Community Medic strategy

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The Medic's primary role is to keep his teammates alive using his Medi Gun. The Medic is able to provide invulnerability via his ÜberCharge. This ability is often invaluable to his team both offensively and defensively and can turn the tide of battle.

General strategy

  • The Medic is the only class that constantly regenerates health, so if you can escape combat is is possible to eventually return to full health even without health pickups. This allows Medics to survive much longer than other classes in most situations.
    • When damaged, a Medic carrying the Syringe Gun will regenerate 3 health per second. After five seconds without damage, his regeneration rate increases to 6 health per second. If at any time the Medic takes damage, it resets the timer and healing factor back to 3 health per second. A Medic that is carrying the Blutsauger will heal 2 less health per second (base 1 health per second, up to 4 health per second.) Opting for the stock Syringe Gun grants the Medic marginally faster health regeneration, especially when going unharmed for a period, and increases his survivability if set on fire.
    • Since Medics cannot heal themselves directly, they should have first priority for health pickups, as any injured teammates can obtain health by being healed by the Medic. Ask your teammates to leave health packs for you, and heal them in return. This is also better for building up your ÜberCharge meter.
  • Much more than any other class, being an effective Medic relies on good communication with your teammates. A Medic should communicate with his patient(s) about upcoming dangers and enemy Spies, as they can use the information to deal with the threat. A simple message to your teammates can make all the difference between a successful push/defense and a death. If possible, use a microphone to communicate such information to your teammates.
    • In the same vein, a Medic should inform his teammates when he has an ÜberCharge is ready. A good teammate will say when he is ready for the charge; otherwise, the Medic must use his best judgment.
  • The Medi Gun beam can heal targets so long as the Medic has a direct line of sight to his patient. This allows a Medic to heal his patient from behind cover, protecting himself from enemy fire.
  • Once the Medi Gun is locked onto its target, the Medic can face any direction without interrupting healing. This leaves him free to watch for Spies or ambushes in general, as Medics make for high-priority targets.
  • Remember to always keep moving and checking your back no matter what. While healing, you do not need to attack the enemy, so you can focus primarily on avoiding damage. This can significantly reduce your 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. If you cannot pass through a teammate, he is a Spy.
  • 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 take a few seconds to raise them to 150% health (overhealed). The time it takes depends on the class, as well as how much time has passed since your 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 health buff 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 your primary healing target.
    • 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.
  • 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 'Options' button from the main TF2 menu, then selecting the "Multiplayer" tab, then the "Advanced..." button.
    • The health level at which the "Injured teammates automatically call out" feature activates can also be set in the "Advanced..." multiplayer options, under the "Auto-call health percentage" slider, which is set by default to 60% health. You can set this slider to any health value you wish.

Combat strategy

  • As above, remember to keep constantly moving and checking your back in order to make it harder for enemies to kill you. As a Medic, you are a high-priority target, so always make sure to deny the enemy a chance to kill you no matter what. Hide behind cover, never stop moving, and check behind yourself frequently.
  • 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 to heal them so they can return to battle as quickly as possible. Healing multiple people also benefits the Medic, as he will receive assist credit for his teammates' kills, and healing damaged teammates will build his ÜberCharge faster.
  • When in combat, your priority is to keep as many teammates alive as possible. Always focus your healing on teammates that are under the most fire, and be sure to keep an eye out for teammates in the red, and top them up to prevent them from dying.
  • 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 his primary or melee weapons correctly may inflict enough damage to cause the enemy to retreat (or die), while preserving the Medic's precious ÜberCharge. In the case of the ÜberSaw, it may allow the Medic to build his charge 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 firing at an enemy. This can forestall or even prevent death in otherwise hopeless situations.

