Difference between revisions of "Medic weapons (competitive)"
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{{competitive}} | {{competitive}} | ||
− | {{ | + | {{hatnote|Some Medic weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}} |
− | |||
The [[Medic (competitive)|Medic's]] role in the [[standard competitive lineup]] is solely for support and the weaponry at his disposal compliments this. Although he does have some forms of self defense, these are considered very weak and so the employment of a pocket, usually a [[Soldier (competitive)|Soldier]] or [[Heavy (competitive)|Heavy]], are allocated towards defending the Medic. Barring the Mediguns, a majority of the Medic's unlockable weapons have purely passive effects and do not alter direct combat much. | The [[Medic (competitive)|Medic's]] role in the [[standard competitive lineup]] is solely for support and the weaponry at his disposal compliments this. Although he does have some forms of self defense, these are considered very weak and so the employment of a pocket, usually a [[Soldier (competitive)|Soldier]] or [[Heavy (competitive)|Heavy]], are allocated towards defending the Medic. Barring the Mediguns, a majority of the Medic's unlockable weapons have purely passive effects and do not alter direct combat much. | ||
==Primary Weapon== | ==Primary Weapon== | ||
− | + | The Syringe Guns take up the Medic's primary weapon slot, although it is less frequently used than the Medi Gun, it is the Medic's primary source of damage. Different Syringe Guns may affect the Medic's passive regeneration. | |
+ | |||
+ | ===Syringe Gun=== | ||
+ | |||
+ | The Syringe Gun is the stock weapon for the Medic's first weapon slot. The weapon is relatively weak in terms of its ability to offer damage output and self defense for the Medic. | ||
− | === | + | {| class="wikitable grid" |
+ | ! class="header" | Weapon | ||
+ | ! class="header" | Damage | ||
+ | ! class="header" | [[Critical hits|Critical]] Damage | ||
+ | ! class="header" | Function Times | ||
+ | ! class="header" | Special | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Syringe Gun]] <br>{{Item icon|Syringe Gun}} | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Point-Blank:''' 12 | ||
+ | * '''512 units:''' 10 | ||
+ | * '''Over 1024 units:''' 5 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Critical:''' 30 | ||
+ | * '''Point-Blank Mini-Crit:''' 16 | ||
+ | * '''Over 512 unit Mini-Crit:''' 14 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Attack:''' 0.1s | ||
+ | * '''Reload:''' 1.6 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * Provides standard passive regeneration. | ||
+ | ** The Medic regenerates 3 health per second if not damaged in the last 10. | ||
+ | ** The Medic regenerates 3-6 health per second if not damaged in the last 10-15, scaling. | ||
+ | ** The Medic regenerates 6 health per second if not damaged in the last 15. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Syringe Gun in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Syringe Gun]] <br>{{Item icon|Syringe Gun}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
+ | |} | ||
+ | <br> | ||
− | + | ===Blutsauger=== | |
− | The | + | The Blutsauger is an alternative to the Syringe Gun, offering itself as a somewhat more effective means for a Medic to defend himself. It grants the Medic three health per hit, but reduces his passive regeneration. |
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | Damage | ||
+ | ! class="header" | [[Critical hits|Critical]] Damage | ||
+ | ! class="header" | Function Times | ||
+ | ! class="header" | Special | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Blutsauger]] <br>{{Item icon|Blutsauger}} | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Point-Blank:''' 12 | ||
+ | * '''512 units:''' 10 | ||
+ | * '''Over 1024 units:''' 5 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Critical:''' 30 | ||
+ | * '''Point-Blank Mini-Crit:''' 16 | ||
+ | * '''Over 512 unit Mini-Crit:''' 14 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Attack:''' 0.1s | ||
+ | * '''Reload:''' 1.6 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * Gives the Medic +3 health on hit. | ||
+ | ** Hits on disguised Spies don't give health. | ||
+ | * Provides reduced passive regeneration. | ||
+ | ** The Medic regenerates 1 health per second if not damaged in the last 10. | ||
+ | ** The Medic regenerates 1-4 health per second if not damaged in the last 10-15, scaling. | ||
+ | ** The Medic regenerates 4 health per second if not damaged in the last 15. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Blutsauger in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Blutsauger]] <br>{{Item icon|Blutsauger}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
