Saturday, December 28, 2013

Team Fortress 2: Coward Killing Time: A Heavy Guide

The Heavy is a monster force to be reckoned with. He has the largest health pool in the game, as well as the most damaging weapon at point blank, able to tear enemies to ribbons. Despite this, he is also slow, a huge target, and easily outnumbered in combat. Players may think Heavy is the easiest class to play as, and there’s no doubt that he doesn’t have as high of a learning curve as other classes. However, there is more to playing him than simply running around a corner and trying to shoot anything that moves, and players expecting to faceroll with him easily without any prior knowledge of the class may be in for a big surprise. 

So, this guide is here to help introduce players to the face of TF2. Much like in previous guides, we will go over his weaponry, some loadouts that can be applied to various situations, as well as some tips in order to succeed. Because when you know how the giant Russian bear operates, you better understand just why he is feared so much.
Primaries
Minigun

Otherwise known as Sasha, the stock minigun is the reason Heavy can be such a dominant force. It can tear up any target at point blank with the highest DPS out of most other class’s weaponry, and deals strong damage at mid range as well. However, the minigun’s bullets suffer from hilariously high damage falloff and spread, reducing its effectiveness at longer ranges. Because of this, the Heavy can be harassed by enemies that can stay out of his preferred attack range. If you’re being pounded by distant targets, fall back and try to lure them around a corner into the front of your minigun where you’ll have a better chance. Also make sure to keep an eye out for Scouts, Soldiers and Pyros trying to flank you, as the windup time will leave you vulnerable if they hit first.

+ Insanely high DPS.
- Useless at long range, startup time leaves him vulnerable to attack.


Natascha

A weapon designed more for utility, the Natascha trades damage output for the ability to slow targets that are hit. While this sounds like an effective weapon, the downside is that this makes it the weakest of the Heavy’s primaries in terms of damage. This makes him much less of a powerhouse, as other classes have a higher chance of out damaging him. It also has a longer windup time, further increasing the likelihood of being killed before the intended target. It’s effective if you have troubles trying to hit enemy Scouts, but enough practice and aim with any other minigun can override this, as they can take them out a lot faster. Like the other miniguns, it’s also ineffective at long range, meaning the target has to be in close in order for the slow to have any effect. The user has to rely more on his teammates to be able to pick up the slack, so many cases where you would use the Natascha can be solved by just using a better gun and actually being able to kill things.

It does become an invaluable tool in MvM mode, as it can slow down Giant Scout bots to manageable levels, and allow the team to thoroughly dismantle them before they can carry the bomb too far. For this reason, it’s good to have it as a side weapon for when a wave that has such bots appears and you need the extra support.

+ Slows down enemies that are hit by it.
- Low damage output and long windup time makes him more vulnerable in open combat.


Brass Beast

The Brass Beast boasts the highest damage output of any weapon in the entire game, clocking in at over 600 DPS at point blank. However, this comes at the price of a much longer spin-up time, as well as reducing his movement speed while deployed to a snail’s pace. This makes him even more susceptible to being ambushed, as he likely won’t even be able to wind his gun up if he’s caught by himself in the open. However, finding a spot to sit with an ammo crate nearby essentially turns him into a sentient sentry, being able to take out anything that steps in front of him. Having a friendly Engie building a dispenser nearby can also increase the user’s longevity, and remove the need to travel for ammo. For these reasons, it excels more in defensive situations, where you can park yourself in a spot and wait for your enemy to come to you. Watch out for enemy Snipers, though, as you’ll be easy pickings while you’re firing it.

+ Highest damage output in the game.
- Incredibly long startup and heavy movement reduction when firing makes him an easy target if no support is around.


Tomislav

The Tomislav requires a completely different mindset to use, as it has a much slower firing rate than the stock minigun. In actuality, it’s meant to be used as an ambush weapon, taking advantage of the faster, silent wind up to pop around corners and launch surprise attacks on unsuspecting prey. When using this, keeping mobile is a must, as the lower damage output means that the user is more vulnerable when using it in prolonged combat. Scouts are also a bigger threat, as they can bob and weave past the bullets if your aim isn’t as good, as a result of the slower firing rate. Because of this, it fails heavily in some face-to-face encounters. If you’re on a map that doesn’t have areas you can ambush from, then you’ll be struggling a lot if you try using this.

+ Fast, silent wind up time, perfect for an ambushing playstyle.
- Low DPS makes it weaker in prolonged combat.


Huo-Long Heater

An oddball variant of the minigun, but an effective one nonetheless. This weapon comes with an added ability to generate a ring of fire around the user when revved up and/or firing, igniting anything within a close proximity. Naturally, this is a great way to ignite Spies that may be trying to get in close and prevent them from getting away, as well as anyone else that tries to get in your face, forcing them into a position where you can fill them with bullets. The fire ring doesn’t do much damage, though, so you’ll still need to be aware of your surroundings to truly make the most of this.

As a downside, the weapon eats through ammo like a fat kid at McDonald’s, as the fire ring alone consumes a healthy amount of bullets over time. This weapon does excel immensely on Payload maps, as the regenerative effect of the cart allows you to keep your ammo supplies healthy, which allows you to keep your fire ring active at all times. You’ll still need to keep an eye out for Spies, though, as the flames won’t stop them from putting their knife in your back. It’s also handy on KOTH maps, as the fire ring acts as a deterrent for most classes when you’re capping the point.

+ Generates a ring of fire that ignites enemies that get too close.
- Eats through bullets very quickly.
Secondaries
Shotgun

The stock shotgun is a handy sidearm for when you need to stay mobile, or want to conserve minigun ammo. However, the minigun out damages it in the same ranges that you would use it in, limiting its effectiveness. It makes a decent fallback if you’re using one of the slower miniguns, though, as it allows you to better defend yourself.

+ Moderate damage from close to mid range.
- Minigun out damages it in same range.


Family Business

The Family Business operates in the same manner as the regular shotgun, instead trading a bit more frontal power for extra shots in the clip. This makes it more effective in prolonged combat, though other than that, the two shotguns are essentially the same, so whichever one you use is up to personal preference.

+ Can fire more shots than the stock shotgun.
- Minigun still out damages it in the same ranges.


Sandvich

The iconic sandvich is bar none the best secondary the Heavy has available. While you can’t attack with it, the point is moot since you have the minigun anyway. Instead, this item allows the Heavy to heal himself back to full, allowing him to stay in combat longer and counter ailments like afterburn and bleeding. Even better, the user can throw the sandvich onto the ground to allow a teammate to pick it up, giving them 50% of their health back. Perfect for helping your Medic out if he takes a heavy hit. Because of this, the sandvich is the symbol of teamwork, allowing you to be truly credit to team.

Be careful when using it, though, as the Heavy is vulnerable while he’s having his lunch. A Spy can still backstab you if your back isn’t against a wall, and Snipers can pick you off while you’re enjoying your meal. Be sure to duck behind cover before setting up for a picnic, so that you don’t get shot at and negate the healing factor.

+ Can heal self as well as others, best tool for helping your team.
- Open to attack while nomming.


Dalakoh’s Bar

The Dalakoh’s Bar functions in a similar manner as the sandvich, but without as strong a healing factor. While it can still restore 60 health on use, its primary benefit is the ability to grant you an extra 50 health, pumping you to a 350 HP monster. It also has no cooldown, allowing it to be used repeatedly. However, it takes a lot longer to reach full health compared to the sandvich, and the health boost doesn’t make much of a difference when Snipers and Spies can still take you out in one shot. It also cannot be thrown to friendly players, making it less of a team item. Because of this, it’s not very effective at all, and therefore shouldn’t be used seriously.

+ Can increase maximum health past the normal limit.
- Less effective at healing, cannot be thrown to teammates.


Buffalo Steak Sandvich

The steak trades the healing factor of the normal sandvich for the ability to move at faster speeds, as well as deliver mini-crits for a short duration. However, during the time that it’s active, you can only use your fists, and all damage you take registers as mini-crits. While this makes it useful for getting back to the front lines, it makes it unreliable in combat, and even less reliable as a getaway tool. It does retain the sandvich’s ability to be thrown to teammates and restore their health, so it can still be used to help your Medic if he takes a hit. It can be paired with certain melee weapon to make him more dangerous, though care still needs to be taken to avoid taking excessive damage from mini-crits.

+ Can move faster while under its effects and deliver mini-crits.
- Receives mini-crits while in use, making you an easy target.
Melee
Fists

Your basic fists are your last resort in a combat situation. They do average damage, have a slow attack rate, and limited reach, but, if you’re in a bind and without any other options, you can always try a Falcon Punch in the face. They do have the only true ranged taunt kill in the game, and one that can be manually aimed, so if you ever feel like embarrassing a Sniper suffering from tunnel vision, it’s always hilarious to go for it.

The Apoco Fists operate identically to the stock version, but gib your opponents upon killing them with a crit or mini-crit.

+ Ranged taunt kill.
- Outclassed by other melee weapon options, as well as your minigun.


Killing Gloves of Boxing

The KGB, while having a slower attack speed, grant a special bonus. Any foe killed by the gloves will grant the user five seconds of full crits for all his weapons. You can either use these crits with the KGB to continue punching faces, or switch to a different weapon to inflict pain on farther away enemies. Shotguns are your best choice for this situation, as the windup time from your miniguns will waste the crit timer. However, the gloves do pair well with the Tomislav, as the faster wind up time can allow you to better utilize it. As for actually getting a kill with the KGB, trying sneaking up from behind, or weakening your target before going in for the finishing blow. You can also try to use enemy spies as a trigger for free crits, though make sure they don’t try to loop behind you for a backstab.

+ Grants full crits on kill for a short duration.
- Slow attack speed, limited options to use the crits with.


Gloves of Running Urgently

The GRU fills the utility role in the Heavy’s melee repertoire, and probably the best utility he has available next to the sandvich. When in use, the gloves grant him a healthy speed boost, making him able to match every other class but the Scout and Medic, allowing him to reach the front lines with due haste. The downside is that the gloves themselves do minimal damage, and the user is also marked for death when they’re in use, causing damage to register as mini-crits. They are more useful for getting from point A to point B than the steak, however, one still needs to take care when traversing long stretches of ground, or if you try to make an escape, as the mini-crits will drain your health really quick. Keep in mind that the speed boost from the GRU and the steak do not stack with each other.

+ Grants a speed boost when in use.
- Weak damage output, user takes mini-crits while active making them weak in combat.


Warrior’s Spirit

These awkward looking gloves grant higher damage per hit than the stock gloves, making them more reliable as a last resort option when needed. However, this comes at the cost of -20 health. It may not seem like much, considering he has 300 HP in general, however, there are situations where that missing HP could normally make the difference between making an escape and waiting for respawn. For that reason, the benefits don’t really warrant the sacrifice, as your minigun will still be your primary killing tool. They do pair well with the steak, causing you to do 130 damage mini-crits that can tear up light targets, provided you can get the jump on them.

+ Grants extra frontal damage, making them more reliable.
- Health loss creates a riskier situation compared to without.


Fists of Steel

The Fists of Steel are able to soak up damage from ranged sources, which makes them particularly useful when traveling through Sniper territory, as it prevents you from getting picked off from a potentially fatal headshot. However, they come with the drawback of causing you to take 100% increased damage from melee sources. They also have a slower weapon switch, which causes them to be less useful in open combat. They can still be useful if you’re trying to cross an area where you know there is going to be Sniper fire, and they also allow you to tank damage from an uber to protect your teammates. Just be sure not to be on the receiving end of a potentially fatal axe to the skull.

+ Reduces damage from ranged sources, allowing the user to tank damage better.
- Melee vulnerability combined with slower weapon switch causes it to be less useful as an actual combat tool.


Eviction Notice

These barbed brass knuckles allow for an insanely fast attack speed, at the cost of more than half the frontal damage. This actually causes them to have a lower DPS than the stock fists, which makes absolutely no sense whatsoever. This weapon serves as an example of how the balance department on the TF2 development team tends to make awkward decisions on things, and thus shouldn’t be used seriously, unless you like having more chances to get a random crit (which still do ♥♥♥♥ for damage compared to everything else).

+ Insanely fast attack speed.
- Insanely low damage output, making them near useless.


Holiday Punch

More of a joke weapon for the Heavy than anything serious, the Holiday Punch utilizes the backstab mechanic normally available to the Spy. When an opponent is hit from behind, they burst into laughter, leaving them vulnerable to more punches, or a taunt kill. The effect even works on those being ubered. However, they only work in cases where the person on the receiving end is able to taunt, meaning disguised Spies cannot be made to laugh, as well as anyone in the air or underwater. It also has the Backburner’s wonky crit radius, meaning that hitting the sweet spot is a lot more difficult than it should be. While landing a critical blow from any other angle with them produces the same effect, crit attacks with the mittens do no damage (they can still mini-crit, but mini-crits do not cause laughter).

The reason this is considered a joke weapon is that there really is no feasible strategy in sending a Heavy with them into enemy territory to hope for a lucky back punch on someone, especially when factoring his slow movement speed. While the steak can help with this, you also run into the problem with taking mini-crits, meaning that even if you do get a punch off, chances are another enemy will kill you before you get a chance to take advantage of it. In serious combat, your minigun will still be the go-to tool for killing things. However, if you’re looking for ways to mess around, then they can be worth a few laughs (pardon the pun) for yourself and your potential victims.

+ Causes enemies to burst into laughter on crit or a blow from behind.
- Not very useful outside of trollish shenanigans.
Loadouts

Offensive Heavy

The most commonly seen loadout, this setup covers all of the required areas for the class to be effective. Sasha serves as your primary source of damage, while your Sandvich fills the team support role. The GRU serve as extra utility, allowing you to get back in position quickly from spawn, or beat a hasty retreat if you find yourself in a tricky situation. This can also be used in MvM mode to great effect.


Crowd Clearer

This loadout is a bit similar to the standard loadout, only using the Huo-Long Heater instead as the main focus. This setup can be used on payload maps, since the cart gives you infinite ammo, allowing you to keep your fire ring up while pushing. You may also equip one of the shotguns if you need an extra sidearm to help conserve ammo when heading to your destination (ignore the steak, as the game did its thing where it mistakingly places items from other loadouts in the current one). Can also be used on KoTH maps to help capture the point.


Ambusher

This setup is based around the Tomislav, meant to provide you opportunities to ambush opponents around corners. The shotgun is meant as a tool to weaken the opponent beforehand in some situations, which you can then close in afterwards with the KGB for the kill. You can then use your crits to decimate the opposition with the Tomislav’s faster spin-up time. You’ll want to use this primarily on 5CP maps, as they have multiple routes that make for better flanking, though you can also take it for a spin on some KOTH maps.


