Basic Medic strategy
The Medic is a fast, fragile support class. He can sustain his teammates using his Medigun, provide invulnerability with his ÜberCharge, and critboost a teammate with the Kritzkrieg. These abilities are invaluable to his team both offensively and defensively, and generally the team with more Medics wins.
Contents
General
- The most important tip for a Medic is survival. Teammates may die, pockets may die, ubercharges may be spent, but as long as you're alive and building an uber your teammates will have the advantage.
- The Medic can Overheal. Follow the link and learn how it works.
- Avoid damage. You are a prime target.
- Never stop moving You are a prime target, jump, duck, and strafe. Be hard to hit.
- You regenerate between 3 and 6 health per second, so hiding to recouperate health increases your chances of survival.
- 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. Don't play a combat Medic. All fights should be fighting retreats.
- You need to 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, heal your team whenever there is a moment of downtime.
- Whenever it comes time to unleash a charge, inform your team. You'll want as much support following the Medic and his buddy.
- If a enemy Medic ubers before you maximise the effectiveness of your ÜberCharge time wise however dont risk dying.
Weapon Specific
A list of useful tidbits about the Medic's tools.
Medigun
- Once locked on with your Medigun, it doesn't matter what direction you face, so turn around frequently to watch for Spies and other ambushers.
- The Medigun 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 Medigun targets. If you do this quickly enough, both targets will be invincible at once, but your charge will drain faster.
- The longer a Medic waits to heal an injured teamamte the quicker they will be healed. So prioritise team mates you haven't healed in a while first.
- If you suspect you are healing a spy the quickest spy check is to try and run through them.
Kritzkrieg
- The Kritzkrieg relies a great deal on the skill level of your patient. If your friends panic under pressure, use the Medigun instead.
- The Kritzkrieg's ÜberCharge is much faster than a Medigun'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.
- A Kritzkrieg ambush can eliminate almost an entire team before they can fire back. Look for the element of surprise.
- If on fire and low on health, hit the Oktoberfest taunt ('G' key). It can save your life.
- 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.
Syringe Gun
- Remember to lead your targets. The needles travel slowly.
- The needless 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, run backwards the Syringe Gun will slow the enemies chasing you.
- The Syringe Gun has a better passive heal than the Blutsauger.
Blutsauger
- 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.
- If you're on fire or bleeding you can stop healing and attack with the Blutsauger to restore some health.
Bonesaw
- The Bonesaw has more frontloaded 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 Ubercharges are valuable and melee fights rarely rely on attack speed.
Übersaw
- 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.
- A taunt kill with your Übersaw will fill your ÜberCharge meter by 50%, but while taunting you are defencless so its best not to try this.
Vita-Saw
- 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.
- The Vita-Saw has no advantages over the Bonesaw in Arena maps, as respawning is impossible, and you do not retain Übercharge between rounds.
See also
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