+ | |} | ||
<br> | <br> | ||
+ | |||
+ | ===Crusader's Crossbow=== | ||
+ | |||
+ | The Crusader's Crossbow fires syringes which deal damage or healing based on distance. This makes it a viable target for healing friendly targets, as it can heal up to 150 health at long range. It has reduced ammunition and a slower firing speed. | ||
+ | |||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | Damage / Healing | ||
+ | ! class="header" | [[Critical hits|Critical]] Damage | ||
+ | ! class="header" | Function Times | ||
+ | ! class="header" | Special | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Crusader's Crossbow]] <br>{{Item icon|Crusader's Crossbow}} | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Point-Blank:''' 38 | ||
+ | * '''512 units:''' 56 | ||
+ | * '''Over 1024 units:''' 75 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Point-Blank Critical:''' 113 | ||
+ | * '''512 units Critical:''' 168 | ||
+ | * '''Over 1024 units Critical:''' 225 | ||
+ | * '''Point-Blank Mini-Crit:''' 51 | ||
+ | * '''512 units Mini-Crit:''' 77 | ||
+ | * '''Over 1024 units Mini-Crit:''' 101 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Attack:''' 1.4 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * Fires arrows that deal damage or healing based on distance. | ||
+ | ** Heals for twice damage dealt. | ||
+ | * -75% maximum ammo. | ||
+ | * Provides standard passive regeneration. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Crusader's Crossbow in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Crusader's Crossbow]] <br>{{Item icon|Crusader's Crossbow}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
+ | |} | ||
+ | <br> | ||
+ | |||
+ | ===Overdose=== | ||
+ | |||
+ | The Overdose allows the Medic to run faster, but deals less damage than the stock Syringe Gun. | ||
{| class="wikitable grid" | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
! class="header" | Damage | ! class="header" | Damage | ||
− | ! class="header" | [[Critical]] Damage | + | ! class="header" | [[Critical hits|Critical]] Damage |
! class="header" | Function Times | ! class="header" | Function Times | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[ | + | ! style="background-color:#FFF4CC;" | [[Overdose]] <br>{{Item icon|Overdose}} |
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Point-Blank:''' 11 | ||
+ | * '''512 units:''' 9 | ||
+ | * '''Over 1024 units:''' 5 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Critical:''' 27 | ||
+ | * '''Point-Blank Mini-Crit:''' 14 | ||
+ | * '''Over 512 unit Mini-Crit:''' 12 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Attack:''' 0.1s | ||
+ | * '''Reload:''' 1.6 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * 15% damage penalty. | ||
+ | * Speed increases by 2% for every 10% of current Übercharge. | ||
+ | * Provides standard passive regeneration. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Overdose in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Overdose]] <br>{{Item icon|Overdose}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
+ | |} | ||
+ | <br> | ||
+ | |||
+ | ===Primary Weapon Usage=== | ||
+ | |||
+ | The stock Syringe Gun provides good damage if the Medic is being attacked. The Overdose allows the Medic to move faster, at the cost of damage output. The Crusader's Crossbow allows for healing at a distance, but deals little damage at close range. Most Medics will use the Crusader's Crossbow to heal for massive amounts or deal moderate burst damage at range, relying on teammates and melee for close range. The Blutsauger's downside makes the medic extremely vulnerable to chip damage. To benefit from the weapon the Medic must spend a lot of time fighting, which is ill-advised. This makes the Blutsauger impractical. | ||
+ | |||
+ | ==Secondary Weapon== | ||
+ | |||
+ | Although the Medic's Medi Gun takes up his secondary slot, it is considered his most important weapon, since it provides [[ÜberCharge|ÜberCharge]]. | ||
+ | |||
+ | All Mediguns will now match the movement speed of a heal target, only if the target has a faster movement speed. This was previously only available while using the Quick-Fix. This gives an advantage for the Medic, as he can now use any type of Medigun, and get to the battle quicker. | ||
+ | |||
+ | ===Medi Gun=== | ||
+ | |||
+ | The stock Medi Gun is the best choice to keep your team in the action. It provides overheal to Soldiers and Scouts who want to push ahead and harass the other team. It provides an Übercharge which makes the target invincible, with the exception of environmental damage and telefrags. | ||
+ | |||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | Damage | ||
+ | ! class="header" | [[Critical hits|Critical]] Damage | ||
