Difference between revisions of "Community Medic strategy"
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* Heavies, Soldiers and Demomen are among the three best classes to deploy a Kritz on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational: | * Heavies, Soldiers and Demomen are among the three best classes to deploy a Kritz on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational: | ||
− | ** Soldiers and Demomen are very similar; however, they have slightly different uses. Soldiers excel in using direct fire to take out compact groups of enemies, such as on a Capture Point or around the Payload cart. If deploying a Kritzkrieg a Soldier, be sure they have a normal Rocket Launcher and not the Direct Hit | + | ** Soldiers and Demomen are very similar; however, they have slightly different uses. Soldiers excel in using direct fire to take out compact groups of enemies, such as on a Capture Point or around the Payload cart. If deploying a Kritzkrieg a Soldier, be sure they have a normal Rocket Launcher and not the Direct Hit, Black Box, or Liberty Launcher, as the main portion of the damage will come from the splash damage, and the ammo capacity is vital. As the reload time after firing all four rockets can take a while, try having two Soldiers there and switching as soon as the first one finishes firing. |
** Demos will yield varying results compared to Soldiers. While a direct hit from a Crit grenade does a considerable amount more damage than a rocket, the splash radius is smaller compared to that of the Rocket Launcher. Another thing to remember is that stickies placed before being Kritzed will ''not'' deal Critical hits if detonated during the charge, unless they were random Crits. In general, the Demo is better for taking out Sentry Gun nests, as the explosives' arcs allows the Demoman to fire from around corners, denying the Engineer the ability to counter. The same issue with reload times as the Soldier also applies. | ** Demos will yield varying results compared to Soldiers. While a direct hit from a Crit grenade does a considerable amount more damage than a rocket, the splash radius is smaller compared to that of the Rocket Launcher. Another thing to remember is that stickies placed before being Kritzed will ''not'' deal Critical hits if detonated during the charge, unless they were random Crits. In general, the Demo is better for taking out Sentry Gun nests, as the explosives' arcs allows the Demoman to fire from around corners, denying the Engineer the ability to counter. The same issue with reload times as the Soldier also applies. | ||
** Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he or she can hit in the duration of the Kritz. Also, as Critical hits don't have damage fall-off over distance, the Heavy can be very lethal even at long ranges. A Heavy using [[Natascha]] has the added bonus of slowing down any nearby targets that are hit, making them easier to kill. | ** Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he or she can hit in the duration of the Kritz. Also, as Critical hits don't have damage fall-off over distance, the Heavy can be very lethal even at long ranges. A Heavy using [[Natascha]] has the added bonus of slowing down any nearby targets that are hit, making them easier to kill. |
Revision as of 02:31, 5 July 2011
As a Medic, the player's primary role is to keep his or her teammates alive using the Medi Gun. The Medic is able to provide invulnerability via by deploying an ÜberCharge. This ability is often invaluable to the team both offensively and defensively, and can turn the tide of battle.
Quick Tips
- Heal anyone who needs it, but focus on Heavies, Soldiers, and Demomen because they're the least likely to suddenly get wiped out wipe out from an explosion, crocket or other scariness.
- Try to be healing someone at all times. You're too vulnerable to be alone, and even when your friends are at full health, you'll still build up your Übercharge.
- In a pinch, it's usually better to keep healing a teammate than to resort to your Syringe Gun.
- Dance, hop around and watch your back. Snipers and Spies love to kill Medics.
- You can literally use a Heavy as cover while you heal him. Just crouch right behind him.
General strategy
- The Medic is the only class that can passively regenerate health. Therefore, Medics that are left alone long enough will eventually return to full health by themselves.
- A Medic carrying the Syringe Gun will regenerate 3 HP/sec. After five seconds without damage, the regeneration rate increases to 6 HP/sec, but will drop back to 3 HP/sec upon taking damage again. A Medic that is carrying the Blutsauger will heal 2 less health per second (base 1 HP/sec, up to 4 HP/sec). Opting for the stock Syringe Gun grants the Medic marginally faster health regeneration, especially when going unharmed for a period, and increases survivability if set on fire.
- Since Medics cannot heal themselves directly (Save for the Oktoberfest taunt), they should have first priority for health pickups. Ask teammates not to pick up health packs, and heal them in return. This is also better for building up the ÜberCharge meter.
- Much more than any other class, being an effective Medic relies on good communication with teammates. A Medic should communicate with his or her patient(s) about upcoming dangers and enemy Spies, as they can use the information to deal with the threat. A simple message to teammates can make all the difference between a successful push/defense and death. If possible, use a microphone to communicate such information to teammates.
- In the same vein, Medics should inform their teammates when they have an ÜberCharge ready. A good teammate will say when he or she is ready for the charge; otherwise, the Medic must use judgment according to the situation.
- The Medi Gun beam can heal targets so long as the Medic has a direct line of sight to the patient. This allows a Medic to heal patients from behind cover, protecting the Medic from enemy fire.
- Once the Medi Gun is locked onto its target, the Medic can face any direction without interrupting healing. This leaves players free to watch for Spies or ambushes in general, as Medics make for high-priority targets.
- Remember to always keep moving and scan the surrounding area, especially the rear guard. This can significantly reduce the chances of being killed by enemy Snipers or Spies in particular.
- Enemy Spies in disguise can also call for a Medic. Attempting to walk through the patient is an effective means for a Medic to Spy-check. Teammates that cannot be walked through are Spies.
- There are two game options that are useful to Medics. The first, "Medi Gun continues healing without holding down fire button," allows Medics to continuously heal without holding their primary fire button. The second, "Injured teammates automatically call out," automatically highlights teammates under a certain amount of health and denotes them with an audio indicator as well. These options are accessed by selecting the "Advanced Options" from the main menu.
- The health level at which the "Injured teammates automatically call out" feature activates can also be set in the Advanced Options, under the "Auto-call health percentage" slider, which is set to 60% health by default. Set the slider to whatever value you think is appropriate.
Combat strategy
- As above, Medic players should remember to be constantly moving and keep an eye on their surroundings in order to make it harder for enemies to kill them. Medics are the highest-priority targets in the game, so players should do everything in their power to protect themselves and their patients.
