Difference between revisions of "Medic buddy"

From Team Fortress Wiki
Jump to: navigation, search
(Made some content changes, also made it a more formal wiki style + changed some of the ordering of the sentances)
m (Auto: EnforceCapitalization(Engineer), EnforceCapitalization(Medic), WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns) (Review RC#1055675))
Line 43: Line 43:
  
 
===Raw damage and Zone control===
 
===Raw damage and Zone control===
When attempting to rid an area of multiple enemies, all of the typical medic buddies are effective choices, with the preferred choice of class depending on a few variables. A Demoman or a Soldier would be the preferred choice for a lone combo push due to their high damage potential and mobility to chase even fleeing enemies. The Heavy deals respectable damage from short to mid-range, shredding anything nearby. However, his slow speed limits his effectiveness at longer ranges, especially if the enemy retreats or uses cover. The Pyro can deal massive damage when [[ambushing]], and can clear out an area of enemies so that allies can stream in behind. While the Pyro is faster than the Heavy, the Flamethrower’s short range renders him even more ineffective against opponents from afar.
+
When attempting to rid an area of multiple enemies, all of the typical Medic buddies are effective choices, with the preferred choice of class depending on a few variables. A Demoman or a Soldier would be the preferred choice for a lone combo push due to their high damage potential and mobility to chase even fleeing enemies. The Heavy deals respectable damage from short to mid-range, shredding anything nearby. However, his slow speed limits his effectiveness at longer ranges, especially if the enemy retreats or uses cover. The Pyro can deal massive damage when [[ambushing]], and can clear out an area of enemies so that allies can stream in behind. While the Pyro is faster than the Heavy, the Flamethrower’s short range renders him even more ineffective against opponents from afar.
  
 
===Tactical targets===
 
===Tactical targets===
Line 49: Line 49:
  
 
===Sentry removal===
 
===Sentry removal===
Depending on the location of the Engineer’s nest, all four favorable Medic buddies can excel at destroying [[Sentry Gun]]s. Demomen are typically the best choice for destroying difficult Sentry Guns, as they can negate a repairing Engineer by detonating multiple [[Stickybomb]]s to destroy the gun in one blast, and the [[Grenade Launcher]] is also an effective alternative for destroying sentry guns. The Demoman also can arc his stickybombs or grenades to take out the enemy Engineer or his Dispenser if they are located behind the Sentry Gun, making the elimination of the Sentry Gun easier. The Soldier can fire rockets at buildings from any range, as buildings do not suffer from damage falloff, but is more easily thwarted by an Engineer repairing the Sentry Gun. The Heavy can outdamage the Engineer's repair rate at close range, but at long range a well protected engineer can outrepair the damage. A Pyro can destroy a sentry fairly effectively despite buildings not suffering from afterburn, but knockback can slow them from getting in range to damage the Sentry Gun. At slightly farther ranges, it may be necessary for the Medic to run ahead of the patient to draw Sentry Gun fire and prevent knock back. Because critical hits do not affect buildings, the Kritzkrieg is useless against Sentry Guns.
+
Depending on the location of the Engineer’s nest, all four favorable Medic buddies can excel at destroying [[Sentry Gun]]s. Demomen are typically the best choice for destroying difficult Sentry Guns, as they can negate a repairing Engineer by detonating multiple [[Stickybomb]]s to destroy the gun in one blast, and the [[Grenade Launcher]] is also an effective alternative for destroying Sentry Guns. The Demoman also can arc his stickybombs or grenades to take out the enemy Engineer or his Dispenser if they are located behind the Sentry Gun, making the elimination of the Sentry Gun easier. The Soldier can fire rockets at buildings from any range, as buildings do not suffer from damage falloff, but is more easily thwarted by an Engineer repairing the Sentry Gun. The Heavy can outdamage the Engineer's repair rate at close range, but at long range a well protected Engineer can outrepair the damage. A Pyro can destroy a sentry fairly effectively despite buildings not suffering from afterburn, but knockback can slow them from getting in range to damage the Sentry Gun. At slightly farther ranges, it may be necessary for the Medic to run ahead of the patient to draw Sentry Gun fire and prevent knock back. Because critical hits do not affect buildings, the Kritzkrieg is useless against Sentry Guns.
  