General ÜberCharge strategy

  • A Medic's top priority is to prepare his ÜberCharge. A Medic healing a fully overhealed teammate will still build ÜberCharge, albeit not as quickly as healing damaged teammates.
  • 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 and building a ÜberCharge. This is called 'leeching' or 'Übering up'. (Note that during the Setup phase, charge rate is maximized regardless of the patient's health.)
  • Activating the ÜberCharge at different times can change the tide of battle. Always try to deploy your ÜberCharge as late as possible, such as right before you or your patient are about to die, can lengthen an offensive/defensive push, but waiting too long often results in death. Similarly, deploying your ÜberCharge early will waste precious charge time and force you to end your push earlier than necessary.
  • Both the Medic and his patient are unable to capture Control Points or push the Payload cart while ÜberCharged. However, they will both receive capture points for being on the point or 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 his target in order to do damage, and that the enemy team will likely try to keep you 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. The knockback will prevent the Medic and his Übered buddy from getting close. To deal with this, the Medic should get as close to the sentry as possible in order to draw its fire and knockback. This allows his patient to get close enough to destroy it. They Medic should avoid jumping while doing this because the sentry knockback on airborne targets is significantly more effective.
  • 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.

Weapon Specific

Syringe Gun

Item icon Syringe Gun.png

  • Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload 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. A Medic must lead his 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 good damage.
    • The needle travel delay can also be used as an advantage when firing at corners or while retreating. When defending yourself, retreating around a corner while firing can allow you to suppress an enemy and discourage him from following you while you retreat.
  • Classes that run 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 retreating.
  • 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

Item icon Blutsauger.png

  • Whenever a needle hits an enemy, 3 HP is restored to the Medic. As compensation, the passive health regeneration of the Medic is reduced by 2 HP/sec, with the end result of health regeneration at 1 HP/sec to 4 HP/sec. 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 your patient is killed. If you expect to run into situations where you have to fend for yourself, the Blutsauger can give you more survivability.
  • The Blutsauger cannot overheal the Medic using it, only restore the user to full health. Therefore, 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 fire the Blutsauger at enemies 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 is available. Be sure to keep this in mind if you expect to be attacked by Pyros often.
  • For a Medic who cannot rely on his team, the Blutsauger's +3 HP on hit is more useful than the Syringe Gun. The Syringe Gun's passive is negligible when taking damage constantly. The +3 HP on hit from the Blutsauger will give you a better chance to survive should you have to fight back.

Medi Gun

Item icon Medi Gun.png

  • When healing a patient, the Medi Gun will stay "locked-on" to him until you release your primary fire key (provided that you do not have the "Medi Gun continues healing without holding down fire button" option enabled) or the target moves out of range.
  • A healing Medic should never stop moving. The Medic is a prime target to enemy Spies and Snipers. Constantly jumping, ducking, and strafing makes you a harder target to kill.
  • Since a Medic does not have to face his patient in order to heal him, you should be constantly watching in every direction. Spotting a Spy or a hidden enemy and alerting teammates can save their lives.
  • The Medi Gun will continue to heal your target so long as he is within a certain distance and has a direct line of sight, so always try to heal your teammates from behind cover. Using this tactic can keep yourself out of harm's way while still healing. However, enemies can see the beam and use it to find the Medic.
  • If you get ambushed, remember that it's better use an ÜberCharge to survive than to die with a full ÜberCharge meter. As long as you survive, you can continue to heal your teammates and build your ÜberCharge back up rather than dying and being forced to respawn.
  • Medics should heal each other when possible. This way both Medics can stay alive longer and keep their precious ÜberCharges.
  • A Medic should heal damaged players first. 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