- However, due to Medics being high-priority targets, this can be used to the team's advantage by acting as a decoy. Most players cannot resist chasing or attacking a lone Medic, so players can get the attention of an enemy and lure him or her into an ambush. While most players will not follow Medics around blind corners where they know a large number of defenses can be, it is still possible to lead them into a Sentry Gun if the Sentry Gun was recently set up. A more reliable way to accomplish this is to lead enemy players into your Medic buddy.
- A common mistake that some Medics make is healing only one person while ignoring other teammates. On the battlefront, many people become wounded and in need of a Medic so they can return to battle as quickly as possible. Healing multiple people also benefits the Medic, as players will receive assist credits for teammates' kills, and healing damaged teammates will build ÜberCharge faster.
- When in combat, a Medic's top priority is to keep as many teammates alive as possible. Always focus on healing teammates that are under the most fire. Also be sure to keep an eye out for teammates in the red, and top them up to keep them alive.
- Under certain circumstances, it may be necessary to continuously heal a single player instead of spreading it around to other teammates, a tactic called pocketing. This tactic can become necessary when dealing with Sentry Guns, an enemy pocket, or when deploying ÜberCharges. Keep in mind that certain classes are better for pocketing than others. Refer to the Medic buddy page for more details.
- In desperate circumstances, fighting back may be the best option for a Medic. Using the Syringe Gun or Bonesaw correctly can kill the attacker or inflict enough damage to force the enemy to retreat, while preserving the Medic's precious ÜberCharge. In the case of the Übersaw, it may allow the players to build their ÜberCharge meters faster, albeit at higher risk.
- For players expecting to have to fight back against enemies, the Blutsauger is a better choice, as it allows players to regain health at a very fast rate while defending themselves. This can forestall or even prevent death in otherwise hopeless situations.
General ÜberCharge strategy
- A Medic's top priority is to build and deploy ÜberCharges. An ÜberCharge can make or break a push, and can be used to break through Sentry Gun nests that are otherwise impenetrable.
- The ÜberCharge meter fills faster if the Medic is healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves (Soldiers and Demomen) can be a tremendous help when out of combat. (Note that during the Setup phase, charge rate is maximized regardless of the patient's health, as long as no two Medics are healing the same patient.)
- Activating the ÜberCharge at the right time can change the tide of battle. Always try to deploy the ÜberCharge as late as possible, such as after being engaged by the enemy instead of before. This can lengthen an offensive/defensive push, but waiting too long often results in death. Similarly, deploying an ÜberCharge early will waste precious charge time and end the push earlier than necessary.
- Both the Medic and the patient are unable to capture Control Points, carry the Intelligence or push the Payload cart while ÜberCharged. However, they will both receive points for being on the capture point or Payload cart while ÜberCharged as a fellow teammate captures it, and may protect teammates from enemies while the point is being capped or the cart is being pushed.
- An ÜberCharged Pyro is incredibly dangerous, especially against Sentry Guns and in tight quarters. Even with only 8 seconds of invulnerability, a Pyro can do an astounding amount of damage, as the Pyro is much faster than the Heavy and doesn't have to pause to reload like the Soldier or Demoman. However, beware that the Pyro has to get very close to targets in order to do damage, and that the enemy team will likely try to keep the ÜberCharged pair away using knockback.
- Knockback is often used to counter ÜberCharges, separating Medics from their healing targets or pushing them towards environmental hazards. Enemy Pyros, Soldiers, Demomen, and Sentry Guns will use knockback to their advantage until the ÜberCharge ends. A Medic and the ÜberCharged teammate should target these enemies first.
- A common problem for an ÜberCharged teammate trying to destroy enemy Sentry Guns is the Sentry Gun's knockback, as the knockback can prevent players from getting close enough to destroy it. To deal with this, the Medic should draw the Sentry Gun's fire and knockback to themselves. This allows the patient to get close enough to destroy it. The Medic should avoid jumping while doing this as the knockback on airborne targets is significantly more effective and can break the connection between you and your patient.
- Even an invincible player can have a hard time single-handedly wiping out the entire enemy defensive line. To make the most of each ÜberCharge, the Medic should activate it when many other teammates are nearby and they should attack as a team. The ÜberCharge may frighten and distract the enemies, drawing fire away from the teammates and effectively making it easier for them to attack.
- While under the effects of an ÜberCharge, it is possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a very short period. Note that this drains the ÜberCharge faster than ÜberCharging only one person.
- See the ÜberCharge strategy page for more information.
Weapon Specific
Example Combinations | |||
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Combo | Usage | ||
This combination is a good loadout for general situations. The Medic should focus on keeping teammates healed and in combat, rather than taking the fight directly to the enemy. The Medi Gun gives the team access to regular ÜberCharges, which can be used in most situations. As the Medic is not focusing on fighting, the Syringe Gun gives players better passive regeneration capabilities, allowing them to weather attacks from enemies better. The Übersaw can be used to build ÜberCharge off of unaware slow classes or Spies. | |||
This setup is ideal for Medics whose priority is on survivability and building ÜberCharges. Holding up to 20% charge after death makes up for the Medi Gun's relatively slower charge-up time compared to the Kritzkrieg. While the Vita-Saw reduces the Medic's maximum health by 10 HP, the Syringe Gun's better health regeneration capabilities can offset this somewhat. However, the Medic cannot build ÜberCharge by attacking enemies with melee attacks, so try to avoid combat whenever possible, but should the need arise the Vita-Saw does not share the Übersaw's drawback of a slower attack rate. | |||
or |
This combination is more suited to an offensive Medic, though not necessarily for offensive pushes. The Kritzkrieg builds up its charge much faster; in pitched battles this can fill up the ÜberCharge meter in no time at all, and its taunt can also self-heal to compensate the slow rate of Blutsauger's self-regeneration. The Blutsauger provides benefits for engaging in combat and is thus more useful to this type of Medic. Because the Kritzkrieg charges so fast, the Amputator's relatively faster swing speed makes it more viable for direct combat when compared to Übersaw, as well as heal multiple teammates simultaneously with its taunt. However, players who wish to focus even more on offensive combat can use the Übersaw to build up ÜberCharge faster. | ||
This setup is primarily designed with personal survival and direct combat in mind. The Blutsauger, when aimed well, offers much higher survivability in a direct confrontation, and a self-ÜberCharge can be used not only to push, but also as a shield by switching quickly between the Medi Gun and the Übersaw while attacking. The use of Übersaw can help build up ÜberCharges, and if used skillfully (as seen in Solo Medic Strategy below) allows players to extend their ÜberCharge durations significantly. | |||
This setup is ideal for greatly enhancing the firepower of the team while allowing Medics to focus on healing rather than combat. The combination of the Syringe Gun and Vita-Saw gives players survivability and the ability to retain part of an ÜberCharge meter without forcing them to engage an enemy for either. The faster charge rate of the Kritzkrieg and the ability to retain charge on the ÜberCharge meter after death allows Medics to deploy Kritzkrieg ÜberCharges very quickly. If the player is killed in the middle of a Kritzkrieg ÜberCharge, the remainder (up to 20%) will still be retained, allowing enterprising Medics to quickly build the next ÜberCharge faster as well. | |||
This is the Medieval Medic setup, which provides a 4-7 HP/second regeneration rate. In normal mode, this setup is geared toward healing with minimal provision for confrontation. The Crusader's Crossbow, though having a further range and higher accuracy, is not a good weapon for personal defense due to its slow firing rate. Instead, use its healing function to heal teammates that are far away, or who need to heal a large amount of health quickly. Should there be a large group of allies that need to be healed, the Amputator's Medicating Melody can keep all of them topped up as long as they stay close by and have a clear line of sight. Note that for both of these weapons the Medic does not build up ÜberCharge. In Medieval Mode, this setup is good for frontal assault, as it is one of only the two class that have ranged weaponry (the other being the Sniper with the Huntsman), and unlike the bow, the Crusader's Crossbow can be fired while underwater. Shooting arrows at a point that is being captured can either heal allies or hurt enemies, while the Amputator has a faster swing rate compare to Übersaw. |
Syringe Gun
- Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload time, which can add up to a surprising amount of damage on enemies.
