Difference between revisions of "Medic weapons (competitive)"
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[[File:RED_Medigun.png|100px|right]] | [[File:RED_Medigun.png|100px|right]] | ||
− | The | + | The stock Medi Gun is the best choice to keep your team in the action. It can provide overheal to soldiers and scouts who want to push ahead and harass the other team. It provides an eight second Übercharge, which halves in duration for each additional teammate affected. |
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*** 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. |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | *Heals at 24/sec if target took damage in the last 10 | + | * Heals at 24 health/sec if target took damage in the last 10 seconds. |
− | *Heals at 72/sec if target took damage over 15 | + | * Heals at 72 health/sec if target took damage over 15 seconds ago. |
− | * | + | ** If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly. <!-- Does the medi gun have a reduced rate when healing a player who dealt *himself* damage?--> |
− | * | ||
|} | |} | ||
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[[File:RED_Kritzkrieg.png|100px|right]] | [[File:RED_Kritzkrieg.png|100px|right]] | ||
− | The Kritzkrieg is the alternative to the | + | The Kritzkrieg is the main alternative to the Medi Gun. Although the two share identical healing and overhealing charactaristics, the Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff for any players ubercharged. Although it can be shared between team members, similar to the standard charge, since this does not have lasting effects, it will only help one teammate at a time. Ubercharge duration halves identically to the stock Medi Gun. The Kritzkreig's [[Octoberfest|taunt]] heals him for 11 health, allowing him to survive near death, or better counteract [[fire|afterburn]]. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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*** 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. |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | *Heals at 24/sec if target took damage in the last 10 sec. | + | * Heals at 24/sec if target took damage in the last 10 sec. |
− | *Heals at 72/sec if target took damage over 15 sec ago. | + | * Heals at 72/sec if target took damage over 15 sec ago. |
− | * | + | ** If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly. |
− | + | * On [[Oktoberfest|taunt]], the Medic heals himself for 11 health. | |
− | *On taunt, | ||
|} | |} | ||
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[[File:Backpack Quick-Fix.png|150px|right]] | [[File:Backpack Quick-Fix.png|150px|right]] | ||
− | The Quick-Fix heals much | + | The Quick-Fix heals targets much faster than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. The 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 cannot overheal players, but can maintain overheal on a player if they already have it. |
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| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''ÜberCharge Fill''' | * '''ÜberCharge Fill''' | ||
− | ** '''Max Rate:''' 3. | + | ** '''Max Rate:''' 3.125% per second (32 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:''' 1.56% per second (64 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. |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | *Heals at 34/sec if target took damage in the last 10 sec. | + | * Heals at 34/sec if target took damage in the last 10 sec. |
− | *Heals at 101/sec if target took damage over 15 sec ago. | + | * Heals at 101/sec if target took damage over 15 sec ago. |
− | * | + | ** If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly. |
− | |||
|} | |} | ||
<br> | <br> | ||
===Medigun Usage=== | ===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 have built up an Übercharge faster. | |
− | |||
==Melee Weapon== | ==Melee Weapon== | ||
− | Medics | + | 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 === | === Bonesaw === | ||
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[[File:Bonesaw_IMG.png|100px|right]] | [[File:Bonesaw_IMG.png|100px|right]] | ||
− | The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but | + | 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. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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[[File:RED_Ubersaw.png|100px|right]] | [[File:RED_Ubersaw.png|100px|right]] | ||
− | Although it has a slower | + | The ubersaw provides an additional 25% ubercharge on every successful enemy hit. Although it has a slower firing rate, it can save a medic's life if he has a large ubercharge percentage; by hitting a few enemies, popping an ubercharge, and running, the medic may thus save himself. If a player is hit by an enemy medic's ubersaw, he should inform his team so that they are better aware of the enemy team's ubercharge percentage. |
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− | If a | ||
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* Gives attacker +25% ÜberCharge fill on hit. | * Gives attacker +25% ÜberCharge fill on hit. | ||
** Non-lethal hits on disguised Spies don't give Charge. | ** Non-lethal hits on disguised Spies don't give Charge. | ||
+ | * Taunting performs the [[Spinal Tap]], which can fill a medic's Übercharge meter if it hits an enemy. | ||
|} | |} | ||
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: '''Note''': The Vita-Saw is banned in most leagues for acquisition time. | : '''Note''': The Vita-Saw is banned in most leagues for acquisition time. | ||
− | The Vita-Saw is | + | The Vita-Saw is another alternative to the Bonesaw. This weapon will preserve up to 20% 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 costs the medic 10 maximum health. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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[[File:Backpack Amputator.png|100px|right]] | [[File:Backpack Amputator.png|100px|right]] | ||
− | The Amputator functions | + | The Amputator functions identically to the default Bonesaw, with the added functionality on [[Medicating Melody|taunt]], which will heals all nearby allies. The taunt will not heal disguised spies, will not overheal, and will not add to the Übercharge meter. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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[[File:Backpack Solemn Vow.png|100px|right]] | [[File:Backpack Solemn Vow.png|100px|right]] | ||
− | The Solemn Vow | + | The Solemn Vow functions identically to the Bonesaw, except that it allows the medic to see the health of all enemy players. A medic with this weapon may remove the necessity of a situational Spy. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * Allows the player to see enemy health | + | * Allows the player to see enemy health. |
|} | |} | ||
<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. The Solemn Vow or Amputator should always be used instead of the Bonesaw, since both are strictly better than it. 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. | |
==See Also== | ==See Also== |
Revision as of 14:02, 16 February 2012
The community competitive scene changes frequently. Some or all info may be outdated.