Item icon Kritzkrieg.png

  • The Kritzkrieg charges 25% faster than the Medi Gun, but it provides guaranteed Critical hits instead of invulnerability, so be sure to use it in the correct situations.
  • The effectiveness of the Kritzkrieg relies a lot on the skill level of your patient; if he has good aim and judgment you shouldn't have any problems. The Kritzkrieg's ÜberCharge cannot be used on yourself, so if your patient dies it's wasted, and because it doesn't have any invulnerability like the Medi Gun, your patient can die if he isn't careful enough.
    • It should also be noted that the Kritzkrieg's effects aren't nearly as obvious to the player receiving the charge as the normal ÜberCharge (with the glowing outline around the player models). This might require more diligent communication between patient and Medic.
  • The Kritzkrieg's ÜberCharge is useless against a Medi Gun's ÜberCharge due to its invulnerability, but due to the faster charge rate you can use it before the enemy can, as well as more often.
  • Although Crits count as normal damage against buildings and so won't help against the Sentry Gun itself, if you Kritz a Demoman or Soldier the splash damage from their rockets and grenades can 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 you do Kritz a Soldier, be sure they have a normal Rocket Launcher and not the Direct Hit, as the main portion of his damage will come from the splash damage. 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 his arc allows him to fire 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 him to concentrate on as many enemies as he 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 targets he hits, making them easier to kill.
  • 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 your 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 unleashing a Kritz charge does not have any effect on your vulnerability; you can still be killed. Try to use a Kritz before you take damage, so your Medic buddy will be able to kill whatever threats are present before you die.

Oktoberfest

Oktoberfest

  • Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, it's usually safer to simply let your health regenerate or seek out another source of health like a health pickup or Dispenser.
  • In dire situations such as being on fire or bleeding, it is possible that using this taunt can save your life. However, it still should not be regarded as a reliable way to regain health.
  • If you have the "Medi Gun continues healing without holding down fire button" option enabled, you can use the Oktoberfest taunt while healing a teammate. This can help you and your patient to recover health simultaneously.

Bonesaw

Item icon Bonesaw.png

  • 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. It also has a higher Crit rate than the Syringe Gun, giving you a better chance at a Critical hit.
  • 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 your job is to stay alive and support your team, not to kill the enemy yourself.
  • When Spy-checking teammates, using your 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 whip out your Bonesaw to deal with them.

Übersaw

Item icon Ubersaw.png

  • The Übersaw has a 20% slower attack rate than the Bonesaw, but will charge up your ÜberCharge meter by 25% per each successful hit.
  • The Übersaw is especially useful for taking out Spies that may be attempting to backstab your patient, as you not only kill the Spy in two hits, but also fill your ÜberCharge by 25% per hit.
    • If your ÜberCharge meter does not increase upon killing a Spy, he is using the Dead Ringer. Be sure to keep an eye on your ÜberCharge meter to see if you really did kill the Spy.
  • The Übersaw will still add to your ÜberCharge meter if you hit a Scout under the effects of Bonk! Atomic Punch. Since most Scouts tend to use Bonk! in range of your team's Engineer's Sentry Guns, it's a safe way to build up your ÜberCharge.
  • Rather than using the Übersaw for killing enemies, try to use it with the mindset of building up your ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting until one of you is dead.
  • If you are fighting an enemy and your ÜberCharge meter is relatively filled, you can use the Übersaw to finish up the charge and quickly switch to your Medi Gun to activate your ÜberCharge. In desperate situations, this can ensure your survival as long as you are not using the Kritzkrieg.
  • By using the Übersaw and Medi Gun in conjunction with another Medic with the same combination, you can use the Double Medic strategy. One Medic will fill his ÜberCharge meter with the Übersaw by attacking enemies with his melee weapon, while the second Medic deploys his ÜberCharge on him. Once the second Medic's ÜberCharge is depleted, the first Medic switches to his Medi Gun and deploys his ÜberCharge on the second Medic, who takes out his Übersaw to build his ÜberCharge meter. This is known as a Chain Über, requiring skill to master, but it can be very effective if used correctly.
  • If an enemy gets close to you and your patient, and your patient is at high health or overhealed, don't be afraid to go in and land a hit or two with the Übersaw, even if your patient is already attacking him. This is a relatively safe way to add additional charge to your meter, as your target cannot deal with you and your patient simultaneously. However, remember not to chase any enemies who try to flee, focus on staying with your patient.