- The Syringe Gun's needles arc over distance and take time to travel, which makes aiming harder for the player. Players must lead their targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, a Medic can do a good deal of damage.
- The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.
- Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than a Medic running backwards. This allows Medics to spray their pursuers with needles while keeping their opponents at a respectable distance.
- Due to the arcing nature of the needles, players can fire over obstacles, allowing Medics to hit targets that are not in their direct view.
- The Syringe Gun can prove effective against unattended Sentry Guns. A Medic can safely attack the Sentry Gun by using the needles' arc.
- The Syringe Gun has a better passive heal than the Blutsauger, so dedicated healing Medics are better off wielding the Syringe Gun. The increased passive heal also dramatically reduces the effect of afterburn.
- The Syringe Gun is ideal for Medics who can rely on their teammates, as the greater health regeneration bonus will allow the Medic to focus on healing instead of shooting.
Blutsauger
- The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by 2 HP/sec, with a total of 1 HP/sec to 4 HP/sec regeneration. This allows for a more offensive Medic, as the bulk of their self-healing will come from attacking enemies.
- The Blutsauger's health regeneration makes it much better retreat weapon if attacked by enemy players and no teammates are nearby. Players that expect to encounter situations where they must fend for themselves (such as immediately after their buddy has been killed) should consider using the Blutsauger.
- The Blutsauger cannot overheal the Medic using it, only restore the user to full health. So keep in mind that the Blutsauger is more of a survival weapon than a self-buff weapon.
- If caught behind enemy lines without a buddy, a Medic can use the Blutsauger while retreating in order to regenerate just enough health to get away safely.
- Due to the lower health regeneration ability of the Blutsauger, Medics on fire must rely on the Blutsauger to restore health in the event that no other nearby healing sources are available. Keep this in mind if the enemy team has a large number of Pyros.
Crusader's Crossbow
- The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage based on the distance traveled by the bolt, and can heal teammates based on distance traveled as well.
- Both the damage dealt to enemy players and the amount of health that teammates are healed by are directly proportional to the distance that the crossbow bolt has traveled. As such, firing indiscriminately into a crowd of enemies and teammates can help no matter who you hit.
- The Crusader's Crossbow cannot overheal teammates. If a player is already at full health, use the Medi Gun you have equipped instead.
- The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. It functions very similarly to the Sniper's Huntsman, so try to use it in the same way. However, remember that unlike the Huntsman, the Crusader's Crossbow cannot deal headshots.
- When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.
- Due to its low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it is usually better to take out your melee weapon or try to retreat behind a teammate as the Crusader's Crossbow deals less damage the closer the enemy is.
- Unlike the Huntsman, the crossbow can be fired underwater and mid-air, allowing for nasty underwater and aerial surprises.
Overdose
- The Overdose is an unlockable Syringe Gun for the Medic. It does 10% less damage than the standard Syringe Gun, but will increase the Medic's speed as his Über meter increases. The speed boost caps at 10% faster than standard Medic speed.
- Note: The speed boost only applies while you have the Overdose drawn. It will not work if you are using your Medi Gun or Melee weapon.
- If you are building an Übercharge but your Medic buddy gets killed with no one else around, you can use the Overdose to escape and regroup with your team.
- If you use the Vita-Saw with the Overdose, you can use the slight speed boost from 20% Übercharge to get back to the front line and your team faster.
- The Overdose is more of an escape tool than a weapon due to its lowered damage. So don't build your Über meter and go in needles blazing. You will have a hard time getting kills and run a higher risk of losing your Übercharge.
Medi Gun
- One of the most important aspects of playing the Medic is understanding what Overhealing is, and how it works.
- If a Medic heals a teammate already at 100% health, it will raise them to 150% health (overhealed). The time it takes depends on the class, as well as how much time has passed since the patient has taken damage; those with the highest starting health take the longest to overheal, and a teammate that has not taken damage in a while will be healed faster.
- The overheal will decay completely in exactly 20 seconds for all classes as long as the overhealed target takes no damage. For example, a Heavy has more overheal health to lose than a Scout does, but since both decay back to normal health in 20 seconds, the Heavy loses more overheal health per second.
- The HUD indicates overheal by a pulsing border around the health indicator of the heal target (both on the heal target's HUD and the Medic's heal target display). The border will diminish as the overheal decays.
- When approaching an objective, the Medic should try to keep multiple teammates on the front line overhealed instead of only a single teammate.
- Overhealing players fills the ÜberCharge meter at the same rate as healing injured players does, so overhealing teammates should be a priority. However, keeping a player constantly overhealed will reduce the charging rate in half.