+ | ! class="header" | Function Times | ||
+ | ! class="header" | Special | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Medi Gun]] <br>{{Item icon|Medi Gun}} | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Min Heal:''' 24 per second | * '''Min Heal:''' 24 per second | ||
Line 35: | Line 203: | ||
*** Will charge at min rate only if patient is at 142.5% health or above. | *** Will charge at min rate only if patient is at 142.5% health or above. | ||
* '''ÜberCharge Duration:''' 8 seconds | * '''ÜberCharge Duration:''' 8 seconds | ||
− | ** Duration decreased by 50% of base speed for | + | ** Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds. |
+ | * '''UberCharge Decay Time:''' 1 second | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | *Heals at 24 | + | * Provides standard healing. |
− | *Heals at 72 | + | ** Heals at 24 health per second if the target was damaged in the last 10 seconds. |
− | + | ** Heals at 24-72 health per second if the target was not damaged in the last 10-15 seconds, scaling. | |
− | *Heals at | + | ** Heals at 72 health per second if the target was not damaged in the last 15 seconds. |
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Medi Gun in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Medi Gun]] <br>{{Item icon|Medi Gun}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
− | === Kritzkrieg === | + | ===Kritzkrieg=== |
− | |||
− | |||
− | The Kritzkrieg is the alternative to the | + | The Kritzkrieg is the main alternative to the Medi Gun. The Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff. It provides the [[Oktoberfest]] taunt, healing the Medic for 11 health. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
! class="header" | Damage | ! class="header" | Damage | ||
− | ! class="header" | | + | ! class="header" | Critical Damage |
! class="header" | Function Times | ! class="header" | Function Times | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Kritzkrieg]] <br> | + | ! style="background-color:#FFF4CC;" | [[Kritzkrieg]] <br>{{Item icon|Kritzkrieg}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Min Heal:''' 24 per second | * '''Min Heal:''' 24 per second | ||
Line 70: | Line 246: | ||
*** Will charge at min rate only if patient is at 142.5% health or above. | *** Will charge at min rate only if patient is at 142.5% health or above. | ||
* '''ÜberCharge Duration:''' 8 seconds | * '''ÜberCharge Duration:''' 8 seconds | ||
− | ** Duration decreased by 50% of base speed for | + | ** Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds. |
+ | * '''UberCharge Decay Time:''' 0 seconds | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * Provides standard healing. |
− | * | + | * Provides the [[Oktoberfest]] taunt. |
− | + | |} | |
− | + | <br> | |
+ | Below is a table displaying the availability of the Kritzkrieg in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Kritzkrieg]] <br>{{Item icon|Kritzkrieg}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
− | === Quick-Fix === | + | ===Quick-Fix=== |
− | |||
− | |||
− | |||
− | |||
− | + | The Quick-Fix is more to be made for mobility and quick healing, rather than overhealing. It heals targets much faster than the other Mediguns, and generates Übercharge 10% faster than the standard Medigun. Its Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix can also follow explosive jumps, such as rocket jumps and sticky jumps. The Quick-Fix can only overheal 50% of normal overheal, but can maintain higher overheal on a player if they already have it. | |
{| class="wikitable grid" | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
! class="header" | Damage | ! class="header" | Damage | ||
− | ! class="header" | | + | ! class="header" | Critical Damage |
! class="header" | Function Times | ! class="header" | Function Times | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Quick-Fix]] <br> | + | ! style="background-color:#FFF4CC;" | [[Quick-Fix]] <br>{{Item icon|Quick-Fix}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Min Heal:''' 34 per second | * '''Min Heal:''' 34 per second | ||
Line 101: | Line 281: | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''ÜberCharge Fill''' | * '''ÜberCharge Fill''' | ||
− | ** '''Max Rate:''' | + | ** '''Max Rate:''' 2.75% per second (36.4 seconds) |
*** Will charge at max rate if patient is below 142.5% health. | *** Will charge at max rate if patient is below 142.5% health. | ||
*** Charge fixed at maximum rate during map setup time. | *** Charge fixed at maximum rate during map setup time. | ||
− | ** '''Min Rate:''' 1. | + | ** '''Min Rate:''' 1.375% per second (72.7 seconds) |
*** Will charge at min rate only if patient is at 142.5% health or above. | *** Will charge at min rate only if patient is at 142.5% health or above. | ||
* '''ÜberCharge Duration:''' 8 seconds | * '''ÜberCharge Duration:''' 8 seconds | ||