Spinal Tap

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 run upon a Heavy firing his Minigun from behind, he can also easily take him 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 50% to your ÜberCharge meter upon killing an enemy. Use your judgment; it can be better against low health classes like Snipers, while Heavies can often survive 3-4+ normal hits, allowing you to fully charge your ÜberCharge meter.
  • 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 you 50% ÜberCharge.
  • You don't have to stun an enemy in order to kill him: he just has to be in front of you as the Medic retracts the Übersaw. Always keep this in mind when you try to taunt-kill an enemy.
    • Similarly, stunning an enemy doesn't necessary mean you're going to kill him, as explosion blasts, air blasts or simple momentum gained by the enemy (especially noticeable on Scouts) may move your target outside of the kill zone before you can retract the Übersaw.

Vita-Saw

Item icon Vita-Saw.png

  • The Vita-Saw allows Medics 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 is to play more offensively (both via direct attacks to the enemy and healing and supporting classes like Scouts or Pyros) when the charge hasn't reached 20%. However, you should still focus on healing your teammates rather than attacking.
  • Due to the health penalty, you will die faster to lighter classes such as Scouts and Pyros. Consequently, try to remember to flee earlier when being attacked.
    • The health penalty is less noticeable when being attacked by heavier classes like Soldiers and Demomen, as you are much more likely to be killed by explosions which would kill you even if you had 150 health.
  • Due to being able to retain up to 20% of your ÜberCharge meter, it is possible to deploy ÜberCharges faster upon respawning. This will allow you to put more pressure on the enemy team, and also allow you to have an ÜberCharge ready much faster should the enemy push.
    • Using the Kritzkrieg in combination with the Vita-Saw will allow you to build up ÜberCharges even faster, so make sure you have suitable patients around you at all times.
    • Using the Medi Gun in combination with the Vita-Saw will allow you to build a defensive ÜberCharge faster as well, in case you are killed as the enemy team pushes and your team needs to retake the area. The time reduction when building charge will essentially allow you or your team to bounce back faster in these situations.
  • Vita-Saw functions the same 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.

Map Specific ÜberCharge Strategy

  • As the Medic is such a versatile class and there is practically no situation where a team can do badly with one, these map specific strategies are going to be lists of the most common and most practical places to deploy Übercharges and Kritzkriegs, with the classes preferably to said locations should the need arise. It is worth keeping in mind that any area an ÜberCharge can be deployed in a Kritzkrieg can also be used unless stated, so remember that they are interchangeable unless otherwise noted.
  • Any mentioned directions apply to the team the bullet point is for on Attack/Defense and Payload maps, e.g. The first point of the first area of Dustbowl is on the left side for the BLU team, and the right side for the RED team.
  • Unless it is a point mentioned specifically to do with the map (like the roof of Badwater Basin or the Central Bridge of Badlands), anti-Über defenses (such as airblasting Pyros or counter Übers) will not be mentioned as these too are universal and can be applied to almost any situation.

