Difference between revisions of "Anti-Medic strategy"

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{{Quotation|'''The Heavy'''|Your doctor is dead!|sound=Heavy_specials03.wav}}
 
{{Quotation|'''The Heavy'''|Your doctor is dead!|sound=Heavy_specials03.wav}}
  
The enemy '''[[Medic]]''' tends to be highest priority target on the battlefield due to his ability to heal teammates and deploy [[ÜberCharge|ÜberCharges]]. While he moves somewhat quickly and has a decent amount of health, his poor combat weaponry means he relies on the protection of his team to survive. The Medic's unique ability to [[overheal]] teammates means that a team without an active Medic is at a severe disadvantage, as the bonus health and constant healing guarantees that his team will outlast the other in a long battle. A Medic who manages to stay alive long enough to build an [[ÜberCharge]] can then grant [[Medi Gun|invulnerability]], [[Kritzkrieg|100% critical chance]], [[Vaccinator|resistance to a selected damage type]], or a [[Quick-Fix|powerful healing buff and immunity to knockback]] for eight seconds. As such, it is generally a good idea to kill the enemy Medic at any cost, even if it means sacrificing your own life, as his death will harm his team far more than your own.
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The '''[[Medic]]''' is the main source of healing for his team and deploys game-changing [[ÜberCharge|ÜberCharges]]. Thus, he is almost always the highest priority target. While he moves somewhat quickly and has a decent amount of health, his poor combat weaponry means he relies on the protection of his team to survive. The Medic's unique ability to [[overheal]] teammates means that a team without an active Medic is at a severe disadvantage, as the bonus health and constant healing guarantees that his team will outlast the other in a long battle. A Medic who manages to stay alive long enough to build an [[ÜberCharge]] can then grant [[Medi Gun|invulnerability]], [[Kritzkrieg|100% critical chance]], [[Vaccinator|resistance to a selected damage type]], or a [[Quick-Fix|powerful healing buff and immunity to knockback]] for eight seconds. As such, it is generally a good idea to kill the enemy Medic at any cost, even if it means sacrificing your own life.
  
 
== General ==
 
== General ==
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| align="center" valign="center" style="padding:0.5em" |[[File:Medic_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Medic_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
|
 
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* Killing the Medic should always be top priority when fighting multiple enemies so that the enemy team cannot recover from injuries.
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* Killing the Medic should be top priority when fighting multiple enemies so that the enemy team cannot recover from injuries.
* The Medic is typically found behind his teammates, but can be ambushed and defeated easily when on his own.
+
* The Medic is typically found behind his teammates, but can be ambushed and defeated when on his own.
** In particular, the Pyro's [[Flame Thrower]] reduces the Medic's healing by 25%, should he manage to get close.
 
 
* The healing connection between a Medic and his patient can be broken using [[Knockback]].
 
* The healing connection between a Medic and his patient can be broken using [[Knockback]].
* If playing as Spy, they can trick the Medic into healing them.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
|
 
|
* The Medic has a moderate pool of health and natural health regeneration. Combined with his speed, he can flee quite easily.
+
* The Medic has a moderate health pool and natural health regeneration. Combined with his speed, he can flee if his teammates die.
 
* The longer the Medic is out of combat, the faster his health regenerates. Consistent damage will keep his health regeneration rate low.
 
* The longer the Medic is out of combat, the faster his health regenerates. Consistent damage will keep his health regeneration rate low.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
|
 
|
* The Medic has the second highest base speed of all classes, making him quite agile in firefights.
+
* The Medic has the second highest base speed of all classes, making him agile in firefights.
 
* If he flees, you'll have to use alternate movement options such as explosive jumps or a take a shorter path to chase him down.
 
* If he flees, you'll have to use alternate movement options such as explosive jumps or a take a shorter path to chase him down.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
|
 
|
* The Medic is quite weak when trying to defend himself, as his weapons are ineffective at medium to long range.
+
* The Medic's weapons deal only fair damage at close range and are ineffective further out.  
 
* Most classes should be able to take out an unassisted Medic with little trouble.
 