- The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds. This allows Medics to quickly heal players that have been out of battle for a long period of time up to full health very quickly.
- When healing a patient, the Medi Gun will stay "locked-on" to the patient until the primary fire key is released (provided that the "Medi Gun continues healing without holding down fire button" option has not been enabled) or the target moves out of range.
- A healing Medic should never stop moving. The Medic is a prime target for enemy Spies and Snipers. Constantly jumping, ducking, and strafing can greatly increase life expectancy.
- Since Medics do not have to face their patients in order to heal them, players should be constantly watching every direction, especially behind their teammates. Spotting a Spy or a hidden enemy and alerting teammates can save their lives.
- The Medi Gun will continue to heal its target so long as that player is within a certain distance and has a direct line of sight, so always try to heal teammates from behind cover. Using this tactic can keep the enemy from lining up a shot while still healing. However, enemies can see the beam and use it to find the Medic.
- If ambushed, remember that it's better use an ÜberCharge to survive than to die with a full ÜberCharge meter (if carrying the Medi Gun and not the Kritzkrieg). Medics that survive can escape and continue to heal teammates and rebuild their ÜberCharge meters, rather than dying and being forced to respawn.
- Medics should heal each other whenever possible. This way both Medics can stay alive longer and retain any charge in their respective ÜberCharge meters.
- A Medic should heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than to overhealing another to 150%.
- The ÜberCharge builds faster by healing anyone under 150% of their max health. If no one can self-damage themselves to keep this fast rate going, keeping group of people to up to 150% will essentially build it just as fast as a Soldier or Demoman hurting themselves.
Kritzkrieg
- The Kritzkrieg is an unlockable healing gun for the Medic. Its Übercharge charges 25% faster than the Medi Gun's, and provides guaranteed Critical hits to the Medic's patient instead of invulnerability for the duration of its deployment.
- The effectiveness of the Kritzkrieg relies a lot on the skill level of the patient; a buddy who knows how to use a Kritzkrieg Übercharge effectively can deal significantly more damage to the enemy. The ÜberCharge only provides a benefit to the patient so the Medic cannot benefit from it, and because it doesn't have any invulnerability like the Medi Gun, the patient can die if he or she isn't careful enough.
- The Kritzkrieg's ÜberCharge is useless against a Medi Gun's ÜberCharge due to its invulnerability, but due to the faster charge rate it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.
- Although Crits count as normal damage against buildings and so won't help against the Sentry Gun itself, a Kritzkrieg charge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun, as well as any other players near it. Once the Engineer is dead, the Sentry Gun can be quickly disposed of.
- Heavies, Soldiers and Demomen are among the three best classes to deploy a Kritz on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
- Soldiers and Demomen are very similar; however, they have slightly different uses. Soldiers excel in using direct fire to take out compact groups of enemies, such as on a Capture Point or around the Payload cart. If deploying a Kritzkrieg a Soldier, be sure they have a normal Rocket Launcher and not the Direct Hit, Black Box, or Liberty Launcher, as the main portion of the damage will come from the splash damage, and the ammo capacity is vital. As the reload time after firing all four rockets can take a while, try having two Soldiers there and switching as soon as the first one finishes firing.
- Demos will yield varying results compared to Soldiers. While a direct hit from a Crit grenade does a considerable amount more damage than a rocket, the splash radius is smaller compared to that of the Rocket Launcher. Another thing to remember is that stickies placed before being Kritzed will not deal Critical hits if detonated during the charge, unless they were random Crits. In general, the Demo is better for taking out Sentry Gun nests, as the explosives' arcs allows the Demoman to fire from around corners, denying the Engineer the ability to counter. The same issue with reload times as the Soldier also applies.
- Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he or she can hit in the duration of the Kritz. Also, as Critical hits don't have damage fall-off over distance, the Heavy can be very lethal even at long ranges. A Heavy using Natascha has the added bonus of slowing down any nearby targets that are hit, making them easier to kill.
- If there are no powerful offensive classes to Kritz, the Sniper can be an effective Kritz target - every hit while charged does the same damage as a headshot.
- The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.
- The Kritzkrieg's taunt, Oktoberfest, restores 11 HP upon use. While this amount is small, it can prevent death in desperate situations.
- Remember that a Medic deploying a Kritzkrieg ÜberCharge is still vulnerable to damage, and thus can still be killed. Try to use a Kritz before taking damage, so that the charge recipient will be able to kill whatever threats are present before they can retaliate. Beware Spies and Snipers; a good headshot will stop the charge.
- The quicker charging rate also means it will be ready more often, which makes the Kritzkrieg more flexible for countering enemy pushes. This makes it very useful when defending on Attack/Defend maps such as Dustbowl, especially on the final point. With plenty of cover fire from teammates, a well used Kritz charge on a Heavy can wipe out the enemy team's front line, allowing teammates to push them back.
The Quick-Fix
- The Quick-Fix is an unlockable Medi Gun for the Medic. It has a 40% faster heal rate and a 25% faster charge rate. It cannot overheal, however. The Quick-Fix can also let you move as fast as any heal target faster than you. Its Übercharge is the "Megaheal", which increases healing by 300% and negates movement impairing effects such as from Natascha.
- The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
- The Quick-Fix lets you move as fast as Scouts when you heal them, so hitch a ride if you're in a hurry to get to the front lines.
- With the faster charge rate, the Übersaw's ability to fill up your Über meter faster is negligible. The Solemn Vow and Amputator are better recommended weapons to take with the Quick-Fix.
- Try not to deploy your Megaheal if you and your buddy are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire.
Oktoberfest
- Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it is usually far better to simply seek out a better source of healing.
- In dire situations such as being on fire or bleeding, it is possible that using this taunt can prevent death. However, it still should not be regarded as a reliable way to regain health.
- If the "Medi Gun continues healing without holding down fire button" option has been enabled, players can use the Oktoberfest taunt while healing a teammate simultaneously.
Bonesaw
- 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. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.
- The Medic's higher-than-standard speed often makes this weapon more likely to score kills than other melee weapons, but should still only be used as a last resort. Remember that the Medic's job is to stay alive and support their team, not to directly kill the enemy.
- When Spy-checking teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack Medics whenever possible, so always be prepared to take out the Bonesaw in order to deal with them.
