conscientious Objector |
||||
Promotional フライパン |
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Promotional Freedom Staff |
||||
Drop Bat Outta Hell |
||||
Drop Ham Shank |
- The Bonesaw has more front-loaded damage than the Syringe Gun but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.
- When Spy-checking teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them or other flankers.
- The Solemn Vow has no downsides and should be used instead of the Bonesaw if you have it.
- You are faster than most other classes; your greater agility in combat can put you at an advantage. That being said, it's a bad idea to engage in any real sort of combat, so avoid melee combat if possible.
Ubersaw + reskins
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Unlock Ubersaw |
0.96 seconds | 65 | 195 | |
Uncrate Festive Ubersaw |
0.96 seconds | 65 | 195 |
The Ubersaw is an unlockable melee weapon for the Medic. It has a 20% slower attack rate than the Bonesaw but will add 25% to the ÜberCharge meter for each successful hit.
- The Ubersaw is especially useful for taking out Spies that may be attempting to backstab teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies.
- Your ÜberCharge meter does not increase upon killing a Spy that is using the Dead Ringer. Be sure to keep an eye out for this to see if the Spy is really dead.
- Hitting disguised Spies will not give you ÜberCharge; however, the melee damage will still hurt them.
- The Ubersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of Bonk! Atomic Punch.
- Rather than using the Ubersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.
- If fighting an enemy and the ÜberCharge meter is almost full, try to use the Ubersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the stock Medi Gun is being used.
Spinal Tap
Kill Icon | Weapon | Damage | Duration | Details | |
---|---|---|---|---|---|
腰椎穿刺 |
Ubersaw | 500 | 4 seconds | The Medic throws his coattails back and enters a combat pose before thrusting his Ubersaw forward and retracting it, killing any enemy player to be in the way. Gives 100% ÜberCharge. |
- Due to the length of the taunt, performing Spinal Tap is not recommended unless used against distracted foes.
- This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player, but it will still give 100% ÜberCharge.
- Remember that like the Skewer taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of you during the retraction part of the animation.
- Similarly, stunning an enemy doesn't necessarily guarantee a kill, as explosion blasts, air blasts, or simple momentum gained by the enemy may move you or the target outside of the kill zone before the retraction animation.
- This is best used when teaming up with a Heavy with the Holiday Punch, as any hits from that weapon that hit an enemy in the back or are critical hits will force the enemy to perform the Schadenfreude taunt, giving you a chance to perform this without interruption. Try to do this on enemies separated from the rest of their team.
- Note that this taunt has a very long range.
- Using this taunt in a small entrance can almost guarantee a successful taunt kill.
Vita-Saw
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Vita-Saw |
0.8 seconds | 65 | 195 |
- The Vita-Saw is a craftable melee weapon for the Medic. It allows the Medic to retain up to 20% of his ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.
- Due to being able to retain up to 20% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.
- This will also allow you to move 2% faster with the Overdose, allowing you to reach your team more quickly, compounding the above advantage.
- Remember that if you're killed during an ÜberCharge, up to 20% of what charge you had left will still be retained.
- Avoid using Vita-Saw in game modes that you can't respawn in, like Arena or Sudden Death mode.
Amputator
Weapon | Kill Icon | Attack Interval | Damage | Healing | |
---|---|---|---|---|---|
Point Blank | Critical | On Taunt | |||
Craft Amputator |
0.8 seconds | 52 | 156 | 75 |
- The Amputator is a craftable melee weapon for the Medic. It allows Medics to perform the Medicating Melody taunt. Upon taunting, all teammates within 450 units of the Medic will be healed for 4 seconds at the same rate as if they were being healed by the Medi Gun or Kritzkrieg.
- It is not possible to overheal players or build ÜberCharge using this taunt.
- It is best to use this around multiple teammates, as they can help protect you, and you do equal healing to everyone within the area of effect, so more teammates translates into more healing.
- When active, it adds 3 health to regeneration and comes with a 20% damage penalty.
- This weapon negates the Blutsauger's regeneration reduction, allowing for more offense gameplay.
- Although there is a damage penalty, the regeneration bonus compensates for it, making the Amputator a complete upgrade to the Bonesaw, so use it if it is available to you.
- Always use the taunt when behind cover, rather than out in the open. Only use it when teammates are guaranteed to hold their position for the duration of the taunt; if not, it's better to simply keep using the Medi Gun rather than risk being caught in the middle of the taunt and killed.
Solemn Vow
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Solemn Vow |
0.8 seconds | 65 | 195 |
The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' Über meters.
- Having no downsides, the Solemn Vow is a complete upgrade over the Bonesaw, so use it if it is available to you.
- The Solemn Vow allows you to see enemy health, so you can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.
- The Solemn Vow can also be useful when deciding when to flee or fight. If you can tell that only a few needles or a melee strike is all it takes to kill an enemy, it might be better to kill him rather than let him live long enough to pursue you.
- This weapon is most useful when using a microphone to communicate with your team. Otherwise, it may be better to use an alternative melee weapon so you aren't losing potential bonuses.
- An alternative to using this weapon is having a friendly Spy relay enemy health.
