Saturday, December 28, 2013

Team Fortress 2: Common Medic Mistakes: How to stop your team yelling at you

Overview
So you're new at playing a medic, or maybe you're an old hat who is just trying to pick up a few things, but no matter how long you've been playing there is always a new trick or two you can pick up to get better. I'll be going over the most common mistakes you see medics making, and how to avoid and prevent them, along with how they effect the team and why they need to be fixed to begin with. So without further adieu:
#1 - Corners, Walls, and Cover OH MY!
The Problem: Medics, as a rule, should never be out in the open. You are the person everyone will be targetting, especially snipers and soldiers who can take you out from a distance, and they will given half a chance. A sniper could potentially knock you off before you even know he's in the area, and then you're back sitting in respawn.

How it Affects the Team: You lose any progress towards your ubercharge, and if you're playing with the default medigun or the kritz, thats a big hit. Your team is relying on you to get that off in order to push forward most of the time, and losing that progress can make your team suffer, especially if they are trying to get past a particularly good engineer's nest and are relying on your uber to do so.

Another problem with you dying is, obviously, you die. You can get separated from your team, and without you there healing the team might lose any progress forward that they previously had. Not that they can't handle themselves without you a little while, but if a large rush comes or they get surprised and you aren't there, it really hurts.

The Solution: Keep aware of your surroundings. Let your medic buddy (healee, the person on the healing end of your medigun) go around any corners first. These should be common knowledge, but if you aren't thinking about it then a lot of people will let them slip. Your buddy can take damage that you can't, even if you're stuck alone with a scout, and its worth letting them take that corner first if it means you arent' surprised by the enemy. If you can, get yourself behind a wall, corner, or some form of cover. If that cover happens to be your medic buddy, position him between you and the enemy. He isn't worth you losing your uber progress, and another buddy is probably already in the area if he dies. Keep in mind the beam from your medigun can stretch quite a ways, and you can tuck yourself into all kinds of places where the enemy can't easily reach.
#2 - Dodge like a Scout
The Problem: See that rocket? See how that rocket just removed your face from your shoulders? Thats the problem.

How it Affects the Team: You die. See section 1.

The Solution: I have a saying I've kept with me for some time that I started using after I first noticed this problem, "every good medic is 1/2 scout, 1/4 suicidal, and 1/4 chicken". The thing is, medics have a habit of falling into the idea that because you are healing a heavy or soldier, you should move like a heavy or soldier, and that just isn't the case at all. You are easily fast enough to dodge snipers and rockets and the like, you just need to keep aware of your surroundings in order to be able to do so. Constantly move around and be unpredictable, jump if you have to.

Its also a good idea to keep an eye on the general area. Your medigun's beam can stay locked on even if you turn almost completely around, so don't be afraid to keep an eye behind yourself as well, it will save you if you catch someone approaching from behind. Don't be afraid to look up as well, you'll be able to note rocket jumping soldiers.
#3 - Sting Like a Medic
The Problem: Sometimes, healing isn't the best thing for you to be doing. If you see a spy that your buddy doesn't, you can take him out easier than a heavy can. If you find yourself alone or with scouts and the enemy team is on the way, you can bet you better be pulling out a weapon as you back up. Learn to compensate for that arc in the syringe gun, or learn to use that crossbow before you get into trouble.

How it Affects the Team: If you find yourself stranded alone with the enemy coming, keeping the medigun out while you retreat won't do you any good. You'll just get killed as they advance most of the time. Spies or other enemies your buddy doesn't see are also another source of major problems, and they can take you out before your buddy can kill them.

The Solution: You have a primary ranged weapon, its time to learn how to use it. You see the enemy coming while you are alone, pull that baby out and start shooting as you back away. This is important: always back away, especially from pyros. The backburner can do some damage if you are facing away from it, and you can't aim to shoot people your back is to. Your primary purpose when you pull your gun out is always to take out an immediate threat like a spy coming up on you and your buddy or to get away from a dangerous situation. Remember, your uber is the most important thing you have, and if you die, you lose your progress to it. Don't be afraid to blow your uber if it means escaping, though.
#4 - Combat Medics are Fun but not Practical
The Problem: A combat medic can be a lot of fun, and sure there is the occasional useful use of a crossbow, but it isn't really a class that is meant to be offense, and you'll find you die very quickly most of the time. In addition, you'll find your team suffers a lot from the lack of a dedicated medic. I know this is going to be controversial, considering the popularity of combat medics, but hear me out. Anything you can do combat wise as a combat medic is more easily, and usually better, done by a different class. Any healing you do as a combat medic is better used as a dedicated medic, allowing your team to focus on pushing forward.

How it Affects the Team: Nobody likes to play with a combat medic, most of the time they are too focused on combat to heal a dying teammate and some even refuse to heal people at all. This, frankly, completely defeats the purpose of playing a medic and anyone who wishes to take such a stance should consider a different class, medic isn't for you. The team will lag behind without a source of healing, and the lack of an uber at a critical area can mean the difference between victory and defeat.