Defender

A heavy defense focused loadout, this makes sure that you have everything you need to help defend an objective, like the payload or the intel. The Brass Beast serves as a great defensive tool with its improved stopping power, though having an Engie with a dispenser nearby for ammo will help you immensely. You can use either of the shotguns to help better defend yourself when traveling to your destination. Fists of Steel will also allow you to soak up damage from an opposing uber with additional support from a Medic, allowing you to tank their assault and give your teammates time to counter. As you may imagine, this setup is weak in offensive efforts, so it’s wise to use something else when you’re planning on taking up an attacking role. This can also be used in MvM mode by experienced players, though you may prefer switching out the shotgun with the sandvich depending on what you need.
Gameplay Tips
* You’re especially susceptible to being swarmed, as you can’t fight multiple opponents at once like other classes can. Stick with teammates to lessen the chance of you getting jumped.
* Holding down right click will keep your minigun revved up without firing it. Use this to get your weapon ready when rounding a corner to be prepared for incoming hostiles.
* A handy trick to utilize is to jump in the air, and then rev your minigun up before you hit the ground. Your forward momentum will keep you moving at your normal speed until you land. This will allow you to round corners easier and be better prepared for an assault.
* Medics are your best friend, and they’re more than happy to use your large body to build meter on, as well as to act as a human shield. Protect your Medic at all costs, and don’t be afraid to throw them a sandvich if they take a hit.
* Spies and Snipers are your biggest threats, since they can take advantage of your slow speed and pick you off. Stay aware of your surroundings, and try to avoid going through wide open areas by yourself if you’re not sure of the situation.
* Learn to track the movements of an enemy Scout. Being able to follow them while they’re jumping in eight different directions makes them much easier to handle when they’re trying to pick you off.
* Because of your high health pool, you’re generally the best class to take the front lines and lead an assault. By soaking up damage from the opposition, you can allow your teammates a chance to advance. Just be sure not to stay in the open for too long.
* A Heavy under the effects of a Kritzkrieg can deal massive damage at long range with the minigun, since damage falloff is ignored on critical hits. This works for mini-crits as well, so if a Soldier has a Buff Banner ready, stay near him so that you can benefit from it.
* Watch out for Soldiers and Demomen spamming explosives at you from afar. If you’re being pelted, take cover and wait for backup.
* You’re one of the best classes for pushing the payload cart, after the Scout. The regenerative effects of the cart, along with your massive health and high damage output at close range, can allow you to be near unstoppable with proper support. Pay attention for Spies trying to sneak up behind you, though.
MvM Tips
* Consider using the Brass Beast, as you can plant yourself next to an Engie’s dispenser and send a flurry of bullets down the path of the bots without worry of being knocked off. Watch for Sniper bots, though, and don’t be afraid to duck behind cover if you’re taking heavy damage.
* Unique to the Heavy is the unlockable Rage ability, which allows you to build meter from damage dealt. When the meter is filled, you can activate it to push back bots when you damage them. This can come in handy when trying to prevent bots from deploying the bomb, or slowing down waves of bots in general.
* Investing in piercing bullets allows you to constantly damage entire waves in your path with your minigun fire. This also allows you to build Rage meter that much faster.
* Also unique to the Heavy is the unlockable ability to destroy projectiles in mid air with the minigun. This becomes invaluable when dealing with waves with a lot of Demo and Soldier bots, particularly ones that have constant crits. This does not effect Huntsman bot arrows, though.
* A crit canteen can allow you to deal massive damage to tanks. Three of them in quick succession can allow you practically solo them.
* Your sandvich is just as valuable in MvM mode as it is in regular play, since there aren’t as many sources of healing available. If one of your teammates is in trouble, throw him a quick snack to boost his spirits.
* The Fists of Steel, along with a Medic or other healing source, can allow you to tank damage from more dangerous bots, allowing your teammates to take care of them without risk of being attacked. You can also use them to help grab cash if no one else is able to, but be careful of boxing Heavy and Demoknight bots.
* Be cautious of Huntsman bots, as their accuracy with their arrows is insane, and your slower speed makes for an attractive pincushion.
* Avoid using the Tomislav in this mode, as unlike the Natascha, it doesn’t provide any utility, and the lower damage output will only hinder you.
* While the Huo-Long Heater can help damage bots that are around you, it’s very risky to use it in such situations, and is not really recommended.
* If ammunition is becoming a concern, consider grabbing an ammo canteen or some ammo upgrades to keep you in the fray longer.
* Watch for when the Administrator calls the appearance of Spy bots and keep an eye out for any suspicious activity, since you're more likely to be targetted while firing your minigun at other bots.
* Upgrading the Sandvich’s recharge time will allow it to be used more often, making it a much more effective support tool when healing sources are a necessity.
* If you’re looking for more peculiar playstyles, try using the KGB with some resistance and movement speed upgrades, and watch as you decimate entire waves with crit fists.
Conclusion
With that, I hope you learned a bit more about everyone's favorite Russian, and just what he is capable of. The Heavy is a powerhouse of a class, though he isn't unbeatable, as he has a lot of weaknesses and requires players to be especially aware of their surroundings. Still, in capable hands, a single Heavy can be a significant threat to an entire team. With the aforementioned strategies and tips, you can hopefully understand just how dangerous this man can be when played competently.

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.

Team Fortress 2: Secret Agent Man: A Spy Guide

Primaries
Revolver
The default revolver is a very sound weapon in its own right, dealing decent damage from close to mid range. Although the Spy is not cut out for direct confrontations, his revolver can still be used to pick off weakened targets, or defend himself if necessary. The random bullet spread makes this unwieldy at long range, however, you can circumvent this by waiting about a second after each shot fired, which allows each bullet to be perfectly accurate (turn on auto-reloading to help get the timing right).

+ Strong, reliable damage output against most classes.
- Ineffective at long ranges, heavier classes can still make mincemeat out of you.


Ambassador
A weapon designed for those who are confident in their aim, the Ambassador deals less damage per bullet, but comes with an added benefit of being able to land headshots on enemy players, a privilege normally reserved for the Sniper’s weaponry. Headshots can only be done on a perfectly accurate blow to the cranium, and there is a cooldown period between shots where bullets are inaccurate no matter what, which you can discern from the growing/shrinking targeting reticule. An advanced weapon, as the accuracy required to pull headshots off in the middle of a gunfight is fairly high. It does make quick work of Sniper’s using the Razorback, taking them out in two bullet shots rather than three.

+ Potentially very high damage output, rewards accuracy.
- Low damage output outside of headshots, difficult to wield effectively.


L’Etranger
A unique variant on the revolver, the L’Etranger is more of a utility tool than a weapon. Its special function is that damage done is converted into meter for your cloak. This makes it pair especially well with the Cloak and Dagger, which cannot restore meter normally. In exchange for this utility, however, it deals less damage overall, which makes it less effective in open combat. Still, being able to get a bit of extra meter to help you make a getaway can be very handy.

+ Allows for extra meter gain when damaging enemies.
- Low damage output.


Enforcer
A bit of a controversial weapon when it was originally introduced, however, recent patches have made this weapon comparatively less broken than it was before. The damage boost is indeed a source of contention, as it allows the Spy to better defend himself when he gets discovered. However, this only applies to when he is undisguised, so a wary player can still pick him off before he is able to take advantage of the damage boost. It also has a much slower firing rate, which makes it riskier to use in open combat. It does still two-shot Razorback Snipers at close range, so if you’re not confident in your aim with the Ambassador, you can use this to slap them around instead.

+ High damage output.
- Slower firing rate makes it less reliable.


Diamondback
This weapon functions a bit similarly to the Frontier Justice, in that it allows a Spy to store crits based on how many buildings he has destroyed. Despite this boon, it can only be really used if the opposing side has a healthy amount of Engineers, and even then, more often than not, you won’t get a chance to use those crits anyway before you get found and killed. An interesting gimmick, but, sadly one that isn’t useful in most circumstances.

+ Can store crits based on buildings destroyed.
- Usefulness is dependent on how many enemy Engineers are present.
Melee
Knife
The stock knife is generally the best one to use out of the bunch, as it has no downsides, and allows you to get those delicious one-hit kill backstabs without worrying about extra traits. The knife of choice for most players unless a situation calls for something different, or one wishes for an alternate playstyle.

+ No downsides, can be applied to many situations.
- See above.


Your Eternal Reward
For the Spy that prefers a stealthier playstyle, the Eternal Reward offers an interesting, but challenging way to play. On backstab, this knife automatically and immediately causes the user to disguise as his victim, killing them silently and causing the corpse to disappear, and the death isn’t broadcast on the killfeed. In exchange, however, the user is unable to disguise through normal means, which makes getting that first stab off and dealing with sentries a more difficult process. It can also make things difficult when moving through enemy territory, as you have to carefully pick your targets, as well as what disguises you want to use when you go in to get your actual victim. Enemy players that are stabbed by this can also report to their teammates that you’re disguised as them, negating the silent kill aspect. It is very good for chain stabs, as the enemies won’t be able to hear the normal death cries that come up when a backstab kill normally takes place. Overall an effective knife, but one that requires very careful planning.

+ Silent kills, aids in keeping stealthy.
- Unable to disguise normally, makes sentries more difficult to approach.


Conniver’s Kunai
Another knife that offers an alternative playstyle, the Kunai allows the user to absorb health on each backstab, prolonging his own life and enabling him to get out of tough situations more easily. On the downside, it lowers your health a significant amount, dropping it to 60 total. This knife is for those who like the high risk high reward playstyle, as it makes you even more vulnerable in the outset, but gives even more health than you would have had normally when you succeed in getting a pick. Not a knife for everyone, but it does have its share of advantages.

+ Can absorb health of your victim, up to a maximum of 180 health.
- Extremely heavy health penalty makes it difficult to use.


Big Earner
The Big Earner has a more unique role that players often underestimate. Much like the L’Etranger, each kill done with this knife (does not have to be a backstab) rewards the user with meter for their cloak, allowing for an additional resource for getting cloak back. This, however, comes at the expense of -25 health. While this isn’t as drastic of a penalty as the Kunai, it still makes you more fragile than you already are. However, the benefits of this knife can overcome the disadvantages for those willing to work with it, as it allows you to quickly regain any meter lost in approaching your target.

+ Gain extra meter on a successful kill.
- Health penalty makes you more susceptible to getting picked off.


Spy-cicle
This weapon is a hit or miss depending on how much you fear Pyros. This weapon shares the silent killer trait with the Eternal Reward, instead encasing victims in a block of ice. It also has the added benefit of making the user fire proof for a brief amount of time when hit by flames. However, when the ability is activated in this fashion, the icicle itself melts and becomes unusable for a long period of time. This can be both beneficial and a detriment, as while the effect allows you to escape when faced with a lot of enemy Pyros, the recharge time takes a long while, about 15 seconds, during which you’re pretty much useless to your team. This also proves to be bothersome when dealing with Heavies using the Huo-Long Heatmaker, as the fire ring can melt your weapon before you even get close enough for a backstab unless you carefully time your attack to dodge the flames. If Pyros are being that much of a pain for you, then this “knife” may be useful, but other cases, the loss of the weapon when hit with any fire source can screw you over more times than it can benefit you.

+ Silent kills, can become fireproof briefly to make an escape.
- Loss of the weapon can ruin potential backstab attempts, unable to do anything during recharge.
Watches
Invisibility Watch
The most solid watch, and for good reason. The standard Invisibility Watch can fit in numerous situations, and the cloak time can be extended by collecting ammo crates, allowing you to cross large amounts of ground with substantial knowledge of their locations. Generally the most universal watch.

+ Adaptable in many situations, no downsides.
- lulz


Cloak and Dagger
This watch is more for those who are patient players. The Cloak and Dagger consumes meter through movement, and standing still can allow it to build back on its own. However, this comes with the drawback of not being able to collect ammo boxes to charge it. Despite this, the weapons listed above have functions that can allow you to recharge this watch without having to sit and camp a corner to wait. When using this watch, it’s important to not stay in one location too long, as not only will you not be helping your team, but you’ll make yourself more likely to be spotted the longer you stay in one area. When enemies aren’t around, feel free to walk around outside of cloak and let it charge up. If someone spots you, then you can cloak and hide on top of a prop and watch as they run around trying to find you, then you can move on when they give up. Use the CnD is you need to take on a stealthy role, relaying information back to teammates when in enemy territory, or when you need to pick your battles, particularly when it comes to getting that all important Medic pick.

+ Doesn’t need ammo to charge, allows for easy avoidance of enemies.
- Movement based drain makes it less useful for long distance traveling.


Dead Ringer
The most controversial of the Spy’s weaponry. The Dead Ringer allows the user to feign death upon activation, dropping a fake corpse and allowing for better positioning to get a pick, or to make an escape. When feigning death, damage is reduced to a fraction of the amount, allowing one to cross dangerous areas with ease. Because of these advantages, this watch tends to be abused heavily by bad players and those who only want to be able to top the scoreboard and not contribute to the objective. In the hands of a bad Spy, it’s a crutch that makes up for whatever weaknesses they may have as a player. In the hands of an expert, they become nigh unkillable, using the shield to make an escape when faced with someone that has half a brain, or to gain an unfair advantage in a one-on-one gunfight.

There are some legitimate uses for this watch, as it allows you to cross areas where a lot of explosions and gunfire are flying through, and disguising as a friendly teammate, such as a Medic, can draw enemy fire your way and fool the opposition. It’s also pretty invaluable in MvM mode, as you can stay where the action is without having to worry about getting hit by a stray rocket from a robot. However, seasoned players will be able to recognize a DR user at first glance, as there are numerous bugs and traits that don’t get feigned that will give you away, and since it’s the most used watch in pubs, people will likely assume you’re a DR Spy no matter what and take the appropriate actions. There’s also the sad common mentality that most DR users tend to think they’re hot ♥♥♥♥, a trait that even affects so-called pro Spies, when in reality they rely on a crutch to be able to do basic actions. Using one of the other watches will make you a better Spy overall, as you learn to be more aware of your surroundings and pay more attention for openings. The DR just causes you to learn bad habits and develop an unwarranted ego. If you plan on being a serious Spy player, use this as little as possible.

+ Can cross dangerous areas with ease, as well as draw enemy fire to protect teammates and fool the enemy team.
- Easy to spot by experienced players, even more susceptible to Pyros who won’t hesitate to embarrass you for using it.
Sappers
Stock Sapper
Unchanged since day one, the sapper does exactly what it needs to do: disable, and eventually destroy, Engineer buildings. For the most part, the one you will likely be using the most.

+ Destroys Engineer buildings.
- You get the idea at this point.


