Difference between revisions of "Basic Medic strategy"

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(Medi Gun)
(Because of how team-oriented the Medic is (moreso than the other classes), this was definitely the hardest to go over.)
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The [[Medic]] is a fast, fragile support class. He can rescue and fortify his teammates using his [[Medi Gun]], provide invulnerability with his [[ÜberCharge]], and critboost a teammate with the [[Kritzkrieg]]. These abilities are invaluable to his team both [[offensive]]ly and [[defense|defensively]], and can easily make the difference between victory and defeat.
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The [[Medic]] is arguably the most important class on a team. Although he only has average health and mediocre firepower, his ability to heal and [[Healing#Overheal|overheal]] teammates using his [[Medi Gun]] is invaluable. Additionally, the Medic continually builds an [[ÜberCharge]] meter as he heals others. Once full, he can provide invulnerability with the [[Medi Gun]] or [[crit]]boost a teammate with the [[Kritzkrieg]]. Proper deployment of an [[ÜberCharge]] can easily make the difference between victory and defeat. In any firefight, it is incredibly important that the Medic survives. Teammates may die, [[Glossary of player terms#P 2|pockets]] may die, ÜberCharges may be spent, but as long as the Medic is alive and building a new ÜberCharge, his team has the advantage. The Medic relies on having good teammates; he heals them in return for protection.
  
==General==
 
* A Medic must survive.  Teammates may die, [[Glossary of player terms#P 2|pockets]] may die, ÜberCharges may be spent, but as long as you're alive and building a new ÜberCharge, your teammates will have the advantage.
 
  
* The Medic can [[Healing#Overheal|Overheal]].  Follow the link and learn how it works.
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==Primary Weapons==
  
* Avoid damage.  You are a prime target. Jump, duck, and [[strafe]]. Be hard to hit.
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Your ability to heal others will often make you the number one target of many enemy players. Be hard to hit; jump, duck, and [[strafe]] to avoid damage. Rely on your teammates to protect you. Your natural health regeneration will often not be enough to keep you alive, so also ask allies to leave [[Health]] pickups for you. If they die and you are forced to fight, you should also be retreating.
 
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* You regenerate between 3 and 6 health per second, so if you're being attacked, run.  You have a good chance to survive.
 
 
 
* Always ask your allies to leave [[Health]] pickups for you, then heal them in return.
 
 
 
* If you are threatened by an enemy and your teammates aren't aware, communicate, run, and fight in that order.  All fights should be fighting retreats.
 
 
 
* Memorize the map. Know where all the pick ups are on the map and all the routes through the map. A smart Medic will use them to survive and sometimes kill a persistent enemy.
 
 
 
* Strike a balance between pocketing and team healing.  To pocket someone is to follow them around and continually heal them.  Team healing is to heal various players as they run back to you for support.  A rule of thumb is stick to your pocket without fail if you or he is taking enemy fire.  Only heal your team whenever there is a moment of downtime.
 
 
 
* On occasion, aid the pushes of other players besides your pocket. Don't make the common mistake of huddling near your friend when a timely heal could stop your enemies.
 
 
 
* Whenever it comes time to unleash a charge, inform your team.  You'll want as much support as possible following you and your target.
 
 
 
* If an enemy Medic ÜberCharges before you, maximize the effectiveness of your counter ÜberCharge.  Preferably, begin your ÜberCharge just after the enemy's ÜberCharge finishes.
 
 
 
== Weapon Specific ==
 
A list of useful tidbits about the Medic's tools.
 
  
 
===[[Syringe Gun]]===
 
===[[Syringe Gun]]===
 
{{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}}
 
{{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}}
* Remember to lead your targets.  The needles travel slowly.
 
 
* The needles from the Syringe Gun travel in a gentle parabolic arc.  Over distance, remember to move your aim upwards slightly.
 
  
* The Syringe Gun fires rapidly and deals fair damage.  If you need to retreat, the Syringe Gun will slaughter enemies chasing you.
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Although the Syringe Gun fires rapidly and deals fair damage, you should still be relying on your teammates to protect you. The needles from the Syringe gun travel slowly in a gentle parabolic arc. Over distances, aim upwards slightly and lead your targets accordingly.  
  