武器の組み合わせ
Example Combinations | |||
---|---|---|---|
Combo | Usage | ||
This combination is a good loadout for general situations. The Medic should focus on keeping teammates healed and in combat, rather than taking the fight directly to the enemy. The Medi Gun gives the team access to regular ÜberCharges, which can be used in most situations. As the Medic is not focusing on fighting, the Syringe Gun gives players better passive regeneration capabilities, allowing them to weather attacks from enemies better. The Ubersaw can be used to build ÜberCharge off of unaware players, Spies, or flanking classes that get too close. | |||
This setup is ideal for Medics whose priority is on survivability and building ÜberCharges. Holding up to 20% charge after death makes up for the Medi Gun's relatively slower charge-up time compared to the Kritzkrieg. While the Vita-Saw reduces the Medic's maximum health by 10 HP, the Overdose's better health regeneration capabilities can somewhat offset this. However, the Medic cannot build ÜberCharge by attacking enemies with melee attacks, so try to avoid combat whenever possible, but should the need arise, the Vita-Saw does not share the Ubersaw's drawback of a slower attack rate. The Overdose makes sure that you'll be able to move faster when having full ÜberCharge, allowing you to move faster to heal your team. | |||
This combination is more suited to an offensive Medic, though not necessarily for offensive pushes. The Kritzkrieg builds up its charge much faster and its taunt can also self-heal to compensate the slow rate of Blutsauger's health regeneration. The Blutsauger provides benefits for engaging in combat and is thus more useful to a more offensive Medic. Because the Kritzkrieg charges so fast, the Solemn Vow's relatively faster swing speed makes it more viable for direct combat when compared to Ubersaw, as well as identifying weakened enemies to finish off. However, players who wish to focus even more on offensive combat can use the Ubersaw to build up ÜberCharge faster. | |||
This setup is primarily designed with personal survival and direct combat in mind. The Blutsauger, when aimed well, offers much higher survivability in a direct confrontation, and a self-ÜberCharge can be used not only to push, but also as a shield by switching quickly between the Medi Gun and the Ubersaw while attacking. The use of Ubersaw can help build up ÜberCharges, and if used skilfully, allows players to extend their ÜberCharge durations significantly. | |||
This setup is ideal for greatly enhancing the firepower of the team while allowing Medics to focus on healing rather than combat. The combination of the Syringe Gun and Vita-Saw gives players sur|vivability and the ability to retain part of an ÜberCharge meter without forcing them to engage an enemy for either. The faster charge rate of the Kritzkrieg and the ability to retain charge on the ÜberCharge meter after death allows Medics to deploy Kritzkrieg ÜberCharges very quickly. If the player is killed in the middle of a Kritzkrieg ÜberCharge, the remainder (up to 20%) will still be retained, allowing enterprising Medics to quickly build the next ÜberCharge faster as well. | |||
The Clinical Trial
This is the Clinical Trial setup, good for a support Medic who wishes to heal people quickly and effectively. The Overdose is not a good weapon for personal defense due to it doing less damage. Instead, use its passive effect to quickly run to injured teammates after attaining a full ÜberCharge. The Quick-Fix is useful for quickly healing multiple patients because of its speedy healing rate. Though the Quick-Fix is unable to provide invulnerability, the greatly increased healing rate and loss of knockback allows it to excel at quickly destroying sentry nests, or taking out large groups of enemies. The Solemn Vow allows you to see the enemies' health and point out weakened enemies for your patient to kill. | |||
The Medieval Medic - with Quick-Fix
This setup is useful for an offensive, mobile Medic who focuses on healing as many teammates as possible using all three of his weapons. A Syringe Gun is not necessary, as you will not need to defend yourself at close range if you are keeping with your teammates. When your patient is at full health, you can take the opportunity to shoot a few crossbow bolts at long range toward your teammates, then resume healing your nearby patient. Taunting with the Amputator can provide healing for everyone nearby at the expense of ÜberCharge build. The Quick-Fix gives you a significantly increased healing rate and the ability to speed up to or explosive-jump with your patient, so you can support even your fastest teammates. | |||
This setup is for a support Medic who focuses on healing and deploying ÜberCharges as quickly as possible, at the cost of minimized personal defense. The Medic can hit enemies a few times with the Ubersaw, before switching to the Overdose to use the speed boost to escape. Once your Übercharge is built, this is the preferred setup for a Chain Übercharge. One Medic can Übercharge another, which attacks enemies with his Ubersaw to build up his Übercharge, and then the medics switch roles. The Overdose is helpful, as during a Chain Über you are likely to have some charge built, so you can switch to it to chase down fleeing enemies. | |||
This setup focuses entirely on speed, not granting a Medic much direct strength or survivability. The Quick-Fix rapidly gains Ubercharge, incidentally healing allies much faster than other mediguns, as well as pulling you along with Scouts, or launching you with jumping Demomen and Soldiers. The Overdose allows you a higher degree of mobility, complimented by the rapid gain of Ubercharge and thus speed that the Quick-Fix gives. Should you perish, the Vita-Saw will allow you to roll out faster by retaining some of your Ubercharge to power your Overdose, assuming you died with any at all. This can make you a good companion for a Scout, as the Overdose and Quick-Fix allow you to keep pace with him, and the Vita-Saw potentially allows you to catch back up to him faster upon respawning. With the addition of the Quick-Fix being able to overheal, and this applying to the deploying Medic, the health reduction of the Vita-Saw can be temporarily overcome. | |||
Unless marked with a †, all weapons can be substituted with reskins. |
関連項目
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