Red Tape Recorder
The Red Tape Recorder is a more oddball variant of the sapper. Instead if destroying a building, it instead reveres its construction, taking it back through all the upgrades, and eventually turning it into a small package that can be picked up for ammo. As far as actually destroying buildings goes, this is inferior to the stock sapper, as the deconstruct rate takes a very long time to accomplish, and depending on where the sentry was to begin with, the Engie can just build it right back up again. It’s better used for weakening heavily entrenched sentry nests, as a group of level 2 or one buildings is easier to take out by a coordinated group than level threes being whacked on by Engies. It’s peculiar in design, but effective if used in the right situations.

+ Deconstructs buildings, reducing sentries to level ones quickly and allowing them to be easily destroyed by teammates.
- Has difficulties actually destroying buildings, as the deconstruct process takes a long time to accomplish.
Loadouts
Offensive Spy

For this loadout, your focus is on attacking the enemy base and causing as much havoc as possible. To accomplish this, you’ll need the stock watch, as it’s the best to get in undetected. For your knife, if Pyros are actively searching for you and being a pain in the ♥♥♥, you can use the Spy-cicle to help in making a getaway, but for the most part, stock knife or its reskins will serve you best. Your revolver choice is largely up to you and what you need to be able to accomplish. Are there Snipers that need to be taught a lesson on why the Razorback is useless? Go with Ambassador or Enforcer. Need meter gain that badly? Stick with the L’Etranger. Feel like being a hipster? Go stock.

Meter Monster

This loadout is designed to allow you the most possible resources in order to get the meter you require for cloak. L’Etranger in primary and Big Earner in melee slots allows you to have a near limitless supply of meter, keeping you mobile and with plenty of cloak to spare. This loadout is meant to benefit the CnD and DR, as they are more meter hungry than the stock watch.

Anti-Machine

This loadout is designed more for MvM mode. The Ambassador is an obvious choice, as robots move in predictable patterns that make them susceptible to headshots, while the DR can allow you to stay in the front lines for longer periods of time, as long as you don’t get caught on fire or decloak in front of the bots (they can’t hear the decloak sound apparently). Knife of choice is generally up to you, but the Big Earner can allow you to rebuild meter for your cloak and keep you active without having to wait for it to recharge. Sapper is also up to you, though the Red Tape Recorder has the hilarious effect of making robots move backwards.
Gameplay Tips
* Never stay in enemy territory longer than you need to. If you’re spotted, don’t be afraid to make a break for your teammates so that you can heal up and prepare for another infiltration.
* If a sentry nest is being heavily guarded, don’t bother wasting time on trying to tackle it solo. Report the activity to your teammates so that they can distract them and allow you to get to work.
* When finding player targets to backstab, Medics are the highest priority, as their ubers can keep your team from making a crucial push. Snipers are also of high priority, as they can pick off key targets from range and prevent you from making an advance. Inversely, Scouts are lowest on the priority scale, as you’ll rarely encounter them and they’re too fast to get a backstab off reliably anyway, while you should be avoiding Pyros at all times unless you can catch one not paying attention to your presence.
* On CTF maps, you can sneak into the enemy intel room and report any defensive setups that the opposition is using. Just be sure not to stick around too long if there’s a lot of people around, or you’ll likely be spotted.
* Try to use alternate or less populated routes when entering an enemy base, as going through the front lines will just increase your chances of getting blown up before you do anything.
* When using disguises, think about what position you’re in and who would be where you’re at right now. Snipers tend to hang around in the back, while Engies tend to be walking to and from their buildings, and Spies are usually seen returning from enemy territory.
* Try to avoid using Scout or Medic disguises unless you’re in niche situations. You won’t be able to mimic the Scout’s running speed unless he’s using the Baby Face’s Blaster, and the Medic is always healing someone, which can root you out when someone puts two and two together. Contrary to popular opinion, and the various DR spammers that may think overwise, Scout disguise also doesn’t reward you with a smaller hitbox.
* Despite the above, don’t be afraid to use more peculiar disguises once in a while. A Heavy disguise in the right situation can fool even seasoned vets, as they likely won’t be expecting it.
* Imperative to effective Spying is learning the Stab n’ Sap technique, in which a Spy backstabs an Engie near a Sentry, and quickly saps the sentry before it can fire on him. It takes bit to learn the motions and the speed required for it, but it makes dealing with Engies and their nests much easier if you can catch him off guard. This is made more difficult with the Eternal Reward, but is still possible with patience and timing.
* If a Medic is moving erratically and you’re unable to get a stab off, try getting his patient instead, especially if it’s a Heavy or Demo. The lack of a power class on the front lines can cause them to lose precious time in getting an uber off, which is time your teammates can use to prepare a counter.
* Always make an effort to humiliate Razorback Snipers with a couple bullets into their back. Forcing them to rageswap to a different class just to get payback on you is one less person picking off your teammates from afar.
* Jarate and Mad Milk will cause your cloak to short circuit and reveal your location. If you’re hit with these, either pull your gun out to defend yourself or beat a hasty retreat, preferably towards a water source.
MvM Tips
* Robots are fooled no matter what disguise you pick, though keep your disguise’s mobility in mind when picking one. Slower disguises mean fewer opportunities to get a crucial sap or stab.
* You’re usually in perfect position to get a backstab off on a Medic bot when they enter the area. Take advantage of it when you can and get to work.
* Avoid Pyro bots if you can, as they can easily set you on fire, even inadvertently, and cause the other bots to focus fire on you.
* Your knife can be upgraded to deal heavy damage to giants on backstabs, and your sapper can be upgraded for a wider disabling range.
* A Spy’s role in MvM tends to vary drastically depending on the wave. You can either be a money grabber, using your disguise to grab fallen cash without worry of being attacked, or you can focus on bot elimination, picking off crucial targets and slowing down waves for your team.
* Bots will retaliate quickly when another bot is backstabbed, and call out your presence. Disable a group with your sapper before hand to make chainstabs easier.
* You’re weakest against tanks, as they cannot be sapped or backstabbed. When one comes in, focus on the small fries while your teammates take care of it.
* With the introduction of Engineer bots in MvM mode, a Spy has gained another crucial role, that being the removal of the Engie bot and its sentry nest, especially the teleporter. Listen for when the Administrator calls for their entrance and make sure you keep them from getting set up.
How to Spycrab
Learning to Spycrab is not necessarily a crucial tactical skill, but it does provide a humorous sight for friends and enemies alike. Spy crabbing is actually a simple process done as so:

1) Pull out your disguise kit. Do not pick a disguise.
2) Look straight up, and then crouch down.
3) ?????
4) SPYCRAB!!!

Once you learn how to Spycrab, you can move around the area and put on a show. For real effective spycrabbing, knowledge of the maps helps a lot to allow you to move without having to pop up and look around. You may also want to equip the DR, as most people will not care whether you’re spycrabbing or not, instead focusing solely on getting as many points as possible. Still, it’s a fun trick to do whenever you’re bored, or faced with an imminent steamroll and just don’t really feel like trying anymore.
Conclusion
And so ends our adventure into the tricks of the French assassin. Hopefully this guide was helpful in some form, as Spy is definitely not an easy class to play as, and it's an even harder class to master. When everything clicks together, though, the Spy can truly turn the tide of a battle with a single action, making him an important class to have on any team.

As per usual, feel free to leave comments and questions below, and I'll see you in game.
July 2 Patch Information
* The L'Etranger now give +40% to cloak duration, allowing you to travel further before needing to recharge your cloak. This allows it to pair especially well with the Cloak and Dagger, which normally has a much shorter duration compared to the other watches. Keep in mind that while this also increases the duration of the Dead Ringer cloak, it does not prolong the damage shield effect.

Team Fortress 2: Medic. What You Didn't Know

The Basics
(In this section I will refer to all the basics a Medic should know. If you are already familiar with the Medic, you can skip this part, overwhise use it as a recall. Never forget the basics.)

You should know what kills you fast. Go and check the first 4 "Stats : " sections, (Weapon Crits) and (Weapons that can kill you in one shot).
If you feel that my tutorial is too lengthy, give it a shot and come later. I can assure you it'll be worth your time.


First, I'd like to thank you for reading my tutorial. I've spent a lot of time thinking about the best way you can play the Medic. This tutorial is the result of hours and hours of Medic gameplay.


The Medic is considered as the perfect class for new players as you learn how the game works through your teammates and get to know the strengths and weaknesses of these through battle.
As a Medic, you'll see the battle more like a spectator than a fighter.
Be careful for the Medic is not an easy class to play. It's easy to heal players but staying alive and healing well at the same time will be a challenge for you.


As the Medic, focus on keeping your team alive instead of having death wishes. There is generally one Medic for each team and everyone will rely more on your healing than your fighting abilities. You're a Support Class and you get most of your points with Kill-Assists, often toping the score at the end of the game. You should remind yourself that your low health, slow regeneration and your defensive weapons won't be of any use in a direct fight: they are designed for a Medic gameplay, which consists in staying alive whatever the situation is.

You'll need to be aware of your surroundings and check your back at least every 10 seconds. You are very vulnerable but it's unlikely that you'll receive enough help from the others, so rely on yourself and a good mike to announce incoming dangers (Pyros, Spies and Scouts mostly); you are all dressed in white and your healing abilities make you a priority target in TF2.
People will try to get you, no matter what, because if you die, the Uber you worked so hard for will die with you. Also, you can't heal people while you're respawning.

You need to heal and overheal allies properly in order to make them push or to defend an important zone. But keep your distances for you are going to face spamming and flanking enemies all the time. It's your job to check your team's surroundings and tell your them what's going on. You are the best class that happens to be played for your team as you'll keep your allies alive as they do the same with you. The less you die, the more you can provide healing and fill your Uber meter.
Ubers are quite tricky to use for beginners as they tend to pop them too early (before a real danger) or too late (when you die with your full Uber for instance). You use it or you lose it. Good medics never drop ubers.


Don't focus on one single target, as your Uber charging rate will slow down. The Medigun's Ubercharge fills faster when you heal players who are under 142.5% of their health. A mistake new players make is to try to keep one teammate alive, whether they put you in a dangerous position or not, for instance a Pyro mindlessly rushing towards a Sentry without any cover.
Medic is all about making choices. Do I have to flee from this battle to stay alive? Who do I need to heal first? When do I need to pop my Uber?

What if you die? If you die: you will lose your hardly gained uber, you won't be able to heal allies that need your care and your overheal, you will have to face a different game when you come back to the place you were before (if it's even still under your team's control), and you'll lose track of the enemy's position. What's more, the time it'll take for to reach your allies will be wasted time as you won't be filling your Uber meter. And also, you won't have the protection you need and may get spawnkilled.You really don't want to be a bad Medic, do you? The golden rule is that you will die a lot before learning how to properly play this invaluable class. Sometimes you'll feel bad because your team will lose but it won't always be your fault. I currently lose lots of games and I'm always at the top of the scoreboard nonetheless. The team is not about the Medic, it's about the Medic AND his Teammates. Good Luck!

  • Don't play too agressively
  • Always find a cover
    (you can heal your target from behind a corner)
  • Know your surroundings
    (really, REALLY important)
  • Don't die or die as few times as possible

If you die, it's important to know what got you killed: positioning? Excessive involving/peeking? An enemy ambush/threat you didn't notice?

This tutorial will not teach you all of the Medic basics, for there are lots of other tutorials that already deal with these.

I spent a lot of time writing this tutorial. I know it's quite long but don't be afraid by its length. You can read a bit of it and come back later.
One last thing : Please, Please, Please. Don't copy/paste my guide. You can take some informations from it but if you want to post it on a TF2 blog or else, I beg you to tell me about it and please, don't say that you were the one who wrote this guide. I am really thankful to you for respecting my work.

If you think this guide is worth it, please add it to your favorites and rate it (5 stars already ! Thanks everyone!). You can also leave comments about what you think is missing in the guide!
I am really grateful to you for this!

Have fun! 





Good Medic settings
I use TF2 stock HUD because I find it good enough, you should keep a clear line of sight in the middle of the screen. You don't need more information there! (HUD with the Uber meter in the middle of the screen).
If you want to change your settings, go to Options and write these in the console.
I don't personally use sounds to confirm hits, that deafens you and it's harder to concentrate

My settings:
  • No mouse acceleration
m_rawinput "1"
mat_vsync "0"
m_filter "0"
m_customaccel "0"
m_mouseaccel1 "0"
m_mouseaccel2 "0"

(in console) 

-noforcemaccel
-noforcemparms
fps_max 0

(click on your game icon, go to Properties, then Launching Options)
  • 1440 x 900 resolution
    Widescreen 16 : 10
  • The lowest resolution
    (to see enemies faster and have a lag-free gameplay)
  • 90 FOV (Field of view) (instead of 75)
    (in options)
  • A good microphone
----------------------------------------
  • Fast Weapon Switch, Damage over heads
  • Remember the 'Previous Weapon' between lives
    (it's easier for you when you respawn)
  • Medigun continues healing without holding down the fire button
  • Enabled Autocall
  • Minimal HUD
  • 70 Model Field of View
    (to see incoming enemies)
  • See/Hide Viewmodels command + Enable/Disable Autoreload command
    (really helpful)
BindToggle f5 r_drawviewmodel
BindToggle f6 cl_autoreload

  • Hide every Viewmodel except for Melee Weapons
bind "1" "slot1;r_drawviewmodel 0"
bind "2" "slot2;r_drawviewmodel 0"
bind "3" "slot3;r_drawviewmodel 1" // Slot 3 = Melee Weapon

To my mind, watching your surroundings is REALLY important as a Medic. It's best to change your settings. Change the FoV at least if you want to play the Medic the best way. Some people think it is better to keep Viewmodels but this is the way I play. Choose yours.





My current HUD (mini HUD + 90 Fov)



My Melee Weapon with Minimal HUD (90 Fov)



Medic's Normal HUD & reduced Weapon Viewmodel (75 Fov)




These settings are just here to make the game funnier and make your job easier. You will see Scouts coming from your sides but won't see things that are far away as good as with 75 Fov. It's not that important though. If you want to, you can change your settings in order to zoom in/out using a Bindtoggle command. But it depends on your playstyle. 90 FoV helps you see further, hiding Viewmodels helps you focusing
Dodging and Rocket Surfing
Dodging is the act of avoiding projectiles and hits as you heal your target, it's even more important for a Medic than a Scout to dodge effectively.I've seen so many Medics running in a straight line, making them sitting ducks for Snipers, Scouts and Spies

I know that a good Medic is a Medic that never shows himself, but sometimes you will have to face these situations where you can't do anything but get in front of that Sniper to get to another zone

What I am going to teach you is what I learnt through a LOT of Medic gameplay.
Theory is a thing, but you will mostly need practice to do this properly.
As a Medic, you'll have to move all the time, using your strafe keys and jump/crouch at the same time. This is called bunny hopping. Remember that crouching while jumping will help you jump much higher than normally. You should jump and crouch at the same time when you are going to get hurt. Check your timing and you will bunny hop a few more yards.

