Difference between revisions of "Medic weapons (competitive)"
m (The same could be said for the offense side. Also, these blurbs are for quick summaries of usage, not general strategy.) |
(Made minor modifications to the Medic's Secondary Weapons section and included a Vaccinator section within Secondary Weapons (needs a table)) |
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* Provides standard healing. | * Provides standard healing. | ||
− | ** Heals at 24 health per second per second if the target was not damaged in the last 10. | + | ** Heals at 24 health per second per second if the target was not damaged in the last 10 seconds. |
− | ** Heals at 24-72 health per second if the target was not damaged in the last 10-15, scaling. | + | ** Heals at 24-72 health per second if the target was not damaged in the last 10-15 seconds, scaling. |
− | ** Heals at 72 health per second if the target was not damaged in the last 15. | + | ** Heals at 72 health per second if the target was not damaged in the last 15 seconds. |
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* Provides increased healing. | * Provides increased healing. | ||
− | ** Heals at 34 health per second per second if the target was not damaged in the last 10. | + | ** 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, scaling. | + | ** 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. | + | ** 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 run as fast as the target if he runs faster than the Medic's normal speed. | ||
* Can follow explosive jumps. | * Can follow explosive jumps. | ||
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+ | ===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. 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 a quarter of the damage his patient his taking, provided the incoming damage type and resistance match. | ||
===Medigun Usage=== | ===Medigun Usage=== |
Revision as of 11:44, 13 May 2013
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 |
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Syringe Gun |
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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 |
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Blutsauger |
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Crusader's Crossbow
The Crusader's Crossbow does not fire syringes, but instead fires arrows 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 |
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Crusader's Crossbow |
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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 |
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Overdose |
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Primary Weapon Usage
The stock Syringe Gun provides good damage if the Medic is being attacked. The Blutslauger allows the Medic to survive close encounters more easily, but will cause him to regenerate health more slowly. 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. Most Medics will use the stock Syringe Gun for consistant damage. A confident Medic can use the Blutslauger, but must be wary of taking too much damage.
Secondary Weapon
Although the Medic's Medi Gun takes up his secondary slot, it is considered his most important weapon, since it provides Übercharge.
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.
Weapon | Damage | Critical Damage | Function Times | Special |
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Medi Gun |
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N/A |
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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 |
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Kritzkrieg |
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N/A |
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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 at the same rate as the Kritzkrieg. Its Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix allows the Medic to run at the speed of a Scout, provided that Scout is the healing target. The Quick-Fix can also follow explosive jumps, such as rocket jumps and sticky jumps. The Quick-Fix cannot overheal players though, but can maintain overheal on a player if they already have it.
Weapon | Damage | Critical Damage | Function Times | Special |
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Quick-Fix |
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N/A |
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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. 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 a quarter of the damage his patient his taking, provided the incoming damage type and resistance match.
Medigun Usage
In competitive play, the Quick-Fix is rarely used. The other two vary in usage, as although the stock Medi Gun beats the Kritzkrieg in a one-on-one fight, provided the Medics don't die, the Kritzkrieg's increased recharge rate will help it slowly pull ahead in the frequency of one teams' ÜberCharges. If both Medics die, there is a significant advantage to switching to the Kritzkrieg, as that team's Medic will be able to build up an Übercharge faster.
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 |
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Bonesaw |
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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 |
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Übersaw |
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Vita-Saw
The Vita-Saw preserves 19% of the Übercharge from a previous life and grant it onto the Medic when he respawns. This is not a scaled percentage, so dying with 19% Übercharge will provide 19% Übercharge on respawn. The Vita-Saw reduces the Medic's health by 10, to 140.
Weapon | Damage | Critical Damage | Function Times | Special |
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Vita-Saw |
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Amputator
The Amputator functions identically to the default Bonesaw, but provides the Medicating Melody taunt.
Weapon | Damage | Critical Damage | Function Times | Special |
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Amputator |
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Solemn Vow
The Solemn Vow functions identically to the Bonesaw, except that it allows the Medic to see the health of all enemy players.
Weapon | Damage | Critical Damage | Function Times | Special |
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Solemn Vow |
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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 many leagues. The Solemn Vow or Amputator should always be used instead of the Bonesaw, since both provide identical damage to the stock Bonesaw, but have 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. The Amputator's taunt is useful to heal a large quantity of injured players, although it will not grant overheal or Übercharge.
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