* Most classes should be able to take out an unassisted Medic with little trouble.
 
|-
 
|-
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=== Primary weapons ===
 
=== Primary weapons ===
* Needles fired from [[Syringe Gun]]s are individually weak, but can quickly add up for huge amounts of damage. Try to avoid as many as possible.
+
* Needles fired from [[Syringe Gun]]s are individually weak, but can quickly add up for huge damage. Don't underestimate the Medic and blindly rush towards him.
* Needles fired from Syringe Guns are travel slowly and are significantly affected by gravity. Zig-zag towards the Medic to dodge the syringes.
+
* Needles fired from Syringe Guns travel slowly; zig-zagging lets you avoid most of the syringes.
* Syringe Guns are better designed for dispatching a retreating Medic's pursuers than for facing enemies in direct combat. Ambush the Medic or attack him from long-range; avoid underestimating a Medic by rushing towards him.
 
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Syringe Gun}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Syringe Gun}}
 
|
 
|
* A Medic will often use his Syringe Gun when there are no teammates to protect him. Keep your distance and strafe to avoid the needles, then close in as the Medic reloads.
+
* A Medic will often use his Syringe Gun when there are no teammates to protect him.  
** A Medic will also most likely retreat soon after he pulls out his Syringe Gun; while it is often advantageous to pursue and kill a Medic to debilitate his team, consider the risk of him killing you or leading you into overwhelming backup.
+
* A Medic with the Syringe Gun out is likely retreating. Take care not to chase him into too many enemies.
* The Syringe Gun makes the same sound as the Blutsauger, making it hard to distinguish one from the other. Be sure to know what you are dealing with before attacking the Medic.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Blutsauger}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Blutsauger}}
 
|
 
|
* The Blutsauger allows a Medic to replenish health upon dealing enemy damage; avoiding the Blutsauger's needles is just as important as dealing damage to the Medic firing them.
+
* The Blutsauger's syringes restore health to the Medic on-hit; avoiding the needles is just as important as dealing damage to the Medic firing them.
* The Blutsauger decreases a Medic's regeneration rate, making him more susceptible to [[afterburn]] and [[bleed]].
+
* The Blutsauger decreases the Medic's regeneration rate, making him more susceptible to [[afterburn]] and [[bleed]].
* The Blutsauger uses the same sound as the Syringe Gun, making it hard to distinguish one from the other. Be sure to know what you are dealing with before attacking the Medic.
+
* The Blutsauger uses the same sound as the Syringe Gun, making them hard to distinguish from one another. Know what you are dealing with before attacking the Medic.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crusader's Crossbow}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crusader's Crossbow}} + '''reskins'''
 
|
 
|
* The Crusader's Crossbow deals more damage the further away a target is; close the distance to reduce the damage a bolt will deal.
+
* The Crusader's Crossbow deals more damage the further away a target is. Close the distance to reduce the damage a bolt will deal.
 
* The Crusader's Crossbow has a slow firing rate, giving you many opportunities to retaliate.
 
* The Crusader's Crossbow has a slow firing rate, giving you many opportunities to retaliate.
* The bolts fired from the Crusader's Crossbow heal the Medic's teammates; most classes fully recover health when hit by a friendly bolt from long-range. Keep the Medic's attention on you and your team to prevent him from aiding his teammates instead.
+
* Bolts from the Crusader's Crossbow can also heal the Medic's teammates. Long range shots heal up to 150 health but are difficult to aim; keep up pressure on the Medic and his faraway healing target so each shot misses.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Overdose}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Overdose}}
 
|
 
|
* A Medic with the Overdose can be harder to catch up to, especially if he's had time to build up his Übercharge. Pursuing this Medic may not be worth the risk of leaving your post and/or running into enemy forces.
+
* A Medic with the Overdose can be harder to catch up to, especially if he's had time to build up his ÜberCharge. Pursuing this Medic may not be worth the risk of leaving your post or running into enemy forces.
 
* A Medic using the Overdose is slightly easier to attack when he is separated from his team, as the weapon does 15% less damage than the default Syringe Gun.
 