Dodging Hitscan Weapons

To successfully dodge Shotgun fire and Sniper Rifle shots, you need to perform quick strafes to the left and to the right, being at the same time unpredictable.
If you do too short strafes you will stand still and get headshot by this Sniper at the end of the map, but if you do too long strafes, you will be predictable and Snipers will just wait for your head to move on their sights.
If you want to learn more about dodging, play several classes, play Sniper for example and take note of when your enemy is hard to aim at. Learn from this. I played a lot Soldier and Demoman to learn how to dodge their projectiles as a Medic.
I can quick-strafe during a whole Kritz Uber, the Sniper won't be able to touch me once. Download tr_walkway and try to headshot a guy doing unpredictable quick strafes!



Dodging Projectiles

You will have to dodge Soldiers and Demomen differently. You can't quick-strafe a rocket due to it's explosion radius (though you can quick strafe a grenade). You just need to watch the other player's weapon. If it points to the right, the rocket's going to end to your right and if it points to the left, it'll go the other way. You should learn the explosion radius of rockets, stickies and grenades as it'll help you dodge effectively.
You are the second fastest class so use this to your advantage to stay alive.
If you want to dodge rockets and grenades, look at the Soldier (or at the Demoman) shooting them and try to predict where he is going to shoot. Directly at you? To your right? Here is an extremely helpful move: go left then right and stand still, then move in a random direction before he shoots you, it will mess the player up and you may have chances to rocket/sticky surf


Rocket/Sticky/Grenade Surfing is the act of going one way and jumping and crouching at the same time on one of these in order to propel yourself far away as it explodes under you or to your sides. You should do this regarding the situation and your amount of HP (consider the fall damage). The best way to do this is to get shot at your feet and not get body shot, or else you won't be propelled far away. Don't jump on the explosive but at its sides and jump and crouch as it explodes rather than jumping and then getting hit. Try to understand the way Rocket and Sticky jumps work in order to be successful most of the time. It took me a whole day to be good at Rocket Jumping.

In order to dodge Stickies, try to get as far (or as close) as possible to the Demoman (see if the Demoman tosses Stickies directly at his feet). If you are at his Sticky Bomb Launcher's range and you can't do anything about it, go one way, wait for him to toss his Sticky Bomb and run the other way. You need to use the Sticky activation time (0,92s) to your advantage. Don't do that too often, you need to be unpredictable and fast. You want to dodge, but your first objective is to set some distance from him! If the Demoman lays Stickies behind you, either try to resist as much as possible until he dies, relying on your Buddy, or try to use your Saw to kill him so that he lays stickies under his feet, then quickly jump and crouch in the other way and fly to a safer range. This is a really hard thing to perform but you can do it!


Dodging Other Things

Quick strafes work really well against Scouts, Snipers and Engineers. It is not very good against Pistols and Submachineguns (use longer strafes to dodge these). Don't stay too close though.
Medic's syringes are best dodged by crouching several times while running, and by jumping as enemies are hard to aim at while in midair.

Pyro's Flamethrower can be dodged by running away from him then running to the side of the Pyro or using a corner to do so. You will be able to flee but you also may take a lot of damage by Afterburn, you need to crouch several times when doing so, so that you don't slow down. Pyros won't see it coming. It's like doing a Corner Stab (refer to the "Tips and Tricks" section).

Dodging rockets, grenades and Pyro's flares can be be done by guessing where the projectile will land and jumping over it (not advised against flares).
Sentries can't be dodged but you can run around, this helps a lot during an Uber. This manoeuvre will make the Sentry harmless and the Engineer flabbergasted.
If you want to dodge the spam, try to look at the ground, avoid critical rollers (grenades rolling on the ground) at all times.

If you want to dodge melee weapons, try to turn around the enemy in an unpredictable way. Be aware that melee weapons crit far more than ranged ones (15% to 25% against 2% to 12%)(refer to the section speaking about Critical hits) and that a Melee Critical Hit from any class but Scout means death!


Last but not least, always backpedal and shoot syringes when you need to fly the coop. Another good way to do this is by quickly checking your back and running normally.
Speed : (Normal 107% / Backward 96%)


I hope this helps.




Positioning
Positioning is the hardest trick to perform as a Medic.

Why should you fear Jarate, Fire, Mad Milk and the Buff banner? When you are subject to mini-crits, a lot of weapons that wouldn't normally kill you in one shot will. When you are on fire you can receive a Critical Hit (90) from Pyro flares, or get killed by a Scout using the Stun-on-a-Stick. Mad Milk will make your enemies tougher, and you don't want a Scout to kill you as you watch your Buddies unable to do a thing. What's more, under these effects, everyone knows you are weakened and will try to get you.

Positioning is all about:

  • Your Team
  • The protection it provides you
  • Their position
  • Your enemies' position/classes
  • Distances

For instance: if you want to follow a Scout so that he gets the best out of your Overheal, you need to catch up with him and run in a straight line. You can do this if you know that danger is not close.

Good Positioning

You know every possible entrance from which enemies may pop up.
You don't show up at all (good against Snipers).
You don't get too close to corners and spam.
You are back against the wall (bad against Soldiers, good against Spies).

If you get too far from your healing target, you will be vulnerable to enemies flanking you.
But if you get too close, you will be vulnerable to Rockets, Stickies, Pyros around the corner...

The best way you can play the Medic is by knowing when to stay far from your target and when to stay close to it. The solution is to get sandwiched between your teammates so that no one can either rush or flank you easily. You can also camp next to a Sentry.

Your positioning will get better as you know the map. The more you know the map the less you die, the more you know where people like to ambush, spam, put Sentries, camp...

Try to learn positioning by playing on different maps. Each map is favorable to some classes (ctf_2fort for Pyros, cp_granary for Soldiers and Demomen, pl_ badwater for Demomen and Heavies...)
You will know every move you should take, what spots you would rather stay at, the places where you can and can't be picked by a Sniper, Sniper positions...

You also need to get the height advantage (it's harder for Soldiers to hit you and you can jump and get out of range). Hide behind corners but watch your back. Spies may jump on you from higher grounds or pop up around corners to get you
You're a support class. Don't try silly pushes, this never does the trick. You will need safe grounds first if you want to move up.


Always let your Buddy go first so that he can be your eyes through walls and corners.


Positioning should be dealt with considering enemy classes being played.





Here is the way you should counter classes.


Scout
Stay near a teammate and check your back at all times (they pop up really fast around corners).
If he gets in your face, use your Buddy as a meatshield, switch to your Primary or Melee and try to alert him. You can ALWAYS see a Scout coming your way (and hear his fast paced footsteps). When you notice him, run to a teammate. If you get taken by surprise, you can die in 2 shots.


Soldier
Keep your distances from your Buddy, forming a 90° angle with a corner in-between (to counter RJ and unnecessary spam damage). Don't get too far because of a possible Rocket Jump.
Jump and crouch. This will make you Rocket Surf and get to a safe distance. Get the higher ground if you can. As for the Demoman, spam means you can't show up and need to take the corner in a wider angle.


Pyro
Continue healing your Buddy and exploit the Medigun range. If he shows up, try tokeep your distance and run for it if he focuses on you. Pyros don't deal enough afterburn damage to kill players that are fully overhealed; you are the most vulnerable. Healing extinguishes fire so try to kill the Pyro and then heal your allies.
If a Pyro rushes at you, you can still retreat, but don't backpedal (do it if the Pyro uses the Back Burner). As you run faster than the pyro, he will try to use his secondary to get you. Try to listen when the flame stops blazing and look at the Pyro in that moment to quickly strafe and avoid a deadly flare.


Demoman
Distance is really important. If he focuses on killing you, break the beam and come back when you can. Watch out for every Sticky that hadn't been triggered.
Demoknight: Get behind a corner, out of the charge range or jump on something so that he needs to jump to hit you (then jump as he hits you for a higher jump). But beware of his melee range! If you have to face 'nade spam, it's best not to run at them and always hide behind a corner in order not to get it in the neck. Grenades roll, try to be out of reach (for instance: hug a wall).



Heavy
Try to discern the loud noises his Minigun makes before encountering him. If you don't stay that close to your allies, you may have a chance to skedaddle. Always jump and crouch when getting away from a Heavy as the Minigun has a strong knockback.


Engineer
If you see one building a Sentry behind or in front of you try to tell your Buddy then make a quick getaway and shoot needles at him. An Engineer is an easy kill but his Sentry will be your real problem, always let your Buddy go first.


Medic
No special positioning required, just try to know what Medigun he's using and try to find a good retreat path you could take if your Buddy died. Don't get a bad surprise like an unexpected Kritz charge.

Sniper
Don't show up, try to spot him. Always stay behind cover, if your Buddy gets shot, retreat and find another one. You can spot a Sniper by seeing a Buddy lose a good amount of health in a little groan.
The Huntsman. You can peek a more but stay unpredictable. You can break the beam, it is better for your safety and wait for the arrow to end in the wall and run as he won't be able to shoot another one before pulling his bow (1,94s), use this time to get to a better position.
Some Snipers will try to get sneaky and hide behind your lines. Try to figure out where the Sniper is and listen to his Sniper Rifle shots wisely, he may be targeting you.
Remember, if you can't see a Sniper, he can't see you (or a bit of you (watch for bodyshots)). Always move frenetically if you don't want bad surprises.


Spy
If he has a Dead Ringer, check every teammate by bumping into them and use your Saw more than you normally would. Killing a Spy this way makes you happy. Beware of trick stabs! (see Tips and tricks). Anyhow, watch your back everytime, this will help a lot against spies. Don't let them pop up corners, otherwhise checking your back will be useless. Don't fight a Spy personally and tell your teammates to deal with him. If he uses his revolver, quickstrafe and shoot neddles at him. Also check higher grounds as they can fall onto you.


Positioning must be learnt through practice more than reading tutorials. Remember the Medic's basics and you will get very good at this.
Cp_orange x3 Positioning (1)
In this Section, I will and show you how I position myself on cp_orange x3. This map doesn't have a lot of corners, props and you're always out in the open, that makes you a sitting duck for Snipers

I use this map to show you how to position yourself because there are only few good spots to use. Every other spot may get you exposed. Some of the positions I will show you aren't good if you don't keep watching around you. Watch your surroundings all the time! It's the best thing you can do to stay alive, trust me!
You should never position before your teammates when getting from the spawn to the middle of the map




Positioning on Orange



Positioning on Orange is harder than it seems. This is definitely a map for Snipers, try to stay hidden! This is a challenge. Watch out for the tower in the middle of the map because of the stairs. It's a good spot for Soldiers and Pyros. You're out in the open so you can see things going your way if you watch your surroundings. Scouts and Spies are easy to counter. What's more is that you can egg Scouts on following you to the stairs, in the middle, use your Syringe gun and getting them a high burst of damage. I will be speaking a LOT about positioning considering Snipers. Positioning considering other classes can easily be done by being aware of your surroundings, not getting too close to corners and hugging walls.

Most of my deaths in orange are: Snipers, ambushes coming from the top of the walls, unsecure middle when you need to go to the right and to the left of the tower, Scouts (only when you are not healing a good Buddy with the good loadout like you should (Soldier, Pyro, Demoman (not advised against Scouts)...), Spy stabs because of me crouching and not watching my back, Pyros and Soldiers in the Tower, Medic popping Kritz Ubers.


I will be using the Red perspective. Blu is quite the same so I won't describe that much.

Good: In the spawn, can see incoming Soldiers/Demomen to your left, out of Snipers' sight.
Bad: You don't see what is under and behind you if you don't pay attention.

You can't get killed by Snipers, but don't hug the wall in the middle of the screen or you will get headshot. Dangerous: Grenade and Sticky spam when enemies are camping behind the wall.

Good when healing Snipers but don't get there if there are Snipers on the 2nd point. The white wall next to the 2nd point is a good protection from Snipers on the left side.

Good spot to heal people on top of the wall or spamming Demomen.
Bad: If an enemy Rocket jumps, you can die
Always crouch and don't stay at the top of these stairs! Snipers can see your head

Really bad idea. Snipers can still headshot you while you are crouched and you can get spammed badly

Good but watch for Snipers, Spies (blind corner behind you) and (rarely) people on the wall

Excellent spot. You can still get killed by Snipers on your right as you still show a bit of your head, try tocrouch sometimes. You will see enemies Rocket jumping on you most of the time. Be sure that every Sniper in the right area of the screen gets killed before entering this zone

Crouch! Watch out for Snipers.This is a good spot where you can see everything. If you spot an enemy Sniper, stop crouching and find another spot quickly. There can still be Snipers through windows and in the tower (and the left side of the tower). Watch out! Snipers can see you by getting on the ramp to the other side, or behind the stairs at the middle. This is a dangerous position not to be used too much

Crouch! You still can see the whole area but won't get killed by a Sniper if he stands on the stairs to the left. Watch out for Snipers camping on stairs on the 2nd floor. This position is dangerous too. You can hug the wall but it will prevent you from seeing enemies that may jump on you. Sentries are sometimes built next to that wall. Consider this as a good defensive spot, but still watch out for enemies that might jump on you

Good spot, can't get shot by Snipers to the right or left but not that secure

Watch out for enemies jumping out of the windows

Can't get killed by Snipers on the left. Watch out for enemies falling off the tower. Can't get stabbed easily if you watch your back (Spy can't fall on you)

Good spot. Watch out for Snipers and enemies falling off the tower

Bad idea, never go there, Snipers will get you as you try to get away

Crouch! Good idea if you really need to stand near the point. You can see incoming enemies and can't be killed by Snipers. Try not to stand on that point (or the 2nd one except for the beginning of the round, still hide behind the wall at the 2nd point more than showing up)

Bad Idea. You will have to show yourself to Snipers to get out of that position

Excellent spot but watch the windows behind you, they are ticking bombs

Crouch! You can heal allies fighting there from that position. Watch for Snipers on your right and check the stairs on your right as well

Excellent spot. Crouch in order not to be seen by enemies on the 2nd floor. Try to stand up a few times in order to check the 2nd floor. If you need to flee as the enemy pops up from the ground floor, jump through a window, if he pops up from the 2nd floor, go through a door

Don't stand on the other side of this room in order not to get killed easily (the enemy comes from the right). Good spot, jump through a window if you are in danger

Take these stairs!

Crouch when you get there! Don't show your head!

Excellent spot for a safe retreat. Stay there and watch under you, you will see everything coming your way. Watch out for Snipers on your right

Same as before but harder for the incoming enemy to spot you. Good spot for a retreat. It will be harder for Snipers to get you thanks to the platform on your left

Only if there are no Snipers on the point! Good to peek but bad to run away from Snipers that show up
Cp_orange x3 Positioning (2)





Never go this way !