Übersaw
- The Übersaw is an unlockable melee weapon for the Medic. It has a 20% slower attack rate than the Bonesaw, but will add 25% to the ÜberCharge meter for each successful hit.
- The Übersaw is especially useful for taking out Spies that may be attempting to backstab teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies.
- If the ÜberCharge meter does not increase upon killing a Spy, that player is using the Dead Ringer. Be sure to keep an eye out for this to see if the Spy really was killed.
- The Übersaw will still add to the ÜberCharge meter if the player hits a Scout under the effects of Bonk! Atomic Punch. Since most Scouts tend to use Bonk! in range of teammates' Sentry Guns, it's another safe way to build ÜberCharge.
- Rather than using the Übersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.
- If fighting an enemy and the ÜberCharge meter is relatively filled, try to use the Übersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the Kritzkrieg is not being used
- By using the Übersaw and Medi Gun in conjunction with another Medic with the same combination, players can use the Double Medic strategy. One Medic will fill his or her ÜberCharge meter with the Übersaw by hitting enemies with melee attacks, while the second Medic deploys an ÜberCharge on the first Medic. Once the second Medic's ÜberCharge is depleted, the first Medic switches to the Medi Gun and deploys his or her ÜberCharge on the second Medic, who then takes out the Übersaw to build his or her ÜberCharge meter. This is known as a Chain Über, requiring skill to master, but it can be very effective if used correctly.
- When healing a patient and an enemy approaches, don't be afraid to quickly stop healing and going in to attack with the Übersaw, even if teammates are already attacking that enemy. This is a relatively safe way to gain additional charge, as enemies will often have trouble dealing with more than one simultaneous attacker. However, remember not to chase any enemies who try to flee.
Spinal Tap
- Due to the length of the taunt, it (like all other taunts) is not recommended unless used against distracted foes. If a Medic happens to encounter a Heavy firing the Minigun from behind, it is possible to take the Heavy out with this taunt. It can also be fun to use during humiliation, but it's not the best taunt to use during this period.
- The taunt adds 100% to the ÜberCharge meter upon killing an enemy. Try to use the taunt wisely, and judge whether the risk is worth the reward. Remember, executing the taunt successfully fully charges the ÜberCharge meter, regardless of the victim's health.
- This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player but it will still give 100% ÜberCharge.
- Remember that, like the Skewer taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of the Medic during the retraction part of the animation.
- Similarly, stunning an enemy doesn't necessary guarantee a kill, as explosion blasts, air blasts or simple momentum gained by the enemy (especially noticeable on Scouts) may move the target outside of the kill zone before the retraction animation.
Vita-Saw
- The Vita-Saw is a craftable melee weapon for the Medic. It allows players to retain up to 20% of their ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.
- A good tactic with this weapon is to play more offensively (both via direct attacks against the enemy and supporting classes like Scouts or Pyros) when the charge hasn't reached 20%. However, try to focus on healing teammates rather than attacking.
- Due to the health penalty, players can be killed more easily by lighter classes such as Scouts and Pyros. So try to flee earlier when being attacked.
- Conversely, the health penalty is less noticeable when being attacked by heavier classes like Soldiers and Demomen, as such classes are able to kill lone Medics with 150 HP just as easily.
- Due to being able to retain up to 20% of the ÜberCharge meter, it is possible to deploy ÜberCharges faster upon respawning. This will allow players to put more pressure on the enemy team, and also to have an ÜberCharge ready much faster should the enemy make a push.
- Using the Kritzkrieg in combination with the Vita-Saw will allow players to build up ÜberCharges even faster. Remember that if killed during an ÜberCharge, charge will still be retained, so the Vita-Saw is useful as a safety.
- Using the Medi Gun in combination with the Vita-Saw can help to build a defensive ÜberCharge faster as well, in case the Medic is killed as the enemy team pushes and teammates need to retake the area. The time reduction when building charge will allow the team to bounce back faster in these situations.
- The Vita-Saw has the same attack rate as the Bonesaw. However, the 10 HP penalty may prove to be the deciding factor in a close melee fight, so think whether the current situation could lead to a melee conflict.
Amputator
- The Amputator allows players to use the Medicating Melody. Upon taunting, all teammates within 450 units of the Medic will be healed for 4 seconds at the same rate as if they are being healed by the Medi Gun or Kritzkrieg. However, as with all other taunts, the player cannot move and is completely vulnerable for the duration of the taunt.
- As with the Crusader's Crossbow, it is not possible to overheal players using this weapon. It will also not build any ÜberCharge.
- Always use the taunt when behind cover, rather than out in the open. Only use it when teammates are guaranteed hold their position for the duration of the taunt; if not it is better to simply keep using the Medi Gun rather than risk being caught in the middle of the taunt and killed.
- If possible, try to use the taunt while backed up against a wall, so that Spies cannot get easy backstabs.
- Remember that, as it cannot overheal players, the Medicating Melody should only be used when several teammates are injured or are under attack at the same time. This makes it an excellent tool to use in defensive situations in order to keep them in the fight for longer.
Solemn Vow
- The Solemn Vow is an unlockable melee weapon for the Medic. It allows you to see enemy health and enemy Medics' Über meters with no downside.
- The Solemn Vow is a complete upgrade over the Bonesaw, so use it if you have it.
- The Solemn Vow allows you to see enemy health, so you can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.
The Medieval Medic
The Medieval Medic | |
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- Unlike the other Polycount weapon sets, the Medieval Medic weapon set does not require the Berliner's Bucket Helm in order to get the item set bonus. The set only requires the Crusader's Crossbow and Amputator.
- Both of the weapons in this set give players more tools with which to heal their teammates, which can increase the team's survivability significantly. However, neither of the weapons assists the Medic in building up ÜberCharge, so a Kritzkrieg may be better for building up an ÜberCharge.
- This item set gives players a total HP regeneration rate of 4 HP/sec to 7 HP/sec. This can significantly increase the Medic's survivability, though it is not significant enough to allow players to commit to more dangerous maneuvers and survive.
Class Combat Strategies
Unlike other classes, the Medic is not strong in combat. However, properly played, it is possible to put up significantly more resistance against attackers than they would otherwise expect.
Scout
- While Scouts are extremely fast, they are also extremely fragile. Use the Syringe Gun's rapid-fire capabilities to land hits on attacking Scouts.