− | ** Duration decreased by 50% of base speed for | + | ** Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds. |
+ | * '''UberCharge Decay Time:''' 0 seconds | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | *Heals at 34 | + | * Provides increased healing. |
− | *Heals at 101 | + | ** Heals at 34 health per second per second if the target was not damaged in the last 10 seconds. |
− | * | + | ** Heals at 34-101 health per second if the target was not damaged in the last 10-15 seconds, scaling. |
− | * | + | ** Heals at 101 health per second if the target was not damaged in the last 15 seconds. |
+ | * Can run as fast as the target if he runs faster than the Medic's normal speed. | ||
+ | * Can follow explosive jumps. | ||
+ | * Max Overheal is 125% of a targets health (instead of 150% provided by other Medi Guns). | ||
+ | ** Due to Overheal limitation, always builds ÜberCharge at maximum rate (unless target is also being healed by a Dispenser). | ||
|} | |} | ||
<br> | <br> | ||
− | + | Below is a table displaying the availability of the Quick-Fix in the Global 6v6 Whitelist. | |
− | + | {| class="wikitable grid" | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
− | + | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | |
− | ! class="header" | [ | ||
− | |||
− | |||
|- | |- | ||
− | ! style="background-color:# | + | ! style="background-color:#FFF4CC;" | [[Quick-Fix]] <br>{{Item icon|Quick-Fix}} |
− | + | | style="background-color:#F75D59;" | Banned | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | style="background-color:# | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
<br> | <br> | ||
− | === | + | ===Vaccinator=== |
− | + | The Vaccinator is intended to provide the Medic's patient a resistance to a certain type of damage (bullet, blast, or fire). Of the four Medi Guns, the Vaccinator charges the fastest, charging 50% faster than the stock Medi Gun. However, the charge rate is reduced by 66% on overhealed patients. The Übercharge is stored in four increments, where the Medic and his patient receive heavy resistance to one type of damage for two seconds (or longer, if multiple Übercharges are deployed, to a maximum of eight seconds total). The Vaccinator helps increase the lifespan of the Medic as he is healed 10% of the damage his patient his taking, provided the incoming damage type and resistance match. The Vaccinator heals at a standard rate, but overheals the Medic's patients 66% slower. | |
− | |||
− | The | ||
− | |||
{| class="wikitable grid" | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
! class="header" | Damage | ! class="header" | Damage | ||
− | ! class="header" | | + | ! class="header" | Critical Damage |
! class="header" | Function Times | ! class="header" | Function Times | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:# | + | ! style="background-color:#FFF4CC;" | [[Vaccinator]] <br>{{Item icon|Vaccinator}} |
− | | style="background-color:# | + | | style="background-color:#FFF4CC;" | |
− | * ''' | + | * '''Min Heal:''' 24 per second |
− | * ''' | + | * '''Max Heal:''' 72 per second |
− | + | | style="background-color:#FFF4CC;" | N/A | |
− | | style="background-color:# | + | | style="background-color:#FFF4CC;" | |
− | * ''' | + | * '''ÜberCharge Fill''' |
− | * ''' | + | ** '''Max Rate:''' 3.75% per second (26.7 seconds) |
− | * ''' | + | *** Will charge at max rate if patient is below 100% health. |
− | + | *** Charge fixed at maximum rate during map setup time. | |
− | * ''' | + | ** '''Min Rate:''' 1.25% per second (80 seconds) |
− | * ''' | + | *** Will charge at min rate only if patient is at 100% health or above. |
− | | style="background-color:# | + | * '''ÜberCharge Duration:''' 2.5 seconds, up to 4 uses at 100% |
− | * | + | ** Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds. |
− | ** | + | * '''UberCharge Decay Time:''' 1 second |
− | * | + | | style="background-color:#FFF4CC;" | |
− | ** | + | * Provides standard healing. |
− | * | + | * Provides resistance to selected damage type for both patient and healer. |
+ | ** 10% while healing. | ||
+ | ** 75% while ÜberCharge. | ||
+ | ** The ÜberCharge fully negates the extra damage from Critical hits and [[Critical hits#Mini-crits|Mini-crits]]. | ||
+ | ** 10% of matched income damage will come as healed. | ||
+ | * 66% slower overheal rate | ||
+ | * 66% decreased ÜberCharge rate while healing an overhealed patient. | ||
|} | |} | ||
<br> | <br> | ||
− | + | Below is a table displaying the availability of the Vaccinator in the Global 6v6 Whitelist. | |
− | + | {| class="wikitable grid" | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
− | + | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | |
− | ! class="header" | [ | ||
− | |||
− | |||
|- | |- | ||
− | ! style="background-color:# | + | ! style="background-color:#FFF4CC;" | [[Vaccinator]] <br>{{Item icon|Vaccinator}} |
− | + | | style="background-color:#F75D59;" | Banned | |
− | |||
− | |||
− | |||
− | |||
− | | style="background-color:# | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
<br> | <br> | ||
− | === | + | ===Medi Gun Usage=== |
+ | In normal play, the stock Medi Gun is used the majority of the time. The Kritzkrieg is mostly used when both Medics die at the same time: its faster charge rate lets the Medic get crits and kill the enemy Medic before he gets ÜberCharge. This is a risky maneuver, however, as failure to kill the enemy Medic will give the enemy a huge ÜberCharge advantage. The Kritzkrieg is used far more frequently in King of the Hill, where the Medi Gun's ability to break through choke points is not as useful. | ||
− | [[ | + | The Quick-Fix has an unusual status. After the buff on [[July_10,_2013_Patch|July 10, 2013]], it is considered to be the best option for the initial midfight, but is deemed too weak to break through a last point defense. In addition, it was allowed in [[ESEA]] but banned in [[ETF2L]], which lead to significant gameplay differences between leagues. |
− | + | ==Melee Weapon== | |
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− | |||
− | |||
− | + | Medics tend not to fight with their melee weapons, resorting to their Syringe Gun if cornered. However, some melee weapons will have an effect on the Medic as a whole. | |
− | Medics | ||
=== Bonesaw === | === Bonesaw === | ||
− | + | The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but there are some melee weapons which are strictly better than this weapon. | |
− | |||
− | The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but | ||
{| class="wikitable grid" | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
! class="header" | Damage | ! class="header" | Damage | ||
− | ! class="header" | [[Critical]] Damage | + | ! class="header" | [[Critical hits|Critical]] Damage |
! class="header" | Function Times | ! class="header" | Function Times | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Bonesaw]] <br> | + | ! style="background-color:#FFF4CC;" | [[Bonesaw]] <br>{{Item icon|Bonesaw}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 65 | * '''Melee:''' 65 | ||
Line 280: | Line 385: | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Completely standard melee weapon. | * Completely standard melee weapon. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Bonesaw in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Bonesaw]] <br>{{Item icon|Bonesaw}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 285: | Line 399: | ||
=== Übersaw === | === Übersaw === | ||
− | + | The Übersaw provides an additional 25% Übercharge on every successful enemy hit. It fires slower than the stock Bonesaw. | |
− | |||
− | |||
− | |||
− | |||
{| class="wikitable grid" | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
! class="header" | Damage | ! class="header" | Damage | ||
− | ! class="header" | [[Critical]] Damage | + | ! class="header" | [[Critical hits|Critical]] Damage |
! class="header" | Function Times | ! class="header" | Function Times | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Übersaw]] <br> | + | ! style="background-color:#FFF4CC;" | [[Übersaw]] <br>{{Item icon|Übersaw}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 65 | * '''Melee:''' 65 | ||
Line 307: | Line 417: | ||
* '''Attack:''' 0.96s | * '''Attack:''' 0.96s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * Gives | + | * Gives the Medic +25% ÜberCharge on hit. |
− | ** Non-lethal hits on disguised Spies don't | + | ** Non-lethal hits on disguised Spies don't add ÜberCharge. |
+ | * Taunting performs the [[Uberslice]], which can fill a Medic's Übercharge meter if it hits an enemy. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Übersaw in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Übersaw]] <br>{{Item icon|Übersaw}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
=== Vita-Saw === | === Vita-Saw === | ||
− | |||
− | |||
− | |||
− | The Vita-Saw | + | The Vita-Saw harvests the organs of people you hit, adding 15% to the retained Übercharge when the Medic [[respawns]], to a maximum of 60%. The Vita-Saw reduces the Medic's health by 10, to 140. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
! class="header" | Damage | ! class="header" | Damage | ||
− | ! class="header" | [[Critical]] Damage | + | ! class="header" | [[Critical hits|Critical]] Damage |