Crouch ! You can stay here a bit but watch out for Snipers it's a REALLY dangerous spot

Crouch ! You can get there. Snipers will still be able to see you I think. Height advantage and stairs for a good retreat

Ground floor. You will be less exposed, players will not be able to easily jump on you but same as before, hard to escape from Snipers. Not such a good spot

Crouch !!! Excellent Spot ! You can see everything coming your way without getting killed by Snipers, Spies (if you check your back) and you can provide good support to allies. Teammates may hug the other wall that is at the right of the screen, they'll be out of range so tell them to back up a bit. Hugging a wall will make you harder to backstab. If you get rushed by a Scout, get height avantage and jump over him to avoid his shots

Good Spot. Watch for players on the wall ! Nasty ambushes happen here, if a Sniper shows up, come back to the previous spot

Good spot, watch out for flanking enemies and stabs (Spy's best uncloaking spot just behind you!)

Nothing special, watch for your back and for players on the wall (Soldiers, Demomen…)

You really have to watch out for players on top of this wall. You shouldn't hug the wall in order to position yourself the best way. Watch out for Snipers and don't try to get further or you'll be exposed


It's sad but you can't do a thing about it. Standing on the 2nd, 4th and 5th points of the map will get you exposed.
I like to uber somebody to get next to the enemy spawn and use the stairs to jump on top of the wall as my uber finishes. It allows you to get a safer retreat than going for the corner









Don't show yourself or you'll get sniped !

Same as before

Crouch ! Watch for Snipers camping on the right and in the tower. Never go in the blind corner formed by these two small walls, this will get you killed

Good spot. You get a good field of view without puting yourself in a dangerous position. Watch your back and the top of the tower since Spies love to uncloak in corners behind you and people love to fall off the top of the tower to get free kills !

Good spot. If you need to go to the 2nd floor, watch out for Sniper dots. Dodge their shots. You will get exposed when leaving that spot though. Some players like to jump through the windows to get to the 2nd floor, then use the stairs to go for the ground floor and heal people. It is a good strategy but you will get exposed too ! (when climbing the stairs that are to the sides of the tower). It should only depend on where you think the danger is.

You'll want to go up these stairs

Crouch ! Good position to counter Snipers. You can heal easily from here. Good field of view (to the right) and people will rarely come to your left thanks to the small bridge that is in the way. If you want to heal people to your left (Snipers mostly), go under the bridge to cross

Smart healing spot. You can't easily get killed by people on your left, people will have trouble coming from the stairs over you to get you. The only dangers will come from the right and in front of you (bad spot to retreat). You can jump to keep your Buddy in sight. Watch out for Snipers when doing this

Crouch ! Good spot to heal Snipers. Watch out for people incoming from your left and from behind !

Excellent Spot ! If you have to retreat, hug the wall to your right as Snipers may get you
Don't stand too close to the wall in front of you

Watch out for players on the wall (Soldiers + Demomen + Pyros + Heavies are really dangerous !) This is a dangerous spot due to Demoman spam, Snipers and people coming from your sides having the height advantage

Good spot but watch your back and most of all be worried about players that pop up from your right (behind the wall)


You can peek like in the Red Perspective for the last point but "try" not to stand on it, Snipers will get you from their spawn. Standing on this point without dying is a challenge for Medics. It requires good dodging skills

Analysing



I don't mean that you shouldn't keep moving I just mean that moving in an other area which is not secure is what most of the time causes your death. Keep on dodging !
Analysing skills are based on your focus throughout the game. This is the thinking you will have to do if you want to survive


REALLY IMPORTANT : Watch your surroundings!!!!!

A good Medic is a Medic who know what his allies and enemies are and where they are situated.
The more you play Medic, the more you check your back, the less you focus on your patient and the more you will be aware of your situation.
Medics don't die because of mistakes of their fellow Heavies or Soldiers, they die because they didn't check their surroundings. Looking around is what makes you a good Medic.

But if you want to be the best at what you do, here are a few tips
    • Weapon Spotting
    • Class Spotting
    • Danger Spotting


In TF2, you will have to deal with the 9 classes all the time. There may be 3 Spies in the other team or a Sniper.
Weapon spotting is the act of recognizing sounds like a Sniper Rifle shot or a Demoman trap being set, the loud sound of the Minigun or the blazing flames of a Pyro. Many other tutorials don't mention these at all. Also know your team's loadout as this helps you with the Triage

The Sounds

You can try to recognize the sounds made by TF2 weapons and know what dangers you have to face. Can you hear a Sniper Rifle from afar ? Don't show up, find the Sniper spot, don't stand still.
Can you hear the sound of a rocket being shot? Is it a Direct Hit ? This means you can be killed with one shot if you have less than 140 hp, watch out.
This also allows you to know when Spies are around as they make loud noises when uncloaking. People scream as they get stabbed or headshot. If you pay enough attention, the Spy-Lactite and Your Eternal Reward also make sounds.
Sentries make "Tilt" like sounds, Revolver fire sounds are easy to identify...



Kill Alerts


(If you see these icons, take cover as one shot will generally be enough to kill you with these !)

This helps you know what dangers you will have to face. Don't focus too much on this as you may not focus enough on your game. When you feel safe, you can look at these alerts, try to learn the names of players playing annoying classes like the Spy. If you see the name of your fellow medic next to a Sniper icon, don't show up, this Sniper is gonna look for you.
Kill alerts can also show you if a person who really wanted to kill you recently died, alowing you to peek a bit more as he respawns. You will also know when an enemy krits uber is coming your way as a red halo will glow behind weapons icons. Run for your life !


Corpses





Watch for corpses on fire, a Pyro may be nearby, also watch for corpses in bits. Corpses help you know what classes you will face as you move into a zone. Experience is needed to find what killed the guy but you will be happy to know that this guy's corpse actually helped you to counter a Pyro ambush


Things on the ground / wall


An arrow in the wall ? A Huntsman ! I should not position myself right behind my buddy...

A ball on the ground ? Scout !

A Soldier or a Demoman, i don't know but he was here !

Sniper !

Shotgun !

A weapon on the floor without a corpse closeby ? Can it be Your Eternal Reward ?


I don't use these that much but they can help you to survive. If you are back to a wall and see a little hole in it, it means that a Sniper tried to shoot you and missed. Marks of explosions on the ground will help you notice explosive classes.
A lot of holes in the wall ? A Heavy was shooting it



What You See

Rockets, faster rockets, Sniper Rifle dots, ice sculptures, balls thrown in the air, arrows, flares, Machina trails, pipes that fell on the ground but didn't explode... Everything that you see while behind cover will make you notice what you will get if you peek.
For instance, if you see a flare being shot, you can guess the position of the Pyro that shot it, the Pyro will let you know he is about to enter the zone and you will be able to react easily to this by backpedaling and shooting needles


Class Spotting

Class spotting is the act of finding and keeping in your mind the different classes that are in your team and in the other.
Class spotting is easy after having played 10 minutes on a server. You will know who is the Spy and what classes are in your team by this time.
Always check your score board to know what classes are alive and dead at the time you have your uber.
Sounds, kill bars, corpses... all of these help for class spotting. Just remember what classes are in the other team (Spies, Snipers, Pyros, Scouts...) and position differently according to these (ex : peek as less as possible when you know there are Snipers in the other team) and try to know where they are. Always check you teammates classes too


Danger Spotting

Danger spotting is based on class spotting. Know what your enemies and allies are.
Do you have a medic to keep you in shape ? Do you have Sniper ground domination (by this, I mean do you have snipers at your end of the map and not enemy snipers at the other end of the map) ? Are you next to a sentry ? Too close to spam ? Are there Spies in the ennemy team ? Pyros ready to ambush, Scouts ? Rocket jumping Soldiers ?

The Medic is a prey who needs to be protected, learn how to protect yourself

  • Always check your surroundings
  • Know exactly the number of entrances surrounding you
  • Don't stand too close or too far to a teammate
  • Always stay behind your Buddy
  • Don't stand still
  • Always stay at places where you won't be overwhelmed / flanked easily

Analysing is all that makes a good Medic an expert because 2 seconds in TF2 can turn you into a dead meet. Analysing is what makes you ready to prepare yourself for situations where you would normally have to peek, putting yourself in great danger.
Playing the Medic is all about concentration and decision making. Every weapon, every class and every sound in TF2 is designed to be recognized at first glance, compared to other FPS where analysing wouldn't help you that much


Triage
Triage is the act of chosing who should receive your heals first

Healing Ramp
Be sure to watch that video about the Heal Rate. You need to know how efficient your healing is if you want to be a good Medic. You also need to know that the ubercharge builds faster if you heal wounded Buddies or those who do not have the full overheal.
(I thank tf2tactics for his very good videos that taught me a lot about TF2)



Healing order
    • Fellow Medics
    • Players taking heavy fire
    • Players with critical health
    • Players on fire
      (0.5 second are sufficient to make them survive it)
    • Important players/classes for the situation
    • People under the jarate/mad milk effect
    • (this way, it fades away faster)




    Class healing order (according to my playstyle)
    • Medic
    • Soldier
    • Demoman
    • Heavy
    • Scout
    • Pyro
    • Engineer/Sniper/Spy
      (depending on the situation)



    I prefer to keep Medics alive first. I love Soldiers and Demomen, they are good Buddies and their splash damage/long range weapons are really useful to the team.
    Heavies need your constant healing when they are building the front line. Losing a Heavy will encourage your enemies to attack! Try not to lose the one that is holding the front


    Choosing between a Scout or a Pyro depends on the situation. I love to fix scouts really fast and ask for Pyros to stay behind cover while doing it. You should heal them away from the front line or they will take unnecessary spam. Pyros that are waiting to get healed always stay close to you; this makes them good Buddies in case an enemy shows up

    Heal Engineers first when their Sentry is under enemy fire or if they are carrying a building. You should never lose an Engineer because they keep their Sentries from being destroyed and enemies won't come through as long as there is a Sentry

    Heal Snipers if the biggest threat is an enemy Sniper taking down key players.
    Quickly heal a Spy if the healing you give is efficient (last damage taken: 12 seconds ago -> you will heal him for a whooping 72 hp/s! last damage taken: a few seconds ago -> you will heal him for 24hp/s) overwhise heal him at last. Spies mostly have Dead Ringers that can help them survive as they wait for your fix



    Some people will rely on their weapons to recover from wounds

    (Conniver's Kunai, Black Box, Mad Milk...)

    I will never say this enough. Keeping Medics alive will make your job and theirs easier. You will get more teammates to heal and more assists, more ubercharges and more changes to survive. Medics can't heal themselves. They can try not to get hurt too bad and use medkits, but running for a medkit is sometimes risky and one or two of your teammates will always get themselves killed by the time you come back. Another Medic means that you will
    have a buff
    , 225 hp is more hp than a soldier (200). Do you remember how you can get killed by a lot of weapons when you have less than 110 hp ? If you have 225 health, you can survive an uncharged headshot, a critical rocket (if far enough from the explosion) and Pyro ambushes!


    Choosing who to heal is not the hardest part of playing the Medic, keeping teammates alive as you have good positioning is more like it.
    Always try to keep your combat classes alive as they will be needing the most healing from you.
    Just remember to heal people that are needed in certain situations, like a Pyro to counter an uber or an Engineer that is taking fire. Healing is better given to targets that are taking enemy fire, but you can still choose to quickly fix a Scout if the classes maintaining the push are not facing a big threat

    Also, try to heal people that fit the situation the best. You can keep alive a Demoman if the enemy has the height advantage or is hiding behind a corner. You can heal a Pyro or a Soldier if you go through a long narrow corridor like the one in pl_badwater. Heal Soldiers when you have the height advantage as they will do the more damage. Out in the open, it's better to keep your Scouts and Snipers alive





    You should keep in mind that buffing and healing is good, but staying on the same target to get a Sentry for instance helps a lot. Try and play every class and feel the moment when a Medic would be needed

    Triage is not that important when using the Quick-Fix, but it is even more important with the Vaccinator as you will buff players much slower


    Keep in mind things that are important for the team.
    An Engineer with his Sentry doing zone denial is excellent but this Enginer will need your help at times. If you have a front line to secure paths going to the Sentry, focus on that front line.
    Remember to keep some allies alive and others toped to full buff.
    You should build a 1st AND a 2nd line in order to help your teammates take cover easier.
    Some players will need a lot of health. Some may use your buff to get themselves into situations where they take heavy damage, your healing will be useless.

    It is best to keep your spamming allies alive (Full explosive Demomen, Soldiers, Snipers using the Huntsman...) the ones that show up may not need that much health.
    Keep support Pyros alive (the ones that airblast Heavies and Rockets that are coming your way).
    Keep full explosive Demomen alive in a push as they are necessary.

    Always keep Medics, Pyros using the Phlogistinator and Soldiers with the Buff Banner (and others) toped at their max health. Sometimes it's better to keep your Sniper alive than a heavy that is far away from the battle, all depends on the situation. Experience will make you discover who you should choose to heal first.
    In my case, I love to keep Medics, Soldiers, Demomen and Scouts in good shape as they are necessary for a good push and a good protection

    Sometimes, you will need to heal that Sniper that has low health running towards you instead of that Heavy who has 180 hp left. Why ? A Sniper with low health has about 30 hp, the Heavy would survive a rocket, the Sniper wouldn't.

    Keep alive allies that are important for your team. A good Sniper, a Spy who kills the entire ennemy team or a Pyro that creates havoc and comes back at you.
    It only takes you a few seconds to fix Scouts, Snipers and Spies and they can be really annoying for the ennemy team.
    Sometimes, a bad choice of Triage will make your team lose important players. Choose wisely

    Some allies would better die and respawn than entirely reload or find ammos for a hole minute.
    Also keep players that are using weapons with charging meters alive as getting these boosts again can be frustrating and can slow the team. By this I mean a Demoman who fully reloaded his weapons or a Scout with the Baby Face's Blaster's full boost...

                    
    It is essential for your team to be at the best of its capacities
Effective overheal
You won't have time to provide overheal in some situations, this gets frustrating, you can't save everybody. It's best to know how to overheal properly in order to heal properly and get yourOffensive / Defensive team to the maximum of its capacities

Keep in mind that a full overheal fades after 20 seconds whatever the class is and that the hp drop off is not the same for a Heavy or a Scout

I really advice you to know maps as the back of your hand and buff allies before they get to the middle. 20 hp are really useful for a Scout that just reached a choke point. An enemy that sees the buff effect on a player will think that he has a full buff and that the fight is going to be tough.
Overheal is the fact of giving the 50% bonus hp buff to an ally


A non charged headshot (Snipers face this threat) will deal up to 150 damages. The Sniper has 125 hp, this means that he will not survive the shot. But if you overheal him, he will. Remember to keep the buff for 10 seconds at least because of the buff fading time. After 10 seconds, the Sniper has 155 hp, he will still survive the threat.