Dustbowl

Attack

  • At the first area of the first stage, it is recommended to send at least one ÜberCharge out of the left main gate, as it will be the spearhead of your offense and also break through the possible traps or defenses the RED team has built up to keep you in spawn.
  • If a Sentry Gun has been built on the right side next to or behind the house, an ÜberCharge through there can also help out immensely as otherwise your team will be gunned down even if they break out of the left or middle doors.
  • Using an ÜberCharge to take the point is reliable as there will often be a level 3 Sentry Gun along the right walkway or in the corner. For this a Heavy is probably best, as his potential for damage in the house's cramped space is high when he is spun up.
  • If Übercharging near or at the entrance to the point, be careful of airblasting Pyros trying to spoil your efforts as the small doorway is a very good spot for the Pyro to throw your target back a few feet and disrupt the charge (they may also attempt to knock you into the gully, in which case you can either advance behind the house or run back to the spawn via the middle door).
  • The top left tunnels and bottom right tunnels may have an Engineer set up with a level 3 Sentry Gun by the time the first point is captured. These will need an Über as usually they are built too far away from the corner and accompanied by too many people for people to attempt destroying them on their own. The limited space in these areas makes a Pyro Über incredibly useful (especially with the Backburner) and often will be too cramped for RED players to escape the flames (just be sure to run ahead of your patient to reduce the knockback he receives).
  • The last area of the first stage will almost always have a Sentry Gun, positioned either in the building with the point itself (in the very left corner) or to the right slightly around the corner, both of which can cover the point effectively. A Demoman Über will be the most useful here as the small amount of room in the building will maximize the Demoman's effectiveness with his explosive weapons and the right area leads to the enemy spawn, effectively allowing you to cut off their reinforcements so your team can rush the point.
  • Building an Über in the top left and top right tunnels for the left and right Sentry Guns respectively is your best plan of action, but make sure to watch your back as the tight corners and stairways are a Pyro's optimum conditions to take you by surprise, as well as other close range classes (like Spies if you have your back turned or Chargin' Targe Demomen).
  • If another Medic is already working on an ÜberCharge, try a Kritzkrieg from the top right battlements. The higher ground lets you and your patient see over the immediate area, and if the Sentry Guns are destroyed you can rush toward the RED spawn as a distraction, pinning them in their spawn if you have the chance.
  • The first area of the second stage is initially quite difficult to enter from the ditch outside the spawn without an ÜberCharge, as there may be Sentry Guns on the roof of the right house, sticky traps on the gates or other measures to waste or take away your Über. To counteract this, have either you or another Medic push in with a regular charge to destroy all the traps and initial defenses, and follow up with your own or another Medic's charge of either type to mop up the remainder of the RED team.
  • Do not build charges behind the right house, as the RED team can easily fire grenades, stickies and rockets into the tight space, send a Pyro or Spy round the back of the house to surprise you or even drop down on you from the roof. Instead, try the opposite side, crouching below the wall so you are immune from sniping.
  • Pushing into the left building from the ground floor or the left passage is a good way of directly accessing the point so you can take out any defenses otherwise hidden in the building. A Sentry Gun may also be behind the point or to the right around the corner opposite the point. For the close range destruction a Heavy or Pyro would work best, and when it comes to the faraway Sentry Guns the Demoman with his grenades/stickies helps tremendously.