* A Medic using the Overdose is slightly easier to attack when he is separated from his team, as the weapon does 15% less damage than the default Syringe Gun.
 
|-
 
|-
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ubersaw}} + '''reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ubersaw}} + '''reskins'''  
 
|
 
|
* Engaging a Medic equipped with the Ubersaw in melee should be a last resort, as any hit he lands on you with the weapon gains him 25% more ÜberCharge. Attack him from outside his melee range to prevent this.
+
* The Ubersaw grants the Medic 25% to his ÜberCharge meter per melee hit. As you attack a lone Medic, stay outside melee range.
* Scouts using Bonk! Atomic Punch should keep their distance from Medics with the Ubersaw; they can still gain Übercharge from striking phasing Scouts.
+
* If the Medic lands multiple hits with the Ubersaw, he can use the invincibility-granting Übercharge to retreat safely. If he attempts this, use knockback to pin him down.
* If a Medic manages to score multiple hits with the Ubersaw, he might use his Übercharge to retreat safely. If he attempts this, use knockback to deny him from retreating.
 
* If cornered by an enemy Medic while his Ubersaw is out, [[suicide]] if possible to deny the Medic the 25% Übercharge.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Vita-Saw}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Vita-Saw}}
 
|
 
|
* A Medic using the Vita-Saw may be able to fill his ÜberCharge sooner upon respawning, but he has 10 less health than a Medic without the Vita-Saw. Attack the Medic as you would if he had the Bonesaw.
+
* The Vita-Saw lets the Medic harvest organs that let him retain up to 60% of his ÜberCharge upon death.
 +
* If the Medic landed a few melee hits before dying, tell your team to expect an enemy ÜberCharge sooner than usual.
 +
A Medic using the Vita-Saw has 10 less health. Attack the Medic as you would if he had the Bonesaw.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Amputator}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Amputator}}
 
|
 
|
* A Medic with the Amputator out may be preparing to heal his team with the weapon's taunt. Either attack the Medic to prevent him from taunting or allow him to, rendering himself immobile for a few seconds.
+
* The Amputator grants extra health regeneration and access to an area-of-effect heal through its taunt.
* An active Amputator increases the Medic's regeneration rate, making afterburn and bleed less effective at finishing him off. Use teamwork and strong weaponry to prevent him from retreating; engaging the Medic in melee combat is also an option, as Amputator's damage penalty puts him at a disadvantage.
+
* A Medic who takes out the Amputator alone is likely fleeing - keep up the pressure.
 +
* If you know the enemy Medic is using the Amputator's taunt, he is stuck in place for 4 seconds, long enough for many classes to close the gap and kill him.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Solemn Vow}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Solemn Vow}}
 
|
 
|
* The Solemn Vow allows a Medic to see his enemies' health, making it easier for him to pick off weakened targets. Stay away from him when you have low health so he and his team don't single you out. If you engage the Medic in melee, fight him as you would a Medic using the Bonesaw.
+
* The Solemn Vow allows a Medic to see his enemies' health. He may tell his teammates to focus on certain injured targets.
*The Solemn Vow has a 10% slower swing penalty. It will be much easier to win a melee fight with him due to a longer pause between his melee swings.
+
* The Medic must get a direct line of sight with you to view your health, which puts him in danger of you.
 
|-
 
|-
 
|}
 
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Revision as of 17:25, 20 June 2021

Velcome to the 've lose vonce again'-fest.
Your doctor is dead!
The Heavy

The Medic is the main source of healing for his team and deploys game-changing ÜberCharges. Thus, he is almost always the highest priority target. While he moves somewhat quickly and has a decent amount of health, his poor combat weaponry means he relies on the protection of his team to survive. The Medic's unique ability to overheal teammates means that a team without an active Medic is at a severe disadvantage, as the bonus health and constant healing guarantees that his team will outlast the other in a long battle. A Medic who manages to stay alive long enough to build an ÜberCharge can then grant invulnerability, 100% critical chance, resistance to a selected damage type, or a powerful healing buff and immunity to knockback for eight seconds. As such, it is generally a good idea to kill the enemy Medic at any cost, even if it means sacrificing your own life.