Saving allies from incoming threats is what the overheal was made for, if it can prevent them from dying and respawning, your uber can fill faster (wounded players fill your uber faster than overhealed ones) and a better focus on enemy Snipers after you fixed him

(These are lists of players you should buff first. This is based on my Medic playstyle, never forget your playstyle)

You should normally overheal everybody except Spies
(this depends on the situation)

You need to overheal
Generally

  • New players arriving to the battle (only 0.5 seconds are needed to boost to 150% !)
  • People that are going to receive important damages (f.i. rockets, stickies...)
  • Good "Tanks" (Soldiers / Heavies)
  • People that need it


Precisely

  • Any Medic you can find who shows up too much
  • Medics with their ubercharge ready or about to be ready
  • Medics using the Kritzkrieg
  • Engineers carrying his stuff
  • Soldiers and Demomen when enemies (like Spies, Pyros) are going to get point blank with them
  • Buff Banner Soldiers using it
  • Snipers and Scouts about to use their Jarate / Mad Milk (you don't want them to die before throwing it)
  • Soldiers and Demomen using the Rocket Launcher and the Sticky Launcher
  • Scouts with the mini-crits buff (from the Soda Popper or the Crit-a-Cola)
  • Scouts using the Boston Basher
  • A Soldier with the Cow Mangler 5000 as he charges it (moving slowly makes him vulnerable)
  • Classes with health penalties (except for Spies with The Conniver's Kunai)
    • Demomen with the Highlander (important : number of heads)
    • Pyros with the Gas Jockey's Gear
    • Scouts with the Sandman
      ...
  • (Important !) Snipers with the Croc-o-Style kit (225 health and no headshots means no possibility for an other Sniper to kill them in one shot)
  • Engineers being attacked when repairing their Sentries
  • Scouts using the Baby Face's Blaster whom don't have the boost yet
  • Pyros before they enter a zone full of enemies
  • Scouts before they enter a zone full of enemies
  • Demomen using the Ullapool Cabber (if the respawn time is long and the spawn close)
  • Engineers with the Wrangler on or with the Gunslinger
  • Snipers with the Huntsman
  • Spies using their primary weapon
  • Heavies using the Buffalo Steak Sandvich
  • Engineers, Snipers, Spies and Scouts vs enemies with 125 hp
  • Scouts in a 1v1 Scout duel
  • An Engineer who has revengecrits stored in his Frontier Justice


Those who don't need the overheal

  • Snipers who are not under attack or not shooting (I think that the buff's effect can give his position away. Somebody else would need that buff, what's more the buff fades away fast and the Sniper needs an other buff after 10 seconds in order not to get killed by one headshot
  • Spies (this is a dead give away as their disguise show the overheal and as they can't vanish that well due to the overheal effect)
  • Spies with the Conniver's Kunai as they can't get their buff higher than 90 when overhealed by a Medic
  • Engineers who are not under attack or not in a duel with a Spy
  • Support Pyros (those who stay close to you and reflect Rockets and Stickies and extinguish fire), unless they are under heavy spam
  • Soldiers and Demomen using the Rocket Jumper and the Sticky Jumper as they tend to get too much wounded and have too much life for a full buff
  • Heavies that are far away from the battlefield (I know 450 hp is really good but they are slow and the buff only stays for 20 seconds
  • Demomen spamming Stickies and Grenades while they are behind cover
Your Buddies and you (1)
I call a "Buddy" somebody you can rely on, someone that you keep close to you in case of danger. A Buddy differs from a Pocket since the Pocket will be someone you try to keep alive all the time, focusing on healing him most of the time and healing others when they are taking damage.
A Buddy differs from a Teammate since he is more like a teammate that WILL help you if you are in danger.
As a Medic, you will play with the 9 classes of TF2 and should never forget their strenghs and weaknesses


Some aspects of being with your Buddy
    • The positioning you should take
    • Pocket or not Pocket ? (stay with this Buddy mostly and don't let him die)
    • What you can fear and maybe don't have to fear with him
----------------------------------------------






(thank you fairlyodd1217 for that awesome picture !)



               
"Good" Medic Buddies
  • Soldier
  • Pyro
  • Demoman
  • Heavy
               
"Bad or not reliable" Medic Buddies
  • Scout
  • Engineer
  • Medic
  • Sniper
  • Spy

What I am going to tell you will make some people disagree.
I will tell you things I know considering my personnal experience and my Medic playstyle


The Scout




      Scouts die a lot. Your life is more important than his considering your healing abilities and your ubercharge, what's more his fast speed allows him to come to the front line really quick.
      Always stay behind cover when healing a Scout, when he retreats, a lot of players will be chasing him, you don't want to die because of them. If they see you, they will focus their attention on you. If you want to show up to heal him, be aware of Snipers and spam. You are a moving dispenser to Scouts, always remind them your positon. Never heal a Scout too much, he tends to get himself in bad situations and only comes to you when he needs health leaving you alone most of the time. You must also know that Scouts jump everywhere and doesn't make a great meatshield

    The Sout is not the best Buddy because he runs too fast, he may not be a reliable pocket, you will only focus on catching up with him which makes you an easy target for snipers (running in a straight line) and for spies (not focused). The scout has little life and will come to you for a refill, he doesn't need consecutive healing. Don't put yourself in dangerous positions to heal a Scout, he will egg you on coming to him, ask him to get to you

      When you're next to a Scout, you have someone you can rely on when fighting other Scouts. As scouts can take scouts down really fast. Good Scouts tend to focus on the other Scout instead of taking down the medic when the Medic has a Scout at hand.
      Scouts "scout". These are your best eyes around corners as they will fall back when hurt, helping you to know where the danger is. Scouts that stay with you are a real handful. Sometimes, scouts are annoying, they don't realise others need health too, but they are good support to you and your demomen so keep them alive. A good scout will be able to take down important threats like other Scouts, Snipers and most of all other Medics.
      Feel safer with a scout with the Baby Face's Blaster as he will catch up with you much faster.
      The Scout is really nice to cover your flanks and to help you with a Spies or other Scout problems. I consider that a Scout fighting your overhealed Scout is a dead Scout. Always try to figure out where your Scout is. Always try to keep Candy Cane Scouts alive as the medikits they drop will be life savers

The Soldier




      Good positioning with Soldiers is necessary. Soldiers need a LOT of health to perform their Rocket jump and play properly. 300 health and good healing makes a good Soldier worth 2 Heavies ! Stay behind corner and communicate. The key is to never break the beam or prevent him from having enough life for Rocket Jumps

    A Good Soldier is the best Pocket you can have. His high mobility and high splash damages makes him a good shield. You can get behind your soldier, his hitbox is great and you won't take that much damage from Heavies firing at you. The problem when pocketing a Soldier is how good he his and how much ammos he has. The problem is when you are Pocketing a Soldier and gets out of ammos or he hasn't reloaded. Try to know when your Soldier is doing so.
    Soldiers also tend to be really focused in battle, not as much as Heavies but what's good about Soldiers is that their fights are generally short and they can manage to get the enemy out of your range by shooting rockets at the enemy's feet. An other problem is when the Soldier can't aim properly, try to find out what Soldiers watch their back too. The worst is still Soldiers that Rocket Jump OUT of your range. Don't follow them into these situations where you are going to get killed and tell him that you are waiting for him.
    You should worry when pocketing a Soldier using The Direct Hit since this weapon requires good practice to use. It's really hard for Direct Hit Soldiers to kill Scouts. The Soldier tends to put himself under cover to reload, having an eye on you at this time. Soldiers aren't really good when they face a Sentry that is shooting on them.
    Soldiers can take Demomen down easily but they need to be close. Soldiers LOVE to enter spam zones at bad times, they are over confident with a medic sometimes...

      Again, you should worry about the number of rockets your Soldier has loaded in his Rocket Launcher. He's a good Buddy and will protect you very well against Scouts and flanking enemies.
      Pyros and Demoknight may get you trouble as they will catch up with you really fast, not fast enough for a Soldier to kill them (they need at least 2 rockets). You should fear Heavies when your Soldier is not topped with a buff, fear Spies less and more.
      By this, I mean that a Spy who is noticed by a Soldier at close range is an easy kill, but a Spy who is rushing for the back of your Soldier is really annoying, don't take it personnaly and stay focus on your surroundings when this happens. Fear the time when your Soldier goes down too. A Soldier is good at maintaining a position (and a push sometimes) and if he dies, it means that an opportunity is at hand for the enemy team to push forwards
Your Buddies and you (2)
The Pyro

(W+M1 Pyro) / (Experienced Pyro)



      You shouldn't follow a Pyro in his rush towards the ennemy. Positioning is also depending on the Pyro gameplay : Support Pyro or Suicidal Pyro ? A Suicidal Pyro is a Pyro that runs to his death. A Support Pyro is one that reflects rockets and stickies, puffs allies and Huntsman Snipers, destroy sapers... If you see a suicidal pyro about to cut off a corner to get to the enemy team, buff him. If you think it is appropriate (no full explosive loadout Demoman / Soldier, Heavies, Sentries, Huntsman Snipers (or really wounded) or just after a wave of soldier / demoman spam (they need to reload so it's the right time), follow him as much as you can, staying behind your Pyro at all times at a moderate distance, using him as a meat shield and knowing when to retreat. Don't die with the Pyro !
      A Pyro rush is a really good push for your team, consecutive healing for a suicidal Pyro is really good. Just know that the enemy will mostly focus the Pyro first. Before the Pyro dies to enemy fire, run away ! It's really important ! Don't do that when you have over than 70% of uber meter. If you want to position yourself in order to help a support Pyro, get in his sight. Support Pyros don't normally build the front line, but the 2nd line. You will find them near Engineers and Snipers most of the time. Never get right behind a Support Pyro as they run backwards a lot ! Their moments are really unpredictable.
      Just refill Suicidal Pyros as they get to you, like you would do with a Scout

    A medic shouldn't get himself in bad situations. The only Pyro you can pocket is the Support Pyro as he will be aware of his surroundings. Remember that Pyros are sometimes bad against Scouts as they run too fast. Try to get between the Pyro and the Scout while finding cover so that the Scout has to run into the Pyro flame to get you.
    A reason why you shouldn't pocket a Support Pyro is that you will go anywhere, he only supports other teammates that need your pocketing. What's more Support Pyros may not to have a lot of Flamethrower ammos and you can't know when this happens. Don't pocket a Support Pyro too much or they will want to play the Suicidal style, Support Pyros are REALLY helpful for your team

      The Pyro is like a Fire that you can extinguish, but you need to focus on this fire so that it doesn't spread. What I am trying to tell you is that when you have a Pyro Buddy at hand, you have somebody that sometimes gets more focus than you do, that's a good thing as a Medic. You also have the best close quarters fighter at hand. The way a Pyro can get an enemy easily when he doesn't have ammos makes you enjoy being with a Pyro.
      Be careful for Pyros are sometimes tunnel minded and may not see spies coming to you. Keeping Pyros alive is the best way not to be too annoyed by Spies. Try to fear them but stay with Pyros that watch their surroundings when you have a Spy problem (Spy taking down your entire team). You should fear Snipers as Pyros will die if they are too far away (they get noticed easily because of their flames) and Rocket Jumping Soldiers as Pyros are not that good to catch up with things, this is why ambush prevails in the Pyro gameplay


The Demoman

(Demoman) / (Demoknight)



      When healing a Demoman, position yourself according to his ammos. If you know that he doesn't have any Stickies or Grenades in and needs to reload completly, keep your distances as he won't be able to protect you well, then come back when he is entirely reloaded (4,24s to reload his Grenade Launcher and 5,78s to reload his Stickybomb Launcher (It takes him 10 seconds to reload completly !).
      Demomen can't easily deal with close enemies, try to keep your distance from corners and watch your back. The Demoman can't Sticky Jump as easily as the Soldier would to protect you but his range + the focus onto you still allows him to aim properly and get down somebody fast. Don't follow Demoknights behind corners (when you know the enemy team is there but try to stand close to them

    To my mind, the Demoman is the second best pocket you can have. Great damage input and splash damages, good Medic killers and the best classes (besides Heavies) to push forwards or to prevent the enemy from pushing. You should base your decision to pocket a Demoman on his loadout (Grenade Launcher and Sticky (full explosives) is the best Demoman but you can also rely on the Loch n Load (rely less), Scottish Resistance Demomen are bad pockets ! Don't even think about pocketing a Demoknight as his charge will get him out of range and in dangerous positions), never pocket Sticky Jumper Demomen or Only Caber Demomen too as they will never protect you)) and his precision and choice of weapons.
    I love to pocket Sticky Launcher Demomen as you are a really good bait for them to put Sticky traps and Stickies can provide players for rushing towards you.
    When pocketing a Demoman, keep in mind that he will have a lot of trouble to deal with an enemy rushing towards him or at close range. It's better to build a first line before the Demoman in order to pocket him properly. Figure out when you need to heal the Demoman (When they keep good distances from the enemy when fighting and when they are about to take self damages (enemies too close and Grenade Launcher is being used)) and when you need to go for his target (when he is reloading or when the enemy is only and ONLY focused on the Demoman, the best is to use the saw to allow the Demoman to get some distance and come back to him when he has reloaded / is far enough). A Demoman / Medic Combo is based on Reloading and Distanced between the Demoman and his target

      Fear Scouts like pest it is wise to keep an other combat class with the Demoman as he can't defend himself that good and don't try to stay on a Demoman that is waiting for somebody to fall in his Sticky Trap (because they tend to be too focused on their front and are subject to flanking enemies). You can manage to keep your distance from a Scout if the Demoman is using his Sticky Launcher. If your buddy is a Demoknight, try to rush forwards that Demoman to get help and use the hitboxes to always stay between him and your enemy (don't do that against Soldiers or other Demomen).
      Keeping a Demoknight at hand helps you a lot to counter Spies as they mostly focus on them (easy kills). Stay close to the Demoman for him to charge the ennemy away in case of a trouble. Demoknights sometimes tend to watch their surroundings very well and they can make other players think twice before attacking you. Don't fear enemies coming from a zone of spam if the spam is always on. Demomen can prevent any enemy from coming to one direction, this is good to know when you are a Medic, there are less entrances to check.
      Good Sticky Launcher Demomen are really good at taking threats from afar, for instance if you have a Scout on your back and the Demoman sees you at a distance and is precise, he can get the scout in 3 stickies or 2


Your Buddies and you (3)
The Heavy




      Good Hitboxes, keep them in sights, watch your back all the time as this is where enemies will come from (except some scouts and Rocket Jumping Soldiers). Heavies tend to undertake the most spam in the game but they are really good for a push too (pl !) Don't get caught in that spam or don't get too close to that Heavy (it's hard sometimes) as people will try to toss stickies and rockets at you behind the corner.
      The challenge when healing a Heavy is to position yourself so that you can't be focused and NEVER i say NEVER break the medigun. When in a 1 on 1 fight with a Heavy, it's REALLY important to keep the Medigun healing your Heavy.
      When the situation becomes too dangerous (Heavy still has hp but they go down to fast), run for your life and hope for a Scout or a Rocket jumping Soldier not to rush you.
      Some people crouch behind their heavies it's a good idea but still, you're vulnerable to your surroundings (you can't see a thing), to Snipers (if the Heavy goes down or the Sniper sees you as he strafes away), to Spies and every ambush and spam. This technique is best used out in the open when the Heavy has his full overheal

    Steam has always put forwards the Heavy as the best Pocket but I don't feel the same. A Heavy is really powerfull and can take a lot of fire while under the healing of a Medic. But key threats like Snipers and Spies will get them really easily. The worse thing that can occur is when your pocket Heavy dies. People will rush for you, you'd better find an exit route really fast as they will try to get you, people get mad after trying to take down a Heavy for about 20 seconds...
    If you want to pocket a Heavy, watch his loadout.
    The best pocket Heavy is a Heavy with a Sandvich. You will also want to check if he has the Gloves of Runing Urgently. If he does, try to heal him as he uses these. Consider that a Heavy using Natascha or the Tomislav will not have an advantage on an over Heavy (watch out for Heavy and Medic combos as they will get you). You should rely on a Heavy depending on his ammos. A Heavy with the Huo-Long Heater is sometimes hard to pocket. In my opinion, the best Pocket Heavies have the stock Minigun or the Tomislav. A Heavy rushing with his Shotgun is still good enough to help you, but try not to pocket these that only use Shotguns...