  • In the event of an Engineer having set up inside the far house, do not use an ÜberCharge or Kritz as the very small rooms can be easily routed by a passing Soldier or Demoman with their explosive weapons.
  • At the last point area, try holding off your charges until you reach the area of the point itself and not using your charge in the previous courtyard or tunnel. If you want to destroy any Sentry Guns on the right side, an Übered Demoman or Heavy will be the best choice as they can destroy a Sentry Gun quickly and then lay waste to your enemies freely. Do not jump or try running at the Sentry Gun however, as unless you are on the ground floor you're very likely to be launched across the map and be chased down, having wasted the Über.
  • Destroying Sentry Guns on the left side is significantly easier than the right as you can get near them via the left tunnels and hide near the large rock when you are trying to hold the charge for as long as possible. However, do not attempt this if there are a number of airblast Pyros around as the open area and linear pathway to the point makes them very harmful to your charge.
  • Alternatively, use a Kritzkrieg after a normal ÜberCharge has rushed in to take the point by storm and keep the RED team in their spawn (now much closer than in the previous stage). You can also hide behind the left rocks and charge a projectile using class like a Soldier to deal Heavy damage.
  • You may need to use an ÜberCharge to free up the right tunnel with the one way gate. Don't be afraid to use your charge in here (especially if there is an enemy sentry set up) as it can provide a temporary save haven for building charges in should your teammates be diligent and look for enemies coming in.
  • The last stage's first area will almost always need an ÜberCharge to deal with the inevitable Sentry Gun or two on either the left or right sides. The same classes work fine for either side (being Soldier, Demoman and Heavy) but it is worth noting that Pyro Übers are especially effective on Sentry Guns stationed on the left side due to them being on the ground floor. On the right side, however, the Sentry Guns will either be up a small ramp or in the top right route from the RED spawn, so the combination of knockback and the Flamethrower/Backburner's short range will make it very difficult to reach them.
  • At the start of the round, either use a regular ÜberCharge immediately or retreat into the spawn as it is a very popular tactic for the RED team to push into your spawn with either an ÜberCharge or a Kritzkrieg (or even both). Otherwise, you will need to spend another minute charging, which could be time spent putting pressure on the enemy team and even capturing the point.
  • The final areas of the last stage are probably the most difficult place to successfully build an ÜberCharge in the map, as it is a set of corridors often subject to a large amount of projectile spam, hiding Spies, and enemies coming from the rear stairs. To counteract this, try hiding in corners to minimize any damage you take or the chance of you being spotted, and using your charge earlier than usual when pushing in to compensate for the increased chance of you losing the Über.
  • Pushing with a Demoman is best for destroying any Sentry Guns in the area but when trying to hold the RED team on their side of the bridge, a Heavy with Kritzkrieg does the best job. If you decide to do this, make sure the Heavy either pushes in when there are no Sentry Guns around or he keeps out of the lines of sight of any Sentry Guns in the distance or around corners.
  • The tunnel is also a good place to push from with either charge, as an ÜberCharge can bypass any defenses in the top left corridor by going by going directly across the bridge, and a Kritzkrieg Demoman or Heavy can fire upwards at the enemy to stop them going towards the gully, cutting off an easy escape route from other Übers your team pushes with.
  • When crossing the bridge, watch out for airblasting Pyros again as here is where they can completely waste your Über by blasting you into the gully. For this reason, try to only charge in when you know that at least one enemy Pyro is dead or distracted.