- One useful tactic is to retreat around corners while firing the Syringe Gun. By using the projectiles' delayed flight time, it is possible to discourage Scouts from pursuing around corners.
- The Blutsauger is especially effective against Scouts, as it can easily negate any damage that they can cause. A Scout using Mad Milk can negate this health recovery advantage, however the Scout loses the ability to attack the Medic at long range using the Pistol.
- Scouts tend to try to eliminate Medics by flanking them from behind. Always keep an eye on alternate paths that Scouts may use to attempt this, and use teammates as shields to avoid being damaged by the Scout.
- Strafing randomly to avoid damage is the best way to counter Scouts. Be especially aware of Scouts using the Force-A-Nature, as it can kill Medics at full health with two shots if delivered at point-blank range.
- Similarly, a Scout using Crit-a-Cola can use surprise to kill players before they can counterattack. As above, the best defense is to detect the Scout first and attack while retreating to prevent the Scout from doing too much damage.
- In general, Scouts are among the safest targets to attack with a melee weapon, due to their low HP. An injured Scout can take at most two hits to kill.
- If a Scout is attempting to use Bonk! Atomic Punch, attack them with the Übersaw. Although it will not cause any damage, it will still build 25% ÜberCharge for each "Miss!" on the Scout.
Soldier
- Avoid being caught at close range against Soldiers since the Rocket Launcher can juggle players easily and the Medic will struggle to counter this since they have a much lower damage output; allowing a Soldier to get close enough can result in a quick death. Try to stay away from Soldiers and dodge their rockets at range.
- If possible, use the Crusader's Crossbow to fight Soldiers at long range. Although the crossbow bolts can be dodged, Soldiers will have trouble landing rockets at long range.
- Only ever try to fight Soldiers if they have expended all their weapons and have to resort to their melee. However, even then, be wary of Soldiers carrying the Equalizer, which can still kill Medics in two hits at low-enough health.
- This can be turned against Soldiers, however. Soldiers normally only equip the Equalizer at low health, and using their Rocket Launchers at close range inflicts self-damage, so keeping away while firing at an Equalizer-equipped Soldier with the Syringe Gun can often result in a kill.
Pyro
- The best way to deal with Pyros is to deny them the ability to get close enough to deal damage with their Flamethrower. Stay outside of the Flamethrower's range while firing the Syringe Gun.
- However, Pyros have the ability to use their compression blast to trap Medics against walls and corners, leaving them easy for a follow-up attack, especially with the Axtinguisher. Avoid being caught in tight quarters against Pyros, as they can use almost any object or surface to pin their targets.
- Similar to Scouts, retreating around corners while firing the Syringe Gun can discourage them from pursuing. This is more effective against Pyros though, as they do not have the Scout's speed and thus cannot pursue as easily. Simply being able to get around a corner is often enough to break contact.
- The Blutsauger is useful for negating some of the damage that afterburn can cause. As with fighting Scouts, it can give an edge in survivability.
- Never try to use melee weapons against Pyros as they have a much higher damage output than almost any other class at close range and have enough health to survive multiple melee hits.
Demoman
- Dealing with Demomen mainly comes down to avoiding their explosives. As the Demoman does not have any hitscan or direct-fire weapons, the Syringe Gun can often deal with them relatively easily at close range.
- Be very wary of Demomen who attempt to land contact grenades with the Grenade Launcher. Grenades can do a significant amount of damage and juggle their targets, making them easy to follow up.
- Demomen will also often use their Stickybomb Launcher to lay bombs in front of them while retreating in order to prevent enemies from pursuing. These can be easy to avoid depending on the amount of stickies laid, though it can also be countered simply by getting within melee range of the Demoman.
- As the Medic has no hitscan weapons, they cannot easily deal with sticky traps. Always notify teammates of any sticky traps, as they can often deal with the trap quickly.
- It is possible to use melee attacks to destroy stickies, however this requires the Medic to stand right next to the trap. Only attempt this if the Demoman is sufficiently distracted, and only against single stickies.
- Demomen using the Chargin' Targe are capable of killing Medics in a single attack from long range. Always deny such Demomen a direct line of charge by using obstacles or corners to block their path, and never try to engage them at melee range.
Heavy
- As with Soldiers, avoid being caught at close range against Heavies, as they can quickly kill any enemies close by with the Minigun. Always listen for the sound of a spun-up Minigun and steer clear whenever possible. The best way to deal with a Heavy is to have teammates do it while the Medic heals them.
- Whenever possible, try to arc syringes over obstacles to deny Heavies a direct line of sight. While the syringes do not deal a large amount of damage and only really arc over long ranges, the Minigun is a hitscan weapon and cannot damage anything that the Heavy does not have a clear line of sight to.
- Using a melee weapon against a Heavy is generally not advised unless the Heavy is distracted or can be flanked. In particular, the Übersaw can fully charge the ÜberCharge meter from attacking a Heavy.
- Using the Spinal Tap kill taunt is also a useful option, as it kills the Heavy in one hit and gives no warning. However, this is still best done against lone Heavies as other enemies can interrupt the taunt.
Engineer
- By themselves, Engineers are easy to deal with, even for a Medic. The challenge lies in defeating their buildings. This can be solved by using an ÜberCharge from the Medi Gun.
- As with Heavies, Engineers tend to stay relatively stationary much of the time, so using the Syringe Gun to arc projectiles over obstacles can be useful in dealing damage to the Engineer's buildings, even if only to distract the Engineer.
- An Engineer with the Gunslinger may try to deploy Combat Mini-Sentry Guns to give themselves an edge in firepower. When fighting such an Engineer, it is usually best to avoid the Combat Mini-Sentry Gun and try to kill the Engineer first, or use the Syringe Gun or Crusader's Crossbow to destroy it from outside of its range.
Medic
- Fighting another Medic will usually depend on what primary weapon is being used by both players. A Medic using the Blutsauger will usually have an advantage over one using any of the other two weapons, as the self-healing can be combined with the Medic's passive health regeneration for greater effect.
- Sometimes Medic duels will come down to melee weapons, as Medics using the Übersaw will often see it as a chance to build additional ÜberCharge. Depending on the terrain and health, as well as the weapons being wielded by both, it is sometimes better to simply continue using the primary weapon.