! class="header" | Function Times | ! class="header" | Function Times | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Vita-Saw]] <br> | + | ! style="background-color:#FFF4CC;" | [[Vita-Saw]] <br>{{Item icon|Vita-Saw}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 65 | * '''Melee:''' 65 | ||
Line 335: | Line 452: | ||
* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * Collect the organs of people you hit |
− | + | * Reduces maximum health by 10, to 140. | |
+ | ** Maximum overheal reduced to 210 from 225. | ||
+ | ** A percentage of your ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Vita-Saw in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Vita-Saw]] <br>{{Item icon|Vita-Saw}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 342: | Line 470: | ||
===Amputator=== | ===Amputator=== | ||
− | + | The Amputator deals less damage than the default Bonesaw, but provides the [[Medicating Melody]] taunt and greater health regeneration when it is the active weapon. | |
− | |||
− | The Amputator | ||
{| class="wikitable grid" | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
! class="header" | Damage | ! class="header" | Damage | ||
− | ! class="header" | [[Critical]] Damage | + | ! class="header" | [[Critical hits|Critical]] Damage |
! class="header" | Function Times | ! class="header" | Function Times | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Amputator]] <br> | + | ! style="background-color:#FFF4CC;" | [[Amputator]] <br>{{Item icon|Amputator}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * '''Melee:''' | + | * '''Melee:''' 52 |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * '''Critical:''' | + | * '''Critical:''' 156 |
− | * '''Minicrit:''' | + | * '''Minicrit:''' 71 |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * Provides the Medicating Melody taunt. |
+ | * Provides health regeneration for the Medic when active, in addition to that provided by the syringe gun. | ||
+ | ** The Medic regenerates 1 health per second if not damaged in the last 10. | ||
+ | ** The Medic regenerates 1-3 health per second if not damaged in the last 10-15, scaling. | ||
+ | ** The Medic regenerates 3 health per second if not damaged in the last 15. | ||
+ | * -20% damage penalty. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Amputator in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Amputator]] <br>{{Item icon|Amputator}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 368: | Line 508: | ||
===Solemn Vow=== | ===Solemn Vow=== | ||
− | + | The Solemn Vow has a 10% slower swing speed, but it allows the Medic to see the health and Ubercharge of all enemy players. | |
− | |||
− | The Solemn Vow, | ||
{| class="wikitable grid" | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
! class="header" | Damage | ! class="header" | Damage | ||
− | ! class="header" | [[Critical]] Damage | + | ! class="header" | [[Critical hits|Critical]] Damage |
! class="header" | Function Times | ! class="header" | Function Times | ||
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Solemn Vow]] <br> | + | ! style="background-color:#FFF4CC;" | [[Solemn Vow]] <br>{{Item icon|Solemn Vow}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Melee:''' 65 | * '''Melee:''' 65 | ||
Line 386: | Line 524: | ||
* '''Minicrit:''' 88 | * '''Minicrit:''' 88 | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * '''Attack:''' 0. | + | * '''Attack:''' 0.88s |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * Allows the | + | * Allows the Medic to see enemy health and Ubercharge. |
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Solemn Vow in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Solemn Vow]] <br>{{Item icon|Solemn Vow}} | ||
+ | | style="background-color:#F75D59;" | Banned | ||
|} | |} | ||
<br> | <br> | ||
===Melee Weapon Usage=== | ===Melee Weapon Usage=== | ||
− | |||
− | |||
− | |||
− | |||
+ | The Übersaw is the most commonly used melee weapon for the Medic. The ability to gain Übercharge, despite the slowed melee speed, is highly valuable. The Vita-Saw provides a significant Übercharge advantage if the Medic dies, but is banned in all leagues. The Amputator's taunt is sometimes useful to heal a large quantity of injured players, although it will not grant overheal. The taunt leaves the Medic extremely vulnerable and should only be done far from the enemy. The Solemn Vow should sometimes be used instead of the Bonesaw, since it provides nearly identical damage to the stock Bonesaw, but has an added effect. The ability to see enemy health can be very useful in competitive play, as the Solemn Vow does not need to be active for the effect to work. Also, the 10% swing speed penalty isn't really noticeable. | ||
{{Class competitive Nav}} | {{Class competitive Nav}} | ||
− |
Latest revision as of 03:02, 17 March 2024
The community competitive scene changes frequently. Some or all info may be outdated.