*The Syringe Gun has a better passive heal than the Blutsauger.
 
  
 
=== [[Blutsauger]] ===
 
=== [[Blutsauger]] ===
 
{{Icon weapon|weapon=Blutsauger|icon-size=100x100px}}
 
{{Icon weapon|weapon=Blutsauger|icon-size=100x100px}}
* This weapon reduces your passive healing.  You will only regenerate between 1 and 4 health per second, making it a riskier weapon.
 
 
* Each needle heals you for three health, so you're vastly more likely to survive a fighting retreat with the Blutsauger.
 
  
* If you're exposed without a buddy, fire the Blutsauger at anyone you can see while retreating. Even if you're taking enemy fire, you may regenerate just enough health to get away safely.
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The Blutsauger is best when you often find yourself near the frontlines. If you constantly land your shots, you will heal yourself more than your standard regeneration can. If you're on [[fire]] or [[bleeding]], you can stop healing and attack with the Blutsauger to restore some health. Don't actively seek out fights; you are still your team's main source of healing.
  
* If you're on [[fire]] or [[bleeding]], you can stop healing and attack with the Blutsauger to restore some health.  Consider this an emergency tactic, since you won't be healing your friends.
 
  
 
===[[Crusader's Crossbow]]===
 
===[[Crusader's Crossbow]]===
 
{{Icon weapon|weapon=Crusader's Crossbow|icon-size=100x100px}}
 
{{Icon weapon|weapon=Crusader's Crossbow|icon-size=100x100px}}
*You can heal at very long ranges.  However, you won't build ÜberCharge with the Crossbow, so stick to your Medi Gun whenever possible.
 
  
*Your bolts arc over distance. Adjust your aim.
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The Crusader's Crossbow allows you to heal teammates from very far away. At close range, it can be used for a quick burst of healing to a critically wounded ally. For the most part, stick to your [[Medi Gun]], as the Crossbow won't help build your ÜberCharge meter. The Crusader's Crossbow is not meant for combat; in addition to its slow reload time, the bolts arc over distances and travel relatively slowly, making them difficult to aim. Think of its ability to damage enemies as a bonus and let your teammates do the fighting.
  
*This is the only weapon that directly heals teammates in [[Medieval Mode]].
 
  
*This weapon heals faster than the [[Medi Gun]] if your friend was hurt in the last 10 seconds.
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==Secondary Weapons==
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Your healing beam will stay locked onto a patient no matter what direction you face, so turn around frequently to watch for [[Spy|Spies]] and other ambushers. The beam can bend around corners, allowing you to heal teammates from behind cover. Don't make the common mistake of only healing one player. Your ÜberCharge meter will fill up more quickly if you are healing wounded allies, so spread your healing evenly during moments of downtime. Generally speaking, you first want to heal other Medics, then combat classes, then support classes. Whenever it comes time to unleash a charge, inform your team.  You'll want as much support as possible following behind you and your patient.
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===[[Medi Gun]]===
 
===[[Medi Gun]]===
 
{{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}
 
{{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}
* Once locked on with your [[Medi Gun]], it doesn't matter what direction you face, so turn around frequently to watch for [[Spy|Spies]] and other ambushers.
 
 
* The [[Medi Gun]] beam can bend around corners. Use this to your advantage to heal your target while being protected from fire.
 
 
* The ÜberCharge bar fills up faster if the Medic heals wounded allies instead of focusing on healthy ones.
 
 
* If you have an [[ÜberCharge]] and are in any danger of being killed, activate it. It's better to survive and potentially ÜberCharge an ally than to die with a full ÜberCharge meter.
 
 
* If you are forced to choose between keeping ''any'' other player alive and another Medic, generally choose the Medic.
 
 
* When team healing, heal damaged players first.  Even if you heal them a small amount, it is better to heal someone low on health than to boost another to 150%.
 
  
* While Ubercharging, it is possible to change Medi Gun targets. If you do this quickly enough, both targets will be invincible at once, but your charge will drain faster.
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Most of the time, you will equip the Medi Gun for the standard [[ÜberCharge]]. While your [[Medic buddy]] will differ from time to time, an ÜberCharge will help your team make a push into almost any defensive encampment, particularly those with [[Sentry Gun]]s. Invincibility is useful on defense, too; you can counter an enemy Medic's ÜberCharge by deploying your own, preferably just after his finishes. If you are in danger of being killed, activate your ÜberCharge in self-defense; it's better to survive then to die with a full meter. You can keep two targets ÜberCharged at once by quickly switching between them. Although your charge drains faster, you will generally make the team push stronger.
  