      Think of the Heavy as a Sentry that can move but will mostly focus on target in front of him until it dies. A normal Sentry will always attack the first threat to it, that's what makes Sentries that powerful. There are two types of Heavies in this world : Good Heavies and Bad Heavies. A good Heavy will focus on ambushing and watching his surroundings. He will give a quick glence at his back at times when he is focused by the battle, providing him from dying from Spies and will know when to fall back in order not to get that fully charged headshot the Sniper has been waiting for 2 seconds or this last Rocket he shouldn't have taken in the face.
      Bad Heavies are still powerful, but you can't rely as much on these as you would. When having a Heavy Buddy close to you, you should fear Spies as they will tend to get to their backs and yours as well, about every other class as they will focus you if they see you healing him (A 450 hp giant is really hard to kill rather than a defenseless 150hp Medic) Heavies don't watch their back, don't expect them to save you from flanking units. An important thing about the heavy, with the Pyro, he will be the only combat class that is able to heal you and extinguish fire. A Sandvich on the ground as you heal the pocket Heavy is sometimes a life saver


The Engineer

(Engineer) / (Engineer with his Sentry)



      Positioning when having an engineer Buddy is depending on his Sentry and the fact he uses a wrangler or not. Try to get behind the Sentry and crouch, this is a good and safe position, but be aware of Spies. You can also use the no collide property at ease : if you get your back in front of a dispenser, a Spy will not be able to stab you from behind (watch your sides). If you are in danger, get "in" the dispenser : crouch and put yourself so that you always stay at the same spot as the dispenser, Scouts won't be able to kill you without taking down the dispenser

    Never pocket an Engineer, that's not worth it. You can pocket a Gunslinger Engineer but it's not recommended. Pocketing an Engineer and staying all the time next to his Sentry isn't as good as if you were on the front line pocketing a Soldier that would prevent people from getting to that Sentry or its weakness spots.
    You can sometimes pocket an Engineer for fun since the Widowmaker and the Frontier Justice are the best Shotguns in TF2. What I'm trying to say is that : crits don't take distance in consideration (you can shoot somebody with a critical hit from a long and a close range, the damages will be the same), this means that when kritz ubercharging an Engineer using this weapon, he won't have to reload ! A big weakness of the Kritzkrieg is the reloading time allies can use during your kritz uber, this isn't true for this weapon.
    It's always good to flash (during an ubercharge, pop it a few seconds on someone) an Engineer using the Frontier Justice with stored crits since this is a deadly weapon, it gets you free assists and you only lose 0.5 to 1 second of your uber.

      When with your engineer buddy and no Sentry, you shouldn't keep moving, you are here to help pushes. You can use the focus to deal with your problems : I don't know why but people tend to focus buildings more than Medics. If a guy tries to pick me and suddenly sees a teleporter, he will go for that teleporter !

Your Buddies and you (4)
The Medic




      Position yourself so that you never stay in the same zone as an ally Medic, unless you want to uber (it's better to get two medics ubercharging at the same time) or want to keep an important teammate alive ex: Heavy taking heavy fire.
      If you want to stay with a medic, try to get before or behind him in order for him to protect your rear, or for you to protect his. To my mind a lot of Medics tend to peek a LOT. That's a really bad thing and we're here to know how not to do this, but you can't do a thing, it's TF2 and the differences between player levels are huge on the internet. If you see a Medic doing this, help him by always keeping a buff on him, that's the best you can do... and it helps ! Combat Medics are good, don't underestimate them. If you see one, try to get behind a corner and don't peek and always give him the buff (a good Combat Medic is deadly ! You can use kritz uber on them, you'll be surprised how well they can manage it sometimes !)

    Pocketing a Medic ? You will be both invincible. The best medic duo is the one using the Medigun and an Ubersaw. One Medic pops an uber on the other Medic as the other Medic tries to get 4 hits with his ubersaw, then the Medic with the ubersaw switches to his Medigun and the one with the Medigun switches to his Ubersaw, etc... in order to have infinite uber for the fun of it ! I don't consider pocketing Healing Medics a good idea, just keep them in good shape

      You have more pros than bads when a Medic Buddy is next to you. You can both keep the team alive, it's easier and the buff you can both have is really useful. If the other Medic uses an other Medigun than yours, try to cope with it so that your target becomes invulnurable and has 100% crits at the same time ! When you have a Medic at hand, you can rely on him to refill your hp (sadly bad medics don't heal each others) and two guys aware of their surroundings really helps against ambushes and spies. Watch each other, this is essential. I found friends when doing this.
      Your ally medic is more important than any other teammate, and his life is more important than yours during an uber or if he is close to an uber and you are not !


The Sniper




      Never try to run far away to buff a Sniper, you will be a target for other Snipers. If a Sniper just got high damages, it is because a Sniper is waiting for him to show again or is fighting him as the time you come to him. Try to position yourself so that you don't get seen a single time by the enemy Sniper and try to fix the Sniper. If the Sniper dies, it's not your fault. Try to know the danger there is (if a Sniper just shot and strafed, watching the same way, it means that this Sniper is fighting somebody else) and come to heal him if you are sure not to get killed. If you want to heal a Huntsman Sniper, do as if you were healing one with the Snipe Rifle. the differance is a Sniper with a Huntsman will be much closer to the front line, and then closer to you

    Try not to pocket Snipers or keep healing them without other classes nearby. Snipers tend to get far away from the place you should be at as their key survival is range. You don't want to pocket a Sniper unless he is fighting an other Sniper that is really annoying for you and your team. If you pocket a Sniper or heal him, you will give his position away to the ennemy (you are easily seen because you are all dressed in white, what's more people tend to watch at the Medic healing target too. I like to hide when healing Sniper as these like to ambush most of the time

      An important aspect of being the Medic is knowing what is dangerous to you. Sniper is a REAL threat to a Medic, even a very good one. The only thing you can do is hide and don't peek, your heals won't be that effective and you won't be able to show up to go to key places. Snipers can provide your team from moving forwards... I call "Sniper grounds domination" the act that you got an ally Sniper at your side of the map and the other team doesn't have a Sniper at the other side of the map. Watch behind you, if you find an ally Sniper, feel a bit more confident (but still watch out) If you see no Snipers or a Sniper's dead body with a single hole in the wall behind him, try to figure out where the enemy Sniper is


The Spy

(Spy) / (Experienced Spy)



      You don't need special position to heal a Spy as they will come to you and wait for your heal. Try to hide your healing beam and stop healing him before he thanks you and goes into the shadow, you don't want to give the position of your Spy to the enemy, do you ?

    Pocketing a Spy is funny, but you shouldn't do this. Spies rely on their stealth, not on consecutive healing to do their job. You can still try to pocket a Spy who only uses his primary weapon but don't feel too secure

      I've seen lots of Spy wait for their heal and save my life as an enemy rushes to me. When a Spy is at hand, you got better chances to take down enemy threats. For instance, if your pocket Soldier has problems dealing with a Heavy and you have a Spy in your surroundings, you will be sure that the Spy will go for that Heavy's back. You can use the fact that you are the most focused class of TF2 to lure enemies into not seeing a Spy behind them, you can also try to shoot needles at an enemy Spy in desguise, don't peek too much though, it would be stupid to die that way. The only problem you will have to face with allies Spies is not knowing if they are ally Spies or enemy Spies, try to spycheck every Spy you see as this is one of the most used Spy desguises (with the Pyro / Engineer and Sniper desguise)



Pocket Medic or Team Medic ?


To get the most out of a team you need to pocket at times and support your team at others.
Pocketing is the act of staying with a buddy and not leaving him from sight, if he dies, he normally leaves you in really bad situations


Pocketing is hard to master as you mostly rely on one person to get you out off sticky situations instead of an entire team. Pocketing is much more efficient if the player is good.
It also depends on the number of medics in your team. Having 2 medics on the same guy is sometimes useful to get a sentry or to push but attacking from two sides is a better idea. TF2 maps were all made so that flanking could easily be done everywhere (control points are mostly surrounded by 3 / 4 entries




Pocket Medic






Wether you are playing offensively or defensively, you will need to watch your back more than when you are playing with the entire team. Pocketing can also mean that you will stay with your team but mostly focus on healing a special buddy.
I consider soldiers or demomen the best pockets. Forget about pyros as they will put you in sticky situations, you can completly rely on a Heavy if he frequently watches his back, bad Heavies don't see things that aren't coming their way hence will make you an easy kill for flanking enemies like scout or pyros.
Communication is the key, if you don't use a micro or the guy never pays attention to what you say, you will go down


      You should announce incoming Spies and Scouts more than trying to kill them yourself, these are a real danger to you and your pocket. You can easily kill a Pyro who runs straight at you though but while you kill it, you won't be healing your pocket and he may die. Rocket jumping Soldiers will make you die a lot to them and Demomen will try to get you with their stickies, as they will explode them in the air to get you, the best way you can help your pocket in such fight is by staying at a distance


An experienced player is really good for a Pocket Medic (maybe a friend) and you'll need to rely on them, but don't rely on them when getting into sticky situations.
When I am out in the open and my buddy goes out, I don't show myself because of Snipers, I try to find an other way to get to him without putting myself in danger. A Soldier with a full buff has 300 hp, this means that he can still face a lot of damage without you.
Pocketing should be needed in order to get important groups of player with ambushes, keep a good player in shape so that he can use buffs (like the soldier with his buff banner) and when you can only rely on one person to do the job properly

      Pocketing doesn't mean only healing your pocket though, you will need to keep your other teammates alive too but try to keep the overheal on your pocket no matter what

When you pocket somebody, tell him that you are ready to cooperate with him, you are a nearly invincible duo !
Don't wander around with your pocket alone if it's not in a mean to ambush players. A rush in an entire team results to your death both. If you can't deal with it and your pocket is about to die, remember that you are the most important of the combo (you can't lose your uber) and that your pocket (for instance Demoman or Soldier) always have means to go back to you as fast as possible (The pyro can keep up with his speed, the Soldier can Rocket jump in order to get to you and the Demoman can Sticky / Pipe jump (they will rely on your healing when they come to you as they will have jumped a lot) and heavies can use The Gloves of Running Urgently

      The best pocketing experiences are seen with players that look at each other. The best pockets i've chosen always looked for me and kept me alive, wether they were in a fight or not






Team Medic





I prefer playing Team Medic as it most of the time gets your uber rate faster and pushes are more important. You can rely on an entire team to do the work and should mostly play with your team. Pocketing is for exceptional occasions. The only problem with healing the entire team is that you will have to move a lot, peeking is dangerous. You will face players that don't pay that much attention to what you say and the fact that people don't have consecutive healing from you won't make them know the beam breaks, you may be hurt or worst scenario, die.
When being the Team Medic, whatever your cover is, you will still have unpredictable deaths, like soldiers rocket jumping to get you, critical spam (mostly) and your ubers may not be that effective because being with one person allows him to know when you pop and when you got your uber ready for him and him only !


      Play as a Team Medic but don't peek too much. It is a support class best played with the entire team, making several fronts and watching for everyone's hp.You'll have to be everywhere regarding to the safety of the zone.But sometimes you won't know who you should heal first and won't be able to save everybody but do your best and remember that sometimes you will have to leave an ally to his fate... You're a Medic not a White Mage and your healing abilities are based on hit and take cover tactics

Being the Medic of the team means that you will not always have the class you want to uber at times, you will sometimes have to uber a Scout in order to prevent an enemy push.
When you pocket somebody, you can know if he still has ammos loaded or not.
When you are the Medic of the entire team, you sometimes make mistakes about this, because of communication problems


Experience will tell you when to pocket somebody and when to help the entire team to push







Offensive vs Defensive gameplay
I've seen a lot of good medic perish under fire as they got their uber.
The reason ? They've gone rambo.

Offensive
&
Defensive
gameplay shouldn't be based on your team and its objectives (you can play Offensively in Defense). It is best to know what will help your team the most

            
Offensive Healing
   

Have you ever seen these excellent medics who rush an entire team of 10 players with an ubered heavy ? I call offensive medicine the act of trying to reach frontlines everytime to prevent the ennemy from incoming and creating safe spots like in cp or pl maps and always being in the enemy base with a group in ctf maps

    • What you should know about that gameplay

It will get you killed most of the time, you'd rather get your uber ready and go for it instead of getting it ready as you play offensively, except when you are attacking
Offensive medics should use ambushes and flanking most of the time as this allows them to get free ubersaw hits and put on a lot of effective ubers.
The best medigun for such a healing style is obviously the Kritzkrieg as you will have an advantage everytime with an ambush. You can also use the medigun / Quick-Fix / Vaccinator as a mean of protecting yourself and your pocket from incoming danger. Remember that a good medic is a medic alive !