 
===General defense===
 
===General defense===

Revision as of 01:10, 21 June 2012

Best Buddies.
Zat vas doctor-assisted homicide!
The Medic

The term Medic buddy refers to a class that is particularly compatible with the Medic in any offensive or defensive scenario. A Medic "buddy" is different from a “patient,” who is simply the player that a Medic is healing at any given moment. In most cases, any Medic buddy is a strong candidate for an ÜberCharge.

Typical Medic Buddies

The following classes are ideal choices for a Medic buddy. Traits they share are above-average health, high damage output, and the ability to deal damage to multiple enemies at one time. One of the most important strategic aspects a Medic can have is the ability to adapt to any situation. Keep in mind that some classes may be more useful than others in different situations. For example, a Soldier or Demoman is able to destroy Sentry Guns from a greater distance than a Heavy. This makes these classes preferable as Medic buddies when dealing with enemy Engineers.

Soldier

The Soldier’s high amount of health and raw attack power are a deadly combination when combined with the Medic’s constant healing. Consistently staying overhealed will allow the Soldier to perform rocket jumps to reach the battlefield safely and efficiently, greatly increasing his mobility. A Soldier/Medic pair is adept at destroying buildings from mid to long range, dealing splash damage against clustered opponents, and cleanly taking out specific targets. When paired with a Medic, it is advantageous for the Soldier to carry the Rocket Launcher instead of the Direct Hit. As a target for the Kritzkrieg, the Rocket Launcher’s greater splash damage allows the Soldier to hit multiple enemies, potentially gibbing all of them with a single Critical rocket. It is important that both members of the pair time any ÜberCharge so that it is deployed only when the Soldier is not reloading.

Pyro

The Pyro is built for close combat and will need to be exposed to enemy fire to deal the most damage. With a Medic providing a continuous source of healing, a Pyro can take a beating while easily incinerating his foes. However, because of the limited range of the Medic’s Medi Gun, following a Pyro into the fray often exposes the Medic to danger as well. As such, it is usually better for a Medic to heal Pyros when in defensive situations, where there is a reduced risk of encountering enemies. If the pair comes under heavy fire without an ÜberCharge ready, it is best to retreat or for the Pyro to sacrifice himself while the Medic retreats in order to protect the Medic. However, Pyros can also defeat enemy ÜberCharges with or without their own ÜberCharge due to their airblast abilities. Pyros are fairly efficient at destroying buildings and causing chaos when ÜberCharged, especially in narrow spaces. Because the Pyro’s Flamethrower range is so short, the Pyro's attacks can be rendered ineffective by knock back. Similarly, enemies can easily scatter in multiple directions out of range of the Pyro's flames. Unless a Sentry Gun is just around a corner, it will still be necessary for the Medic to walk ahead of the Pyro in order to draw fire from the Sentry Gun. Because both members of the pair remain vulnerable for the duration of the Kritzkrieg, Pyros are generally not good recipients for it.

Demoman

Out of all of the nine classes, the Demoman, with his explosives, has the greatest attack potential. Like the Soldier, the Demoman can execute explosive jumps, greatly increasing his mobility. It is preferable that when paired with a Medic, the Demoman equip the Stickybomb Launcher or the Scottish Resistance over the Chargin' Targe or Splendid Screen, as the need to attack at close range may endanger the Medic’s life and is relegated to a Pyro/Medic pair. Thus, the Demoman sacrifices the ability to defend himself and the Medic efficiently at close-range in order to deal consistent indirect damage. Still, all of his explosive weaponry can be brutal towards large clusters of enemies, making him an excellent choice for a Medic’s Kritzkrieg charge. Stickybombs have a very large explosive radius, allowing multiple enemies to be killed per bomb. The Demoman also has access to multiple melee weapons with extended range, allowing for enemies to easily be hit. Because the Demoman can lay down multiple Stickybombs before detonating all of them, he and a Medic working together are excellent for destroying Engineer buildings in almost any situation. In order to not waste any time, both members of the pair must time the ÜberCharge activation for when the Demoman has loaded weapons.