* The longer a Medic waits to heal an injured teammate, the quicker they will be healed. Prioritize teammates you haven't healed in a while first.
 
  
* A Medic can heal behind corners, so use this to your advantage and stay away from enemy fire.
 
* If you suspect you are healing a Spy, the quickest Spy check is to try running through them.
 
  
 
===[[Kritzkrieg]]===
 
===[[Kritzkrieg]]===
 
{{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}}
 
{{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}}
* The Kritzkrieg relies a great deal on the skill level of your patient.  If your friends panic under pressure, use the Medi Gun instead.
 
  
* The Kritzkrieg's ÜberCharge charges much faster than a Medi Gun's.  If you have the chance, fire first and kill enemy Medics before their ÜberCharge is ready.
 
  
* Heavies, Soldiers and Demomen are the three best classes to kritz. Though any class can be lethal while kritzed, these three are far more lethal than the rest.
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The best candidates for the Kritzkrieg's ÜberCharge are the Soldier, the Demoman, and the Heavy. These classes can deal damage over a wide area and use the critical hits to eliminate entire groups of enemies. Deploying the Kritzkrieg does not protect you, so you're relying completely on the skill level of your patient. You cannot use the Kritzkrieg to counter a standard ÜberCharge. Because your meter charges faster, it is best to deploy the Kritzkrieg as soon as possible, before the enemy Medics are fully charged. Sentry Guns are not affected by critical hits, so do not use the Kritzkrieg when trying to destroy [[Engineer]] nests.
  
* A Kritzkrieg ambush can eliminate almost an entire team before they can fire back.  Look for the element of surprise.
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==Melee Weapons==
  
* If on fire and low on health, hit the [[Oktoberfest]] taunt ('G' key) to gain a quick 11 health boost. It could save your life.
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===[[Bonesaw]]===
 
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{{Icon weapon|weapon=Bonesaw|icon-size=100x100px}}
* Remember that unleashing a Kritz charge does not protect you.  Use the critboost earlier rather than later, and you're more likely to survive a fight.
 
  
*Critical hits do not deal more damage to Sentry Guns, so do not use the Kritzkrieg when trying to destroy [[Engineer]] nests.
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The Bonesaw is useful for getting the first strike on a distracted opponent but still loses to the Syringe Gun in damage over time. There is no reason to use the Bonesaw; because Medics generally don't fight, all of your other melee weapons are usually seen as straight upgrades.  
  
*When kritzing a [[Soldier]], it's best that they have the standard [[Rocket Launcher]] equipped.
 
 
===[[Bonesaw]]===
 
{{Icon weapon|weapon=Bonesaw|icon-size=100x100px}}
 
* The Bonesaw has more front-loaded damage than the Syringe Gun, but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent.
 
* The Übersaw and Vita-Saw are usually seen as straight upgrades to the Bonesaw, because Übercharges are valuable and melee fights rarely rely on attack speed.
 
* The Amputator is a direct upgrade to the Bonesaw.  It has identical stats but also offers an on-taunt heal aura. There are no reasons not to use it over the Bonesaw.
 
  
 
===[[Übersaw]]===
 
===[[Übersaw]]===
 
{{Icon weapon|weapon=Übersaw|icon-size=100x100px}}
 
{{Icon weapon|weapon=Übersaw|icon-size=100x100px}}
* The Übersaw has a 20% slower attack rate than the Bonesaw, but will charge your ÜberCharge meter by 25% per each hit.
 
 
* Use your Übersaw only for filling your ÜberCharge, not for repeatedly slashing enemies to death. If you can escape, you will have a substantial advantage due to your filled Über.
 
  
* If trapped behind enemy lines, a few hits with your Übersaw may allow you to build up an ÜberCharge and escape back to your teammates. Do not count on this strategy, though, since you may need to survive long enough to hit an opponent four times.
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Use your Übersaw when cornered by the enemy to rapidly fill your ÜberCharge meter. Don't be zealous; once your meter is filled, escape back to your teammates, deploying the ÜberCharge if you need to.
  