The Medic's role in the standard competitive lineup is solely for support and the weaponry at his disposal compliments this. Although he does have some forms of self defense, these are considered very weak and so the employment of a pocket, usually a Soldier or Heavy, are allocated towards defending the Medic. Barring the Mediguns, a majority of the Medic's unlockable weapons have purely passive effects and do not alter direct combat much.
Primary Weapon
The Syringe Guns take up the Medic's primary weapon slot, although it is less frequently used than the Medi Gun, it is the Medic's primary source of damage. Different Syringe Guns may affect the Medic's passive regeneration.
Syringe Gun
The Syringe Gun is the stock weapon for the Medic's first weapon slot. The weapon is relatively weak in terms of its ability to offer damage output and self defense for the Medic.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Syringe Gun |
|
|
|
|
Below is a table displaying the availability of the Syringe Gun in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Syringe Gun |
Allowed |
Blutsauger
The Blutsauger is an alternative to the Syringe Gun, offering itself as a somewhat more effective means for a Medic to defend himself. It grants the Medic three health per hit, but reduces his passive regeneration.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Blutsauger |
|
|
|
|
Below is a table displaying the availability of the Blutsauger in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Blutsauger |
Allowed |
Crusader's Crossbow
The Crusader's Crossbow fires syringes which deal damage or healing based on distance. This makes it a viable target for healing friendly targets, as it can heal up to 150 health at long range. It has reduced ammunition and a slower firing speed.
Weapon | Damage / Healing | Critical Damage | Function Times | Special |
---|---|---|---|---|
Crusader's Crossbow |
|
|
|
|
Below is a table displaying the availability of the Crusader's Crossbow in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Crusader's Crossbow |
Allowed |
Overdose
The Overdose allows the Medic to run faster, but deals less damage than the stock Syringe Gun.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Overdose |
|
|
|
|
Below is a table displaying the availability of the Overdose in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Overdose |
Allowed |
Primary Weapon Usage
The stock Syringe Gun provides good damage if the Medic is being attacked. The Overdose allows the Medic to move faster, at the cost of damage output. The Crusader's Crossbow allows for healing at a distance, but deals little damage at close range. Most Medics will use the Crusader's Crossbow to heal for massive amounts or deal moderate burst damage at range, relying on teammates and melee for close range. The Blutsauger's downside makes the medic extremely vulnerable to chip damage. To benefit from the weapon the Medic must spend a lot of time fighting, which is ill-advised. This makes the Blutsauger impractical.
Secondary Weapon
Although the Medic's Medi Gun takes up his secondary slot, it is considered his most important weapon, since it provides ÜberCharge.
All Mediguns will now match the movement speed of a heal target, only if the target has a faster movement speed. This was previously only available while using the Quick-Fix. This gives an advantage for the Medic, as he can now use any type of Medigun, and get to the battle quicker.