Heavy

The Heavy’s large pool of health points allows him to soak up a lot of damage, making him very difficult to defeat when overhealed. While his large size and slow speed makes him easy to follow and keep track of, they also easily attract the attention of enemy players. A Heavy with the Gloves of Running Urgently equipped can easily keep up with the Medic’s faster run speed as well as help build his ÜberCharge. When in combat, his significant close-range firepower helps greatly in protecting the Medic, although a Medic should also be mindful that the wind up for his Minigun can leave the Heavy unable to effectively deal with ambushes. The Heavy’s immobility when firing his Minigun makes him very vulnerable to knock back. When using the standard ÜberCharge, the Medic must sometimes walk in front of the Heavy in order to draw enemy fire. When charged with the Kritzkrieg, his Minigun can shred targets in almost any situation, whether the fighting is inside or outdoors.

Poor Medic Buddies

It is generally unwise to choose the following classes as a Medic buddy. They all lack the crowd control capabilities of the more ideal Medic buddies, making defending the Medic more difficult. These classes are usually not found on the frontlines of the battlefield, where most healing is needed, due to their low health and specific roles.

Scout

The Scout’s low base health means that he can die easily, even when being healed. While a Medic can use the Quick-Fix to match the Scout's fast speed, the Scout cannot provide the same degree of protection that a typical Medic buddy can. Still, he will often be injured and run back to be healed. These brief periods of time where the two are together are when most Scout/Medic pairs work together. All of the Scout’s weapons run out of ammunition relatively quickly, making a sustained offensive push on the front lines unfeasible. In some offensive situations, it still may be advantageous to ÜberCharge a Scout rather than the other classes, such as if a high priority target like an enemy Medic is retreating. A good Scout is capable of avoiding most damage without an ÜberCharge, whether by dodging or retreating, making him one of the last candidates to receive it in a defensive situation. Should this happen as a last resort, the Scout should stay near the Medic so as to keep the ÜberCharge. Because the Scout’s damage output is so high, he can be a surprisingly good Kritzkrieg target in tight quarters or defensive positions. Even so, an unbuffed Scout may have difficulty dealing with clusters of enemies, making him a poor Medic buddy.

Engineer

Because Engineers can build their own Dispensers for healing and typically stay away from fighting, having a Medic around would prove to be very little help. A Medic specifically healing an Engineer would only occur in special situations, such as when an Engineer is trying to repair a Sentry Gun under enemy fire. An Engineer on the front lines that is using the Wrangler bears much destructive potential but is even more immobile than the Heavy, making him an unfavorable ÜberCharge candidate. A more unconventional tactic would for a Medic to ÜberCharge an Engineer as he deploys his Sentry Gun in a key offensive position; the pair can use their invulnerability to shield the Sentry Gun from enemy fire.

Sniper

The Sniper tends to sit at the back of the battlefield, so it is rare that a Medic will heal him. Still, there are situations where healing a Sniper may be beneficial to the team. If locked in a Sniper duel, an overhealed Sniper cannot be killed with a fully charged bodyshot or even an uncharged headshot, giving him a strong advantage. A Sniper carrying the Huntsman will often fight close to the front lines and will require healing. Even when at the front lines, the Sniper’s lack of strong close-range weaponry and the long intervals between shots make protecting the Medic incredibly difficult. Because of these reasons, the Sniper is a poor choice for either of the two ÜberCharges. It is notable that when under the influence of Kritzkrieg, the Sniper does not need to use his Sniper Rifle’s scope to deal the equivalent of an uncharged headshot.

Another Medic

Although Medics do regenerate health over time, they cannot use their Medi Gun to rapidly heal themselves. While it is important that Medics heal each other to stay alive, it is unwise to for them to accompany each other as Medic buddies in an offensive push. The Medic, with his moderate health pool and fast speed, has above-average survivability but low damage output. Unless in a desperate situation, time spent fighting would be better spent building ÜberCharge for use on another class. If the Medics are feeling particularly ambitious, they may be able to pull off the Chain ÜberCharge strategy.

Spy

Because the Spy relies on stealth and disguises, healing him while he is near an enemy will usually blow his cover. Medics should use discretion and heal offensive classes before the Spy. However, since fire negates the Spy’s disguise and Cloak, he should be one of the first classes a Medic extinguishes after encountering a Pyro. Not counting backstabs, the Spy has the lowest damage output out of all nine classes, making him a terrible choice for a frontal assault using any ÜberCharge.

ÜberCharge recipients

ÜberCharging another player is typically done with a certain goal in mind. Different situations will call for different classes.