* If a Spy attempts to backstab you and fails, use the Übersaw to finish them off. Even one hit will vastly decrease the time it takes to build up an Über, leaving you at a tactical advantage.
 
  
 
===[[Vita-Saw]]===
 
===[[Vita-Saw]]===
 
{{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}}
 
{{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}}
* With the Vita-Saw you can attempt riskier tactics while carrying a small charge, since you're less likely to lose a large amount of charge if you die.
 
 
*Due to the slight decrease in your health, you will die faster to lighter classes such as Scouts and Pyros.  Remember to flee earlier when being harassed.
 
  
* 20% saved charge will produce more successful charges if you are dying often.
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Equip the Vita-Saw if you are dying often enough that the 20% saved charge can make a difference. If targeted by a competent enemy, the health penalty won't make a difference. It is useless in [[Arena]] or in [[Sudden Death]].
  
* The Vita-Saw has no advantages over the other saws in Arena maps or during [[Sudden Death]], as respawning is impossible, and you do not retain Übercharge between rounds.
 
  
 
===[[Amputator]]===
 
===[[Amputator]]===
 
{{Icon weapon|weapon=Amputator|icon-size=100x100px}}
 
{{Icon weapon|weapon=Amputator|icon-size=100x100px}}
*This weapon is a direct upgrade of the Bonesaw.
 
  
*Use the taunt-heal only when your team is clustered up and there are no enemies in sight.
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The Amputator is a straight upgrade to the Bonesaw. Its taunt cannot heal or build your ÜberCharge meter, so you should still be using the [[Medi Gun]] for most of your healing. Only use its taunt-heal when your team is clustered up and there are no enemies in sight. Taunting in the midst of combat will get you killed, no matter how much healing you provide.
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*If you taunt in combat, the enemy is likely to kill you and reset your ÜberCharge.
 
  
 
===[[Item sets#Medic|The Medieval Medic]]===
 
===[[Item sets#Medic|The Medieval Medic]]===
 
[[File:Backpack Medic Bundle.png|100px|The Medieval Medic]]
 
[[File:Backpack Medic Bundle.png|100px|The Medieval Medic]]
*With this set, you can survive longer as you will regenerate health significantly faster.
 
  
*However, your defense capabilities will be slightly weakened, as the [[Crusader's Crossbow]] has a long reload time and only shoots single bolts.
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The increased health regeneration can significantly increase your survivability. However, only using the [[Crusader's Crossbow]] to fight off enemies will be very difficult. As the name implies, this is your item set of choice in [[Medieval Mode]].
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*This is the definite set of choice for playing Medic in [[Medieval Mode]].
 
  
 
==See also==
 
==See also==
*[[Community Medic strategy]]
 
 
*[[ÜberCharge]]
 
*[[ÜberCharge]]
*[[Medic match-ups]]
 
 
*[[Medic buddy]]
 
*[[Medic buddy]]
*[[Team strategy]]
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{{Class strategy}}
 
{{Class strategy}}

Revision as of 06:01, 13 March 2011

The Medic is arguably the most important class on a team. Although he only has average health and mediocre firepower, his ability to heal and overheal teammates using his Medi Gun is invaluable. Additionally, the Medic continually builds an ÜberCharge meter as he heals others. Once full, he can provide invulnerability with the Medi Gun or critboost a teammate with the Kritzkrieg. Proper deployment of an ÜberCharge can easily make the difference between victory and defeat. In any firefight, it is incredibly important that the Medic survives. Teammates may die, pockets may die, ÜberCharges may be spent, but as long as the Medic is alive and building a new ÜberCharge, his team has the advantage. The Medic relies on having good teammates; he heals them in return for protection.


Primary Weapons

Your ability to heal others will often make you the number one target of many enemy players. Be hard to hit; jump, duck, and strafe to avoid damage. Rely on your teammates to protect you. Your natural health regeneration will often not be enough to keep you alive, so also ask allies to leave Health pickups for you. If they die and you are forced to fight, you should also be retreating.