Defense

  • Defending the first area's first point is a lot more focused on the Kritzkrieg, as if used correctly with the right classes (Soldier or Demoman) you can take out a considerable number of players in very little time. This buys your team more time at the start of a round to build up defenses, and might even kill the charged Medics on the BLU team (though only if they stand outside the range of the resultant Critical explosives in spawn). If they counter Über with a proper ÜberCharge, retreat or hide and try to take them from the left side or the windows in the point building.
  • In the event that the BLU team pushes into the point with a regular ÜberCharge, do not panic and instead either retreat to the second point to build your own up, or even counter with another regular charge so as to block the point. If doing so, be sure to let your team know that you have so they will continue to defend the point and not leave you to be killed as soon as the charge wears off.
  • The second point area is a lot more suited to the normal ÜberCharge, as the passages to it are unpredictable and may make a Kritzkrieg a bad choice. This is especially apparent when the BLU team push down the right stairway with a normal Über, as you will need to block it before the point caps with the amount of people running in with the charge. If you can, try to stay out of sight until their ÜberCharge pushes in and be sure to ask for at least one Heavy class to stay at the point as a countermeasure.
  • It is entirely possible to jump along the side of the top right tunnel and onto the small Sniper ledge if you are skilled with this jump. In the eventuality that you are and can get a teammate up there (most likely a Soldier or Demoman as it is easily accessible to them) then you can take a charge into the tunnel and purge any BLU players from there. When this is done, you can either hold the one way gate open to let your teammates in to cut off one of the BLU team's potential entrances to the second area, or escape via the same gate.
  • Try not to push the BLU team right back to the first point as there are too many alternative entrances to the one you are pushing through, and so they can quite easily evade your charge and advance through another route.
  • Defending the first area of the second stage will require a mix of the two types of ÜberCharge, with the normal version being useful for destroying any Sentry Guns or people in the tunnel and spawn area of the BLU team, and the Kritzkrieg for cleaning out the tunnel and courtyard in front of the point building. For both of these application, standing on the top of the left house will keep you hidden somewhat, and also out of harm's way (though watch for Spies coming up the back ladder). You can also stand on the raised area next to the point, though you may be sniped from the far left if you don't hide inside.
  • When the first area has been taken, regularly run back in there or the left tunnel with a charge to deter enemies for a short time and cut off any BLU players in areas closer to the point from reinforcements. You can access the first area through a number of different pathways, so try to take the least occupied one.
  • If you are trying to retake the tunnel, a normal Über will be necessary as Engineers will set up their bases in there as soon as possible, making Kritzkriegs ineffective at best unless you can get a Soldier to kill the Engineer tanking his Sentry Gun with splash damage.
  • When defending the first area of the last point, use an Übered Heavy, Pyro, Demoman or Soldier to rush into the enemy spawn area and force them back into their actual spawn. In the cramped corridors the effectiveness of any counter Über measures are reduced, so you can use close range patients such as Backburner Pyros to their full advantage. A Kritzkrieg works too, though you will have to wait until the BLU team's Übers have been used or eliminated, and if you wish to stay safe when activating the charge just stand in the windows of the right building and have a Soldier fire rockets into the courtyard.
  • Übering to stop the point being captured is a risky prospect as it is far away from the RED team's safe zones, and you can be easily knocked off or blown up prior to activating the charge. Instead, your patient should fire directly at the point or push around the corner to stop any more BLU players running across.
  • The Kritzkrieg shines in the last areas of the final stage, as the tight conditions and corner-based chokepoints mean that a Critically charged Demoman or Heavy can storm the BLU team's area and deal massive damage in a very short space of time and often killing their Medics while they build Über. A normal Über won't work quite as well, but can be used for taking out any Sentry Guns that the BLU team put up to maintain their front lines.
  • Keep the pressure on the BLU team high, and use Übers regularly to make sure the enemy team gets no breathing room. With the amount of damage your teammates will be taking from around the corner, you can regain and build ÜberCharges in a very short space of time.
  • Try to mix up your routes to attack the enemy from if you can, as it keeps them on their toes and will cause Heavy damage if they aren't prepared for a particular charge (such as a Pyro Über pushing from the tunnel behind them) and may even push them back to the first point area as a result.
  • If you have a normal ÜberCharge ready and the enemy team push in while you have nobody to heal, activate your charge and just stand on the point, as you can easily buy your team a few seconds of time for them to respawn and destroy a group of people on the point. The same applies if you can only Über a single person or a non combat ready class, such as an Engineer or Sniper.

Gravel Pit

Attack

  • This map works well with either the ÜberCharge or the Kritzkrieg as many of the potential Sentry Gun locations can be fired at from outside their range. If you find a Sentry Gun that you will not be able to take down despite having a Kritzkrieg, simply ask an explosive or ranged class to deal with the Sentry Gun before rushing in (if necessary, you can also use the Syringe Gun's needle arc to hit an unattended Sentry Gun).
  • When coming out of the door to A, it may be worth using a normal ÜberCharge straight away to save you or your patient from being killed by stickytraps. However, if you plan to do this, make sure that the stickytraps cannot be cleared any other way, and that the enemy are close enough for your charge to do some damage after pushing out.
  • When capturing A, stay with a potential charge target near the door/corridor going to C. This will reduce your chances of being backstabbed as Spies will usually try to kill a person or two when a crowd of people is on the point itself, and will deny the RED team any chances to manually block the point.
  • When jumping out of the far right door at B, use your charge regardless of what type it is (unless there is a Sentry Gun and you are using the Kritzkrieg, in which case stay hidden until you know it's safe to rush in). This will at the very least serve as a distraction so friendly players can dispose of any defenses and shift the RED team's attention away from other potential entrances to the point, such as the rear ramp or the roof for high jumping classes.
  • When running from one point to another via the C entrances and exits, make sure not to be seen by any spawning RED players. If you are, make it imperative that as soon as you can use it effectively, deploy the ÜberCharge to decrease the chances of you losing your charge to any enemies trying to come up behind you.
  • Übercharging in to destroy Sentry Guns at C is probably your best bet, as using it at the bottom of the point will be a waste since you will need to spend the time running up to the capture zone, and on the point itself you will be unable to capture the point while Übered (allowing the RED team to simply knock you off and completely waste your efforts).
  • A Kritzkrieg can also be used with a Demoman or Soldier to good effect on the last point, as you can fire Critical explosives up at any enemies congregating on the point. That said, be particularly careful of ambushing Pyros from the left or right sides, and also reflecting Pyros on the point itself (the distance from the area entrances to the point being long enough for Pyros to easily time their reflects and aim them appropriately).