Sniper
- Snipers will always try to target Medics whenever possible. Always keep jumping and strafing randomly whenever out in the open to deny them such a chance.
- The Crusader's Crossbow can give the Medic some form of parity against Snipers, however, as it deals more damage the greater the range is. Two crossbow bolts are often enough to kill any Sniper from full health.
- Fighting Snipers at close range is often very easy, as they have few weapons that can deal with enemies at close range. However, it is still recommended to use the Syringe Gun instead of a melee weapon to attack, as Snipers will often throw Jarate and attempt to charge with a melee weapon.
- In particular, the Huntsman is capable of scoring headshots easily at close range. Against the Huntsman, stay at range and try to dodge the arrows and close in to attack between reloads.
- The Übersaw's Spinal Tap taunt can kill unaware Snipers in a single blow. However, the Medic's voice cue may alert the Sniper and provide him with enough time to dodge the attack.
Spy
- Spies are among the Medic's greatest threats. Always keep scanning around, and be especially wary of seemingly friendly players approaching from behind.
- The Spy, like the Scout, is a relatively safe target for Übersaw attacks. Upon identifying a Spy, always try to switch to melee and attack.
- Remember that Spies using the Dead Ringer will not give any ÜberCharge from a hit by the Übersaw upon feigning death. This is a useful way to check of the Spy is still alive. Try to track down any nearby ammo pickups, as Spies using the Dead Ringer will often go straight for these.
Cooperative Class Strategies
Scout
- While Medics cannot keep up with Scouts to support them (with the exception of the Quick-Fix), Scouts make excellent escorts for Medics, as they can use their speed to patrol forward and warn the Medic of danger, or distract and fight off any enemies that try to attack the Medic.
- As with other classes, Medics can act as decoys for Scouts to create ambush opportunities. Most players will never pass up the chance to attack an enemy Medic, and will often ignore everything else to do so.
- While Scouts can best protect Medics by actively attacking any enemies that approach, they can also use Bonk! Atomic Punch to body-block enemies attempting to get close in tight quarters.
- Scouts can benefit more from healing by a Medic than most other classes. As the Scout has relatively little health, a Medic can buff up even critically injured Scouts in only a few seconds, allowing the Scout to quickly recover and continue to attack the enemy.
- Scouts can use Mad Milk to douse friendly Medics who are on fire.
Soldier
- Soldiers, with their considerable firepower, make excellent Medic bodyguards. The Rocket Launcher's splash can be used to push away an enemies attempting to attack the Medic, and their high damage output gives them a fair chance of killing lone enemies pursing a Medic.
- While Soldiers often have speed issues due to rocket jumps inflicting self-damage, Medics can negate this disadvantage by healing any self-damage caused. This gives the Soldier even more maneuverability than normal.
- Always be sure to keep Soldiers with backpack buff items overhealed, and pocket them if they have an active banner. As backpack buff items affect all nearby teammates, keeping the Soldier alive gives the rest of the team an advantage as well.
- In particular, always be sure to stay inside of the active radius of the Battalion's Backup whenever possible. While the Buff Banner and Concheror benefit only attacking teammates, all non-attacking classes can benefit from the damage resistance buff.
Pyro
- Pyros, with their speed and support capabilities, are among the best Medic bodyguards in the game. The compression blast can be used to deflect away explosives, put out burning teammates, and push away enemies trying to attack the Medic.
- Pyros further benefit Medics by being able to Spy-check very effectively. This can allow the Medic to focus more on keeping teammates healed and less on worrying about enemy Spies.
- While the Syringe Gun does not have significant range, it is also more effective at keeping enemies at bay than the Shotgun. As such, it can help to offset the Pyro's range weaknesses.
- The Crusader's Crossbow can further increase the Medic's ability to strike at targets outside of the Pyro's range. It can also be used to cover Pyros at long range by keeping them healed whenever they are outside of the Medi Gun's healing range.
- If a Pyro is using the Back Scratcher, try to heal them with the Amputator's taunt or Crusader's Crossbow instead, as using the Medi Gun will heal them very slowly.
- Conversely, this can be used to quickly build an ÜberCharge. As the ÜberCharge charge rate is not affected, healing a heavily injured Pyro equipped with the Back Scratcher can quickly fill up the ÜberCharge meter if no injured teammates are nearby.
Demoman
- As with Soldiers, Demomen can benefit from a Medic's ability to heal away any self-inflicted damage from explosive jumping, giving them more mobility.
- Medics are especially helpful when destroying Sentry Guns, as they can keep Demomen healed long enough to finish the job. When forced to deal with Sentry Guns, pocketing a Demoman temporarily will usually allow the team to continue pushing forward.
- The Demoman can use the Stickybomb Launcher to create barriers between enemy players and friendly Medics. Placing a few quick stickybombs will usually prevent an enemy player from pursuing.
- However, be careful when the Demoman is using the Scottish Resistance, as enemies can sometimes simply bypass the bombs before they have time to arm.
Heavy
- With the most HP and firepower of all the classes in TF2, the Heavy makes an excellent partner for the Medic. Medics can pocket heal Heavy players, allowing them to mow through the enemy with ease.
- However, be aware of the Heavy's two greatest weaknesses, Snipers and Spies. Always Spy-check constantly to prevent Spies from closing in, and avoid moving into open areas with Heavy partners.
- Using the Crusader's Crossbow to counter-snipe Snipers can help to keep them suppressed, making areas much safer for the Heavy to traverse.
- Heavies should serve as shields for Medics, standing between the Medic and the enemy and preventing them from attacking the Medic. While Medics and Heavies are both high on target priority lists, the Medic is an easier target to eliminate, and thus will often be targeted over a Heavy given the chance.
- In dire circumstances, a Heavy can equip the Fists of Steel and physically block all incoming fire from players trying to attack the Medic.
- Heavies can help Medics to survive by dropping lunchbox items for the Medic to replenish health. As Medics regenerate health at a slow pace, this is the only way for Medics to quickly regain health besides using the Blutsauger or being retreating to find a health source.
Engineer
- Because they have Dispensers to replenish their own health, Engineers will rarely require assistance from Medics. However, when repairing or setting up their Sentry Guns, they will often be exposed to fire, so a Medic can assist them by keeping them healed in such situations.
- As Medics cannot replenish their own health, using friendly Dispensers can help to keep Medics alive, and as such to continue healing other teammates.