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: None added |
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. It has no affect on the medic's passive regeneration, leaving it at 3-6 per second, based on time since damage taken.
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, at the cost of his passive health rate, being brought down to 1-4 health per second, depending on how much time has passed since he was last hit.
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. The reduced ammo tends to be a minimal issue, as the speed of reload is very slow. This weapon can be used to spycheck, as enemy spies will not be healed on hit.
Weapon | Damage / Healing | Critical Damage | Function Times | Special |
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Crusader's Crossbow |
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Overdose
The Overdose is useful for Medics who have allies who need him all around the map, as it gives the player a slight speed increase for every 10% of Übercharge, making maneuvering and escaping a breeze. However, its damage penalty reduces the Medic's one major source of damage. This primary will not change the Medic's passive regeneration.
Weapon | Damage | Critical Damage | Function Times | Special |
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Overdose |
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Primary Weapon Usage
The choice all depends on how competent the Medic is at avoiding the enemies' firing lines. Skilled Medics that can avoid fire, and utilize hiding spots effectively will have no need for standard passive regeneration, and will instead opt for the extra offensive power of the Blutsauger. It is generally suggest that players of a low skill level and those new to competitive games stick with the Syringe Gun at first so any mistakes during matches can be minimized with the extra health regeneration offered.
Secondary Weapon
Although the Mediguns take up the Medic's second slot, they are considered as his most important weapons because these are the main reason he is valued in competitive teams and also his most used weapon during matches.
Medigun
The stock Medi Gun is the best choice to keep your team in the action. It can provide overheal to soldiers and scouts who want to push ahead and harass the other team. It provides an eight second Übercharge, which halves in duration for each additional teammate affected.
Weapon | Damage | Critical Damage | Function Times | Special |
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Medigun |
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N/A |
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Kritzkrieg
The Kritzkrieg is the main alternative to the Medi Gun. Although the two share identical healing and overhealing charactaristics, the Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff for any players ubercharged. Although it can be shared between team members, similar to the standard charge, since this does not have lasting effects, it will only help one teammate at a time. Ubercharge duration halves identically to the stock Medi Gun. The Kritzkreig's taunt heals him for 11 health, allowing him to survive near death, or better counteract afterburn.
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 heals targets much faster than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. The 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 cannot overheal players, 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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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 have built 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 ubersaw provides an additional 25% ubercharge on every successful enemy hit. Although it has a slower firing rate, it can save a medic's life if he has a large ubercharge percentage; by hitting a few enemies, popping an ubercharge, and running, the medic may thus save himself. If a player is hit by an enemy medic's ubersaw, he should inform his team so that they are better aware of the enemy team's ubercharge percentage.
Weapon | Damage | Critical Damage | Function Times | Special |
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Übersaw |
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Vita-Saw
- Note: The Vita-Saw is banned in most leagues for acquisition time.
The Vita-Saw is another alternative to the Bonesaw. This weapon will preserve up to 20% 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 costs the medic 10 maximum health.
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, with the added functionality on taunt, which will heals all nearby allies. The taunt will not heal disguised spies, will not overheal, and will not add to the Übercharge meter.
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. A medic with this weapon may remove the necessity of a situational Spy.
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. The Solemn Vow or Amputator should always be used instead of the Bonesaw, since both are strictly better than it. 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.
See Also
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