Defense

  • If you can manage it, charge a Kritzkrieg before the round starts. This will allow you to reliably charge a Soldier or Demoman, hurling highly damaging explosives into the BLU spawn and possibly killing many players (thus buying your team more time to build up their defenses).
  • If nobody except you and a patient are at A when the round starts, hide under the point next to the health pack. This will mean that when the BLU team pushes onto the point en masse, you can charge up there and kill a large amount of them (depending on the class you have Übercharged), also blocking the capture in the process.
  • At B, the best thing you can do is charge an ÜberCharge and then simply wait for the BLU team to push in. This will mean you can counter Über them, prompting them to run away and lose focus on the point (also giving you a window of opportunity to kill them as they flee).
  • A Kritzkrieg can be very useful around the B point for disposing of any BLU players scattered around the point during a push, minus those that are Übercharged. This means you can wipe out any flanking classes and try to protect the point with Crits, should the enemies be in the process of capturing it.
  • At C, the normal ÜberCharge comes in very handy for destroying any forward bases BLU Engineers have put up. The most common of these arrangements are situated in the halls to the right of C, also serving as the corridor between A and C. Any Sentry Guns here, with the exception of those placed in the exit doorway to A, can be destroyed via splash damage or round corners, allowing you to save your charge for the BLU team themselves. When trying to push the BLU team back from this area, make sure that your team has other players on the opposite side of the hallway, otherwise the enemies might simply be displaced to the C point area instead of back into A.
  • Charging on the point can also be used to block it should a BLU push be successful, acting as a temporary block on the capture. However, the small area and high altitude of the point make being knocked back a problem, as if you are airblasted or shot off you are unlikely to make it back up in time to stop the capture.
  • When attempting to push the BLU team right back into one of the previous points, be alert as to the status of point C and try to keep within a certain distance from it. Otherwise, you may push too far out and leave it open to Backcapping from Spies or Scouts.

Advanced Strategies

Solo Medic Strategy

Another strategy with the Medic is the Solo Medic that, if used correctly, can devastate an ill-prepared team. The strategy requires one Medic, with Übersaw and normal Medi Gun equipped. The Medic ÜberCharges himself, and while being ÜberCharged, switches to the Übersaw (becoming vulnerable) to get hits into some enemies. The Medic then switches back to Medi Gun and become invulnerable again. Since every Übersaw hit adds 25% to the ÜberCharge meter, it stacks with the current 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 you're not invulnerable the whole time. Even while actively wielding the Übersaw, your ÜberCharge meter still drains at the same rate as when you're invulnerable. The key is to learn how to switch between your Medi Gun and Übersaw quickly to take minimal damage, and get the maximum number of hits into enemies to keep your meter up. For instance, use this strategy against Soldiers: Switch to your Medi Gun when they shoot their rocket and hit them while they reload. Using the Solo Medic strategy around enemy Heavies and Pyros may prove to be problematic, as they will mow you down the moment you equip the Übersaw and do not need to reload.


A Medic Executing the Solo Medic Strategy


Double Medic Strategy

Main article: Chain Über

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 a Übersaw and a Medi Gun. This tactic will not work however if either has a Bonesaw and/or a 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 their beam on the attacking Medic, it will leave him vulnerable and the strategy may jeopardize. 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 his ÜberCharge will be left vulnerable, and most likely unable to get enough hits in time to charge his ÜberCharge.

See also