Raw damage and Zone control

When attempting to rid an area of multiple enemies, all of the typical Medic buddies are effective choices, with the preferred choice of class depending on a few variables. A Demoman or a Soldier would be the preferred choice for a lone combo push due to their high damage potential and mobility to chase even fleeing enemies. The Heavy deals respectable damage from short to mid-range, shredding anything nearby. However, his slow speed limits his effectiveness at longer ranges, especially if the enemy retreats or uses cover. The Pyro can deal massive damage when ambushing, and can clear out an area of enemies so that allies can stream in behind. While the Pyro is faster than the Heavy, the Flamethrower’s short range renders him even more ineffective against opponents from afar.

Tactical targets

To gain an immediate advantage by taking out a specific target, a Soldier or Demoman make good choices. While slower than the Pyro and weaker than the Heavy, both classes have a range advantage and can still damage multiple enemies at once with their explosive weaponry. They can also increase their mobility by Rocket Jumping or Sticky Jumping without the usual self-damage as well. A Scout can also be a suitable ÜberCharge choice if neither a Soldier or Demoman is around. Their mobility and firepower can allow a team to gain and keep momentum in an offensive push.

Sentry removal

Depending on the location of the Engineer’s nest, all four favorable Medic buddies can excel at destroying Sentry Guns. Demomen are typically the best choice for destroying difficult Sentry Guns, as they can negate a repairing Engineer by detonating multiple Stickybombs to destroy the gun in one blast, and the Grenade Launcher is also an effective alternative for destroying Sentry Guns. The Demoman also can arc his stickybombs or grenades to take out the enemy Engineer or his Dispenser if they are located behind the Sentry Gun, making the elimination of the Sentry Gun easier. The Soldier can fire rockets at buildings from any range, as buildings do not suffer from damage falloff, but is more easily thwarted by an Engineer repairing the Sentry Gun. The Heavy can outdamage the Engineer's repair rate at close range, but at long range a well protected Engineer can outrepair the damage. A Pyro can destroy a sentry fairly effectively despite buildings not suffering from afterburn, but knockback can slow them from getting in range to damage the Sentry Gun. At slightly farther ranges, it may be necessary for the Medic to run ahead of the patient to draw Sentry Gun fire and prevent knock back. Because critical hits do not affect buildings, the Kritzkrieg is useless against Sentry Guns.

General defense

A typical way to counter an enemy ÜberCharge is to deploy another one on any teammate under fire, as one ÜberCharged player can completely block another’s progress. Remaining charge time after the enemy loses their invulnerability can be used to drive them back, making it more advantageous to deploy your ÜberCharge later. Flashing an ÜberCharge between multiple targets can potentially save more allies, but it will expire faster. Therefore it may be dangerous to flash between multiple targets even if you deploy after an enemy ÜberCharge as yours may expire first. An ÜberCharge is a good way to handle an overwhelming number of enemies and can be used on any class as a last resort. It is better for a Medic to deploy an ÜberCharge and waste it than to die while fully charged.

Being a good Medic buddy

The most important thing about coordinating with a Medic is communication. A Medic buddy should use a microphone or voice commands to warn or direct the Medic. If the Medic does not give orders, his patient should take charge of the situation and speak about how and where to use an ÜberCharge.

When being healed, the patient shouldn't rush ahead of the Medic or run off to the Resupply area, especially when he's the only other teammate nearby; a Medic needs to be healing a teammate in order to build his ÜberCharge meter. The patient should always remain near the Medic unless a more viable Medic buddy arrives to fill his place.

Being constantly healed does not make a patient invincible, especially when under heavy enemy fire. A Medic buddy typically should not push too far forward into enemy territory and know when to retreat, especially if the Medic could easily be flanked. If the Medic is behind cover, a Medic buddy should not move very far away, as the Medic’s Medi Gun has limited range. While the Medic does slowly regenerate health, he cannot heal himself. Priority to receive health packs should always go to the Medic, who can then proceed to heal everyone else.

Keeping the Medic alive allows all team members to easily access a source of healing. Because of their importance to the team, Medics will often be targeted by classes that rely on ambushes or opportunities such as Scouts, Pyros, Snipers, and Spies. In return for healing, a Medic buddy is expected to protect the Medic. Even in battle, a Medic will almost always continue to heal their patient rather than pull out their Syringe Gun, as they trust their patient to eliminate any nearby threats.