Medi Gun
The stock Medi Gun is the best choice to keep your team in the action. It provides overheal to Soldiers and Scouts who want to push ahead and harass the other team. It provides an Übercharge which makes the target invincible, with the exception of environmental damage and telefrags.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Medi Gun |
|
N/A |
|
|
Below is a table displaying the availability of the Medi Gun in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Medi Gun |
Allowed |
Kritzkrieg
The Kritzkrieg is the main alternative to the Medi Gun. The Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff. It provides the Oktoberfest taunt, healing the Medic for 11 health.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Kritzkrieg |
|
N/A |
|
|
Below is a table displaying the availability of the Kritzkrieg in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Kritzkrieg |
Allowed |
Quick-Fix
The Quick-Fix is more to be made for mobility and quick healing, rather than overhealing. It heals targets much faster than the other Mediguns, and generates Übercharge 10% faster than the standard Medigun. Its Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix can also follow explosive jumps, such as rocket jumps and sticky jumps. The Quick-Fix can only overheal 50% of normal overheal, but can maintain higher overheal on a player if they already have it.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Quick-Fix |
|
N/A |
|
|
Below is a table displaying the availability of the Quick-Fix in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Quick-Fix |
Banned |
Vaccinator
The Vaccinator is intended to provide the Medic's patient a resistance to a certain type of damage (bullet, blast, or fire). Of the four Medi Guns, the Vaccinator charges the fastest, charging 50% faster than the stock Medi Gun. However, the charge rate is reduced by 66% on overhealed patients. The Übercharge is stored in four increments, where the Medic and his patient receive heavy resistance to one type of damage for two seconds (or longer, if multiple Übercharges are deployed, to a maximum of eight seconds total). The Vaccinator helps increase the lifespan of the Medic as he is healed 10% of the damage his patient his taking, provided the incoming damage type and resistance match. The Vaccinator heals at a standard rate, but overheals the Medic's patients 66% slower.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Vaccinator |
|
N/A |
|
|
Below is a table displaying the availability of the Vaccinator in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Vaccinator |
Banned |
Medi Gun Usage
In normal play, the stock Medi Gun is used the majority of the time. The Kritzkrieg is mostly used when both Medics die at the same time: its faster charge rate lets the Medic get crits and kill the enemy Medic before he gets ÜberCharge. This is a risky maneuver, however, as failure to kill the enemy Medic will give the enemy a huge ÜberCharge advantage. The Kritzkrieg is used far more frequently in King of the Hill, where the Medi Gun's ability to break through choke points is not as useful.
The Quick-Fix has an unusual status. After the buff on July 10, 2013, it is considered to be the best option for the initial midfight, but is deemed too weak to break through a last point defense. In addition, it was allowed in ESEA but banned in ETF2L, which lead to significant gameplay differences between leagues.
Melee Weapon
Medics tend not to fight with their melee weapons, resorting to their Syringe Gun if cornered. However, some melee weapons will have an effect on the Medic as a whole.
Bonesaw
The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but there are some melee weapons which are strictly better than this weapon.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Bonesaw |
|
|
|
|
Below is a table displaying the availability of the Bonesaw in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Bonesaw |
Allowed |
Übersaw
The Übersaw provides an additional 25% Übercharge on every successful enemy hit. It fires slower than the stock Bonesaw.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Übersaw |
|
|
|
|
Below is a table displaying the availability of the Übersaw in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Übersaw |
Allowed |
Vita-Saw
The Vita-Saw harvests the organs of people you hit, adding 15% to the retained Übercharge when the Medic respawns, to a maximum of 60%. The Vita-Saw reduces the Medic's health by 10, to 140.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Vita-Saw |
|
|
|
|
Below is a table displaying the availability of the Vita-Saw in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Vita-Saw |
Allowed |
Amputator
The Amputator deals less damage than the default Bonesaw, but provides the Medicating Melody taunt and greater health regeneration when it is the active weapon.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Amputator |
|
|
|
|
Below is a table displaying the availability of the Amputator in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Amputator |
Allowed |
Solemn Vow
The Solemn Vow has a 10% slower swing speed, but it allows the Medic to see the health and Ubercharge of all enemy players.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Solemn Vow |
|
|
|
|
Below is a table displaying the availability of the Solemn Vow in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Solemn Vow |
Banned |
Melee Weapon Usage
The Übersaw is the most commonly used melee weapon for the Medic. The ability to gain Übercharge, despite the slowed melee speed, is highly valuable. The Vita-Saw provides a significant Übercharge advantage if the Medic dies, but is banned in all leagues. The Amputator's taunt is sometimes useful to heal a large quantity of injured players, although it will not grant overheal. The taunt leaves the Medic extremely vulnerable and should only be done far from the enemy. The Solemn Vow should sometimes be used instead of the Bonesaw, since it provides nearly identical damage to the stock Bonesaw, but has an added effect. The ability to see enemy health can be very useful in competitive play, as the Solemn Vow does not need to be active for the effect to work. Also, the 10% swing speed penalty isn't really noticeable.
|