The Solution: Don't be a combat medic, choose a class better suited to combat. If you absolutely insist on doing so, dont' forget you have a medigun and heal anyone you see taking damage. Make sure to keep your team overhealed, it can keep them alive where they might otherwise have died. Don't forget to put that weapon away and pull out the medigun when you find the team started to lag behind.
#5 - Your Buddy Isn't Worth you Losing Your Uber
The Problem: Your buddy thinks he's invincible because you are healing him or is more than midly suicidal and expects you to pick up the slack as he charges into a situation that you know is going to get him killed. You actually see this more often than one would think as a medic, and such a buddy will get you really, really dead more often than not. He may be able to take the onslaught, but you can't. Especially if you don't have any cover to hide behind as he does so.

How it Affects the Team: Your uber is the most important thing you have, especially on the kritz or the default medigun, and losing that, as covered in section 1, is extremely frustrating and can mean losing your teams progress or getting stalled as the enemy team regroups and prepares.

The Solution: You see a situation that you know is going to get you or your buddy killed, retreat. Find a new medic buddy and move along. Expect to hear lots of complaining from the guy who just commited suicide, and don't be afraid to listen to it if they bring up some valid points, but remember that your death means a loss of your uber, and if your bar was high, thats a big loss for your entire team.
#6 - The Heavy is Loveable, but Not your Only Friend
The Problem: The heavy is the class with the most health, and he can take a beating, so obviously the medic must stay on him constantly, right? Right? A lot of people focus on healing the heavy to the exclusion of the rest of the team, and this starts getting into the same problems that combat medics have.

How it Affects the Team: The rest of the team needs some medigun love too. Without you keeping up the team's health then your backup suddenly isn't there anymore. This again leads to the 'you died' problem. If you're stuck on healing the heavy and there is an engy nest tucked in well, then the soldier and demo who might be needed that uber more can't do anything about it.

The Solution: Keep an eye on everyone in your teams health. Passing by a teammate? Overheal. See someone who isn't at full health and your buddy is? Heal 'em up. See a buddy better suited to your current objective, or your current buddy really isn't doing a great job? Switch buddies time. Don't forget this is Team Fortress.
#7 - Communication is Key
The Problem: A lack of communication in any class hurts the team, but with medics the problem is a lot more noticable. You often aren't in a position to take out spies or a charging group of enemies, and if you don't communicate that they are there your team isn't prepared for them.

How it Affects the Team: A lack of communication isn't the easiest problem to spot, but its effects can be felt team-wide when you start to see it cropping up. Your team needs to know about spies you might see, or enemies that they don't notice. If you are stuck alone somewhere, your team benefits from knowing where you are so they can come get you, especially with a higher uber meter.

The Solution: Easiest solution here is to buy a mic and use it. Lacking one, Y is the shortcut for chat, and more importantly U is the shortcut for team chat. Learn those voice commands to on Z, X, and C. Make sure to inform your team about things and stay in touch.
#8 - Every Weapon has its Place
The Problem with the Quick Fix: The quick fix really is a weapon that has a very particular use in a very particular situation, and that situation is a team that already has at least two medics and contains more than one scout. You can use a quick fix to hop alongside a scout and reach the front quickly, or follow a jumping soldier or demo, but otherwise its lack of overheal really hurts when combined with a weaker uber. If you already have two medics on the team, though, and niether are using a quick fix, its acceptable to pull one out as long as you plan on staying with the group and using it to quickly heal up team members taking damage. Spread yourself out over a large group and avoid concentrating on one person. Don't forget that if your team asks you to switch mediguns, switch mediguns. This weapon relies heavily on communication.

The Vaccinator and You: Unless you are already really alert and aware of what you are doing, most of the time the vaccinator works best as a defensive weapon. The damage resistance is very helpful there, and the ease of building your ubers back up helps with taking the brunt of quick assaults. Stay around the point or base you are defending, preferably with another defender, and move around unless you have a good idea of what you are doing already and can easily switch between damage types.

The Most Useful Tertiary Weapon is the Solemn Vow, and Why: A medic should never be in melee. I'll repeat that for people who weren't paying attention, a medic should never be in melee. The ubersaw is useful in limited situations for quickly getting your uber back up, but about 90% of the time melee will get you killed. As we've covered before, death is a Bad Thing. If you have to attack something, you should be pulling your primary out and backing away as you fire, not pulling a melee weapon out and swinging at them. The solemn vow allows for you to see enemy health, which makes it the perfect enhancement for a class that needs to be avoiding people. If you find yourself alone and are shooting at people, knowing who is at low health and can be picked off by you is incredibly useful and can save your life. That heavy coming around the corner isn't nearly as scary if you know you can take him out in one or two blows from your primary, and a group at full health coming for you tells you when you need to start backing away from your buddy. You'll learn when to scram from your buddy quick once you get used to reading those health bars. There is one exception: when using a crusader's crossbow the amputator's health regen can be extremely useful, so there its up to you to figure out which works better for you.

Primaries, the Choice Between Spam and Steady: Spend some time goofing off in a trade or idle server to get used to the syringe gun and the crossbow and figure out which one you are best at. If you have a steady hand and can snipe well from a distance, the crossbow is probably for you, otherwise pick up a type of syringe gun and start learning arc compensation. A good hand with either of these can knock out an advancing scout or pyro at full health before they have a chance to kill you, assuming you can aim with them.

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