Syringe Gun

Item icon Syringe Gun.png

Although the Syringe Gun fires rapidly and deals fair damage, you should still be relying on your teammates to protect you. The needles from the Syringe gun travel slowly in a gentle parabolic arc. Over distances, aim upwards slightly and lead your targets accordingly.


Blutsauger

Item icon Blutsauger.png

The Blutsauger is best when you often find yourself near the frontlines. If you constantly land your shots, you will heal yourself more than your standard regeneration can. If you're on fire or bleeding, you can stop healing and attack with the Blutsauger to restore some health. Don't actively seek out fights; you are still your team's main source of healing.


Crusader's Crossbow

Item icon Crusader's Crossbow.png

The Crusader's Crossbow allows you to heal teammates from very far away. At close range, it can be used for a quick burst of healing to a critically wounded ally. For the most part, stick to your Medi Gun, as the Crossbow won't help build your ÜberCharge meter. The Crusader's Crossbow is not meant for combat; in addition to its slow reload time, the bolts arc over distances and travel relatively slowly, making them difficult to aim. Think of its ability to damage enemies as a bonus and let your teammates do the fighting.


Secondary Weapons

Your healing beam will stay locked onto a patient no matter what direction you face, so turn around frequently to watch for Spies and other ambushers. The beam can bend around corners, allowing you to heal teammates from behind cover. Don't make the common mistake of only healing one player. Your ÜberCharge meter will fill up more quickly if you are healing wounded allies, so spread your healing evenly during moments of downtime. Generally speaking, you first want to heal other Medics, then combat classes, then support classes. Whenever it comes time to unleash a charge, inform your team. You'll want as much support as possible following behind you and your patient.


Medi Gun

Item icon Medi Gun.png

Most of the time, you will equip the Medi Gun for the standard ÜberCharge. While your Medic buddy will differ from time to time, an ÜberCharge will help your team make a push into almost any defensive encampment, particularly those with Sentry Guns. Invincibility is useful on defense, too; you can counter an enemy Medic's ÜberCharge by deploying your own, preferably just after his finishes. If you are in danger of being killed, activate your ÜberCharge in self-defense; it's better to survive then to die with a full meter. You can keep two targets ÜberCharged at once by quickly switching between them. Although your charge drains faster, you will generally make the team push stronger.


Kritzkrieg

Item icon Kritzkrieg.png


The best candidates for the Kritzkrieg's ÜberCharge are the Soldier, the Demoman, and the Heavy. These classes can deal damage over a wide area and use the critical hits to eliminate entire groups of enemies. Deploying the Kritzkrieg does not protect you, so you're relying completely on the skill level of your patient. You cannot use the Kritzkrieg to counter a standard ÜberCharge. Because your meter charges faster, it is best to deploy the Kritzkrieg as soon as possible, before the enemy Medics are fully charged. Sentry Guns are not affected by critical hits, so do not use the Kritzkrieg when trying to destroy Engineer nests.

Melee Weapons

Bonesaw

Item icon Bonesaw.png

The Bonesaw is useful for getting the first strike on a distracted opponent but still loses to the Syringe Gun in damage over time. There is no reason to use the Bonesaw; because Medics generally don't fight, all of your other melee weapons are usually seen as straight upgrades.


Übersaw

Item icon Ubersaw.png

Use your Übersaw when cornered by the enemy to rapidly fill your ÜberCharge meter. Don't be zealous; once your meter is filled, escape back to your teammates, deploying the ÜberCharge if you need to.


Vita-Saw

Item icon Vita-Saw.png

Equip the Vita-Saw if you are dying often enough that the 20% saved charge can make a difference. If targeted by a competent enemy, the health penalty won't make a difference. It is useless in Arena or in Sudden Death.


Amputator

Item icon Amputator.png

The Amputator is a straight upgrade to the Bonesaw. Its taunt cannot heal or build your ÜberCharge meter, so you should still be using the Medi Gun for most of your healing. Only use its taunt-heal when your team is clustered up and there are no enemies in sight. Taunting in the midst of combat will get you killed, no matter how much healing you provide.


The Medieval Medic

The Medieval Medic

The increased health regeneration can significantly increase your survivability. However, only using the Crusader's Crossbow to fight off enemies will be very difficult. As the name implies, this is your item set of choice in Medieval Mode.



See also