- Conversely, as teammates will often retreat to a Dispenser to replenish health, Medics can station themselves nearby and heal nearby players to get them back into the fight faster.
- If an Engineer with the Wrangler is attempting to haul a Sentry Gun to a firing position where it can attack enemies, keeping the Engineer overhealed can greatly increase the chances of successfully redeploying the Sentry Gun. The Syringe Gun can provide some measure of self-defense, however it's best to focus on keeping the Engineer alive as the Sentry Gun can easily overwhelm any nearby attackers once deployed.
Medic
- The best way for Medics to work together is to keep each other healed up in order to reduce the chances of either being killed by the enemy. Remember that the Medic's priority is to build ÜberCharges, so healing allied Medics will both keep them alive and help to build up the ÜberCharge faster.
- Medics using the Medi Gun and Übersaw can use the Chain Über strategy to attack the enemy. However, remember that this will leave the rest of the team without healing or an ÜberCharge for a period of time, so it is best attempted only if there are at least three or four Medics on the team.
Sniper
- Snipers can work to kill enemy Snipers, thus helping to keep the Medic alive. At range, Snipers can also quickly eliminate any targets attempting to attack friendly Medics.
- By temporarily pocketing Snipers, Medics can help them to counter-snipe against an enemy Sniper. By increasing the Snipers chances of surviving the duel, Medics can help to eliminate enemy Snipers, making open areas safer for all teammates to traverse.
- By using Jarate, Snipers can douse friendly Medics who have been ignited by enemy Pyros. This can help to keep the Medic alive if there are no sources of healing nearby.
Spy
- As Spies will often work far away from teammates, Medics do not often have opportunities to work with them. In general, simply try to keep them overhealed whenever away from the enemy.
- Spies using the Cloak and Dagger can patrol ahead of Medics and warn them of incoming danger.
- Conversely, by acting as a decoy, Medics can distract enemies for a Spy to decloak and backstab them.
Advanced Strategies
Battle Medic Strategy
A Battle Medic is a Medic who actively attacks enemies while focusing less on healing one's team. The term "Battle Medic" often carries a negative connotation, as it is common belief that a Medic's primary focus should be on healing teammates. Despite this belief, Battle Medics can be just as helpful to a team. This strategy works a lot like playing the Scout; using the Medic's speed to catch enemies off guard, dealing significant damage, then retreating before they can retaliate. There are a couple of tactics to keep in mind when playing as a Battle Medic:
- The Medic is the second-fastest class excluding Pyros using The Gas Jockey's Gear, which can be used as an additional advantage. Run in with a melee weapon, get in one hit and then switch to a primary weapon and retreat while spraying needles at the enemy. Most enemies will not be able to keep up, and if using the Blutsauger players will be able to negate some of the damage taken depending on aim.
- Work with teammates. Players should still be healing their teammates when not in the middle of combat. A good strategy is to follow teammates, keeping them overhealed, breaking away upon reaching the front lines and using them as a distraction, attacking any enemies they engage (or vice versa if the enemy focuses their attention on the Medic). Lone enemies won't be able to take on an overhealed player and a Medic at the same time, and will go down very quickly. Also, enemies will often focus on teammates more than on the attacking Medic.
- The Übersaw is a good weapon to keep if it is available. Players do not need to kill enemies with it to add 25% to their ÜberCharge meters, so giving enemies a quick poke and retreating will be enough. Also using the strategy above, it is possible to get up to two hits on targets without them noticing.
- A Medic Executing the Solo Medic Strategy
Solo Medic Strategy
Another strategy with the Medic is the Solo Medic that, if used correctly, can devastate an ill-prepared team. This strategy requires one Medic, with the Übersaw and normal Medi Gun equipped.
The Medic simply deploys an ÜberCharge without focusing on a patient, and while the ÜberCharge is still active, switches to the Übersaw (becoming vulnerable) to attack enemies. In-between hits, the Medic switches back to the Medi Gun, becoming invulnerable while not attacking. Since every Übersaw hit adds 25% to the ÜberCharge meter, it simply increases the duration of the active ÜberCharge, thus making the Medic invulnerable for a longer time.
This strategy is much more difficult to pull off than the Double Medic strategy, since the Medic is not invulnerable the whole time. Even while actively wielding the Übersaw, the ÜberCharge meter still drains at the same rate as when invulnerable. The key is to learn how to switch between the Medi Gun and Übersaw quickly to take minimal damage, and get the maximum number of hits on enemies to keep the ÜberCharge meter from reaching 0%. For instance, use this strategy against Soldiers: Switch to the Medi Gun when they shoot their rockets and hit them while they reload. Using the Solo Medic strategy around enemy Heavies and Pyros may prove to be problematic due to their ability to fire continuously without the need to reload. Also, you may want to equip the Syringe Gun for the increased passive heal while invulnerable. Generally it is a better idea to ÜberCharge someone else, or return to your teamates as soon as possible.
Double Medic Strategy
In similar to the single Medic strategy, the double Medic or Chain Über strategy is a theoretical gameplay strategy for Medics that, if executed successfully, can allow a pair Medics to wreak havoc to the enemy team. However, it is a very situational tactic, and difficult to effectively pull off in most cases, therefore it being rarely seen in games. The strategy requires two Medics, both with an Übersaw and a Medi Gun. This tactic will not work however if either has a different melee weapon, such as the Bonesaw, or a different Medi Gun, such as the Kritzkrieg. (For strategy procedure see main article)
Communication between the two Medics is vital for this strategy to work. However, this strategy has a number of difficulties that can prevent it from being achieved. Firstly, if at any point the healing Medic loses his or her beam on the attacking Medic, it will leave the second Medic vulnerable and the strategy may fail. Secondly, if the attacking Medic is not able to land at least 4 hits at the enemy, then their ÜberCharge will not be immediately full, as is necessary. This may happen due to the enemy simply retreating away from the attacking Medic, being knocked back by Sentry Gun fire, explosives or on rarer occurrences reflected by a Pyro. A third way this strategy can fail is if the two Medics get split so far apart that one can't heal the other due to an explosion, Sentry Gun fire, or a Pyro's compression blast. The one that's not deploying an ÜberCharge will be left vulnerable, and most likely unable to get enough hits in time to build one up.
See also
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