General

Attributes Anti-Medic strategy
Medic emblem RED.png Role
  • Killing the Medic should be top priority when fighting multiple enemies so that the enemy team cannot recover from injuries.
  • The Medic is typically found behind his teammates, but can be ambushed and defeated when on his own.
  • The healing connection between a Medic and his patient can be broken using Knockback.
Leaderboard class medic.png Health
  • The Medic has a moderate health pool and natural health regeneration. Combined with his speed, he can flee if his teammates die.
  • The longer the Medic is out of combat, the faster his health regenerates. Consistent damage will keep his health regeneration rate low.
Leaderboard class scout.png Speed
  • The Medic has the second highest base speed of all classes, making him agile in firefights.
  • If he flees, you'll have to use alternate movement options such as explosive jumps or a take a shorter path to chase him down.
Leaderboard class soldier.png Power
  • The Medic's weapons deal only fair damage at close range and are ineffective further out.
  • Most classes should be able to take out an unassisted Medic with little trouble.

Weapon-specific

Main article: Medic weapons

Primary weapons

  • Needles fired from Syringe Guns are individually weak, but can quickly add up for huge damage. Don't underestimate the Medic and blindly rush towards him.
  • Needles fired from Syringe Guns travel slowly; zig-zagging lets you avoid most of the syringes.
Weapon Anti-Medic strategy
Syringe Gun
Syringe Gun
  • A Medic will often use his Syringe Gun when there are no teammates to protect him.
  • A Medic with the Syringe Gun out is likely retreating. Take care not to chase him into too many enemies.
Blutsauger
Blutsauger
  • The Blutsauger's syringes restore health to the Medic on-hit; avoiding the needles is just as important as dealing damage to the Medic firing them.
  • The Blutsauger decreases the Medic's regeneration rate, making him more susceptible to afterburn and bleed.
  • The Blutsauger uses the same sound as the Syringe Gun, making them hard to distinguish from one another. Know what you are dealing with before attacking the Medic.
Crusader's Crossbow
Crusader's Crossbow + reskins
  • The Crusader's Crossbow deals more damage the further away a target is. Close the distance to reduce the damage a bolt will deal.
  • The Crusader's Crossbow has a slow firing rate, giving you many opportunities to retaliate.
  • Bolts from the Crusader's Crossbow can also heal the Medic's teammates. Long range shots heal up to 150 health but are difficult to aim; keep up pressure on the Medic and his faraway healing target so each shot misses.
Overdose
Overdose
  • A Medic with the Overdose can be harder to catch up to, especially if he's had time to build up his ÜberCharge. Pursuing this Medic may not be worth the risk of leaving your post or running into enemy forces.
  • A Medic using the Overdose is slightly easier to attack when he is separated from his team, as the weapon does 15% less damage than the default Syringe Gun.

Secondary weapons / ÜberCharge

Weapon Anti-Medic strategy
Medi Gun
Medi Gun + reskins

See Defense against ÜberCharge.

Kritzkrieg
Kritzkrieg

See Defense against Kritzkrieg.

Quick-Fix
Quick-Fix

See Defense against Quick-Fix.

Vaccinator
Vaccinator

See Defense against Vaccinator.


Melee weapons

Weapon Anti-Medic strategy
Bonesaw
Bonesaw + reskins
  • The Medic's above-average movement speed allows him to chase retreating foes with his Bonesaw. Knocking back or stunning the Medic can help you deter or eliminate him without taking much damage.
Ubersaw
Ubersaw + reskins
  • The Ubersaw grants the Medic 25% to his ÜberCharge meter per melee hit. As you attack a lone Medic, stay outside melee range.
  • If the Medic lands multiple hits with the Ubersaw, he can use the invincibility-granting Übercharge to retreat safely. If he attempts this, use knockback to pin him down.
Vita-Saw
Vita-Saw
  • The Vita-Saw lets the Medic harvest organs that let him retain up to 60% of his ÜberCharge upon death.
  • If the Medic landed a few melee hits before dying, tell your team to expect an enemy ÜberCharge sooner than usual.

A Medic using the Vita-Saw has 10 less health. Attack the Medic as you would if he had the Bonesaw.

Amputator
Amputator
  • The Amputator grants extra health regeneration and access to an area-of-effect heal through its taunt.
  • A Medic who takes out the Amputator alone is likely fleeing - keep up the pressure.
  • If you know the enemy Medic is using the Amputator's taunt, he is stuck in place for 4 seconds, long enough for many classes to close the gap and kill him.
Solemn Vow
Solemn Vow
  • The Solemn Vow allows a Medic to see his enemies' health. He may tell his teammates to focus on certain injured targets.
  • The Medic must get a direct line of sight with you to view your health, which puts him in danger of you.

See also