To play offensively, you will have to choose between a pocket (with a small group if possible) or an entire team. Knowing where your team is having the most trouble when pocketing is NECESSARY !
Whever you are Attacking or Defending, you will have to neutralize threats if playing the Offensive style

------------------------
Several threats
  • Any enemy medic (or at least overheal the guy that focuses him)
  • Sentry guns & Sentry nests (if possible before lvl 3)
  • A player who is ready to ambush your team (don't waste too much time on spies or snipers but you can be really annoying against them)
  • Demomen that defend an objective with stickies or full explosive demomen that are great for pushes, Heavies,etc...
------------------------

Going rambo is the act of rushing towards an enemy to finish him off / kill.
The only times you need to go rambo are when you lose your buddy and are on your own (but try to retreat if it works) or you face a flanking ennemy for instance spy / pyro / scout.
Never take spies personnaly as you can't heal teammates while you fight them, that's what they want. The best way to deal with these is to use your micro set to recon these and let your allies deal with these or try to use your saw.
Ubercharge when finding an entire group of players or a big threat to your team

            
Defensive Healing
   

They want to get you and that objective but they can't ! Playing medic the Defensive way is also a great technique. You will have to stay near your teammates most of the time and help every good push. Taking little bits of grounds is the best way to play defensively. Try to help teammates and finish off enemies sometimes. The Medieval kit is really good in good Defensive play because you will be able to heal everyone without endangering your position. The health regeneration is also very good to stay between your allies and recover from spam

    • What you should know about that gameplay

Good positioning is the key to defensive gameplay as having secure zones behind and around you helps you know where your enemies are and will come from.
Playing defensively is really good with a sentry nearby or a good pyro / demoman you can rely on. Try to find what classes can help you the best and charge your uber.
You don't need to show that much and musn't die ! Having friends you can rely on around you grants you a better survival and ubers are your needed tool to push up.

Don't go rambo and always find cover, discover your threats by analysing (snipers and flankers mostly) and try to know where your allies are (see your buddy and you Section to know how good or bad they can be to you).

The difference between an offensive and a defensive gameplay is mostly a choice of positioning and deciding what games are best dealt with ambushes and what games are best dealt with support.
Defensive Medicine is also based on how many allies are close to you, it is more about saving these, Offensive Medicine is more about neutralizing threats and groups of players.
I know these two look a lot like but try to define times when you are offensive and times when you are defensive, this helps in the medic gameplay. You're not an attack class or a defense class but a support class, never forget it.
Ubercharge when you feel that your push is facing resistance



Whatever your playstyle is never go too far. Remember that the Medic is a support class. Sometimes people won't move up and they will die whatever you do, you will lose the game to the other team. Whatever the situations you are into, always try to help your teammates whatever they do. The best you can do is still keepig them in good shape. Some good players may come by the time the game continues. It's sometimes frustrating but deal with it
Best ubercharges
Refer to these for more informations

Kritzkrieg
Vaccinator
Quick-Fix
Also watch this Kritzkrieg guide !

These are the best tutorials about the way you should use Ubercharges
You can also check every MGE video on YouTube

You will also want to watch these videos about the way you should use ubercharges

Ubercharge 2

(thanks for these great tutorials and videos)

Ubercharges are game changers. But being invulnerable for 8 seconds has it's downsides.
You will most of the time be vulnerable after your uber as people will try to get you.
Bad Medics don't watch their surroundings before and during ubercharges, do it for the sake of playing the Medic


To pop the best uber, constantly check these things and know how to deal with these
  • The kind of ubercharge
  • Your Buddy's class with disponibilities
  • Your Buddy's loadout
  • Your buddy's experience
  • Enemies / Sentries who are facing this uber
  • Enemies that are waiting for you to finish the uber that your Buddy didn't see
  • Allies who assist you during your uber
  • Is it an/a Uber push / Support uber / Ambush uber / Last resort uber / Threat targetting uber
  • Your Buddy's hp (depends on the uber)
  • Enemies who are waiting for the end of your uber that your Buddy saw but couldn't manage to kill

Depending on these situations, you will know how to retreat properly.
2 solutions as the uber finishes :
  • Stay with your Buddy
  • Retreat


I will be speaking about the general use of ubers first


Medigun
Protective uber, we use this one in competitive play to protect teammates from incoming damages. You should play a lot with the Vaccinator to see when to flash (use your uber briefly) somebody during an uber. The Medigun helps to push forwards but doesn't provide your Buddy as much fire power as the Kritzkrieg would.
As you get better with that Medigun, you will learn to have "uber reflexes" : try to pop BEFORE your ally gets hit or before dying


Kritzkrieg
Excellent fire power, but it has a catch : no invulnerability. Hence you are really bad to take down sentries but excellent to pick other Medics (hide your uber calls with voice responses). The best kritzkrieg Ubers are those that are coordinated.
Try to uber kritz a player then change to an other f.i. : the Soldier shoots a Rocket and then the Heavy, then the Pyro that gets face to face with the enemy, etc...


Quick-Fix
Use this uber to keep allies alive. The purpose of this medigun is to have as much players as possible to maintain a push. Try to keep your uber for real situations

Vaccinator
Sometimes harder to push, excellent for pocketing. A good medic will make good use of the Vaccinator and will be rewarded resistance for himself too. It can really be better than the Medigun if you use it well

Positioning during an uber : Always check your surroundings ! When I uber somebody (medigun), I always watch my back everytime and try to find a way to get out of the sticky situation I may get into, people will try to get you as your uber finishes. With the kritzkrieg, try not to peek as you are going to be focused a lot more than your normal focus. With the Quick-Fix, your position depends on the threat, you can put yourself in front of your buddies sometimes to take damages at their place as you also have the regeneration boost (don't do that if the ennemy can kill you in a few shots).

If you want to pop the best ubercharge, try to find a decent pocket, uber him as soon as you feel you are both facing resistance (as he has reloaded and is going to shoot or is shooting). You can use a kritz charge to kill a Heavy and a Medic, you don't always need big crowds of players to pop one
The hardest thing to do before a Kritz uber is peeking. You don't want to die for this but you really want to know if using your uber is worth it ! The best way to deal with this is with a micro set : should I pop it ? Yes please ! If you get annoyed by somebody during the uber, try to dodge his shots or to retreat / fight back, or tell your buddy about it




Positioning depending on your uber rate :
  • [10% to 60%] Play normally, you can get more involved
  • [60% to 90%] Watch your back and your positionning, don't try unsecure pushes
  • [90% to 100%] Watch your back a lot ! It's better to stay in a safe zone to finish getting your uber ready. Staying near a teleporter when doing so will help you find a good Pocket to uber

All you should know about positioning during ubers depends on your playstyle and the type of uber

                
Stock Medigun

Watch your back during your uber, leave what's in front of you to your teammate. Don't flash a lot of players (if you only uber one person without flashing, your uber can last up to 9 seconds). Find an escape route as the uber finishes or stay with your Pocket. It is better to put yourself in a safe position 1 second before the uber ends. Watch out for possible ambushes as the uber ends.

                
Kritzkrieg

Bad medics show themselves during Kritz ubercharges. No need to peek during the uber. You are vulnerable. If you get flanked, defend yourself, a Kritz Uber is really fast to prepare. Remember that these charges are here to get key targets and groups of players. If you have someone on your tail and still have key targets in front of you, try to dodge your enemy (don't do it for Pyros) or get in front of your healing target. The best Kritzkriegs are ambushes and are popped when your Pocket has the full overheal. Don't get into hard situations to get out from, Kritzkrieg are mosty here to help your team, not one ubercharge target.

                
Quick-Fix

Hide yourself as if you were using a Kritzkrieg. You have more opportunities to show up but watch out for weapons dealing high bursts of damages. It is best to ubercharge several Buddies as your uber won't fade away faster as you do so. Using the Quick-Fix means that you will have a lot of teammates surrounding you (the more teammates are, the best the uber is). Use this uber if you get below 110 hp.

                
Vaccinator

Better self defence, but you need a good view over the battlefield. Can neglate Heavy fire and Sentry Gun fire. Position yourself normally. The Vaccinator's ubers shouldn't be called ubers but "little resistance boosts".

I don't speak that much about ubercharges in my tutorial. All I want to teach you in this tutorial is how to survive. Please refer to other tutorials for Ubercharges.
Equipment for your training
I won't be covering the equipment as it is already described in most of the Medic tutorials.
All you should now is that you need to guide your ennemy into a straight line, a corner or stairs if you want an easy kill. Pyros, Spies and people who try to melee you are really vulnerable to this.
Don't underestimate your weapons as the more you heal, the more you get chances to do crits.
A critical Ubersaw hit can grant you ubercharge as well as a free kill.

You should not go rambo with your weapons and always keep your Medigun healing somebody in order to get your uberchagre ready
I advise you to download the map "tr_walkway" and understand the Syringe Gun arc and the way needles fall according to the ennemy's speed.
I will tell you about what weapons train you for as a Medic and what ones will make you a better Medic

Syringe Gun :
It will train you to aim properly. Use the damage notifications to know if you hit somebody and, if you want to, a sound to confirm your hits




Blutsauger :
Good for a cover and retreat tactic. You will learn how to avoid spam as well as Pyros and to peek as few as possible. When using it properly, this weapon allows you to have better chances of survival. If used badly, this weapon will prevent your allies from moving fowards as you will always use it and get medikits and ammo crates instead of them. Use medikits but don't use them too much


Crusader's Crossbow :
You will learn to rely on your allies mostly as this is not the best weapon to cover a retreat. You will learn how to assist allies in their combat (an arrow is fast to be shot and does 38-75 damages)




Overdose :
The Overdose is good for retreating skills but not the best. It's hard to use it well because you will need a better aim due to the damage reduction and you will need to switch to it to get the speed bonus. I don't consider that weapon as a good weapon for training


Medigun :
Best used when attacking as you will need to break through spam and Sentry Gun fire. You will learn how to protect your allies (with the ubercharge) and how to fill your ubercharge meter faster because it is annoying to wait an entire minute in order to get your uber then pop on the first person you see. You will learn to take cover in order to keep your precious uber and watch your surroundings


Kritzkrieg :
Best used when defending as you will face masses of players. You will learn how to use the uber properly by means of ambush and will learn how to face vulnerability during an uber. You will know who to ubercharge and how to take cover while ubercharging, you're a sitting duck when ubercharging somebody with the Kritzkrieg. You'll mostly understand how to peek in order to use the kritz uber


Quick-fix :
This is the best Medigun if you want to learn how to dodge. You can rely a lot on your surroundings (Scouts, Soldiers, Demomen). Keep your ubercharge and use it wisely. The Quick-Fix will help you learn how to dodge and stay alive as you will have to peek a lot. The ubercharge is not bad as everybody says, you just need to use it wisely, it is better to use it by saving somebody or preventing fire / fallback instead of using it as if you were invulnerable

Vaccinator :
I've heard a lot people complain about that weapon, you shouldn't. To make a good use of the Vaccinator, you will have to check your surroundings and know when to ubercharge somebody, that is essential in the medic gameplay ! This weapon is great for Triage as your healings will be the same but your overheal will not be that fast to provide, you will learn to prevent allies from losing their buffs with your ubercharges. This weapon is good to know how to peek properly and this will teach you to keep one V-charge, watch for the kill bar and listen to sounds to know the types of damages you will face. This will teach you how to watch your back properly as it can prevent a Pyro or a Scout from killing you. The vaccinator and the Quick-fix are good weapons for medic survival though the Medigun still is the best. You will know how to try and concentrate better on the game than on fights. Always keep 1 V-Charge !


Ubersaw :
Don't try to kill everybody with it. Just use it if you know that your target will die from it. It is a better defensive tool than an offensive one. You will learn how to defend your buddies and how not to get into trouble as you use it but this has a catch : you will also learn how to play offensively and sometimes going rambo isn't the best solution. It will help you to uderstand how to uber faster as you will have ubers coming at hands very often.


Vita-saw :
Excellent weapon for training. It will help you watching your hp as these will be very low, take cover and use more ubers






The Medieval Medic





The Medic

Syringe Gun / Medigun (or else) / Ubersaw
The ubersaw is not necessary. This is the kit I play with. Good regeneration and health, average damages. This will teach you how to play as a good medic. (difficulty : Normal)



The Hardcore Medic

Blutsauger / Medigun (or else) / Vita-saw
You will only have 140 hp and the slowest regeneration. Consider not using your primary to regain life for he training.. This kit is the best I ever played with. It will train you a lot ! The medic gameplay is based on covering yourself, this means that you shouldn't take any damages or be set on fire. This kit will also teach you that you are very vulnerable. Best to use a lot, then go to normal regen kits. (difficult : Hard)

Primary & Melee, Your best pals
As a Medic, you will have to make decisisons all the time !



The Syringe Gun prevents your enemy from coming to you and your Saw helps you get a critical blow when you're in range.
The only annoying thing with your Melee is that you need to get in range and that the enemy naturally uses his Melee if he sees you switching to it. Remember that a critical hit with most of TF2 melee weapons can get you killed in one shot ! This is really dangerous !
If you feel that the enemy is going in a really predictable path, use your Syringe Gun as the damage burst is really helpful ! (175 damages in 2 seconds)


Use your Saw in order to kill an enemy that is rushing towards an ally but use your Syringe Gun when the enemy is dangerous or is out of range, this can prevent them from attacking and the fact that needles fly slowly in the air can help you make a needle barrage that most of the classes will not see coming


Use your Saw when you feel that you're close to the enemy and that it's your only chance. I'd say that your saw is a much more reliable tool but use it wisely because using your melee as a mean of defense makes you much more confident and being overconfident as a Medic gets you killed most of the time !


The Syringe Gun is like what the Revolver is to the Spy (a weapon that makes your retreat easier) and it's ALWAYS underestimated !
You must know that Medics have a better crit ramp than the other classes as they get more chances to deal crits as they heal people. One needle deals 6 damages, but a crit needle deals 30 ! However, if you use the Ubersaw and don't get the critical hit you need, you will get killed as the weapon swing is much slower thant the normal Saw's swing

    I consider using the Syringe Gun when I want to stay away from the enemy and don't get too involved (you focus on the fight and your Saw's viewmodel is big so it gets your "watch your surroundings" task even much harder)

Good situations where to use your Melee instead of your Syringe Gun
  • A Pyro trying to hit you with his Axtinguisher
  • A Demoman reloading (0/4 nades or 0/8 stickies)
  • (Sometimes) A Scout rushing towards you with his bat as you have low health
  • A Soldier with his Shotgun (flee if he switches back to his Rocket Launcher)
  • You can try to melee a Scout if you are smarter than him (use Spy's Trickstabs)
  • A Pyro taunting with the Phlogistinator (you can get one ubersaw hit)
  • An enemy that didn't notice you, like a Spy (don't get too greedy)
      ...


!!!DON'T!!! try to melee a Soldier who is reloading, that will get you killed most of the time

I use my Syringe Gun when I need to keep my distances and when I need to get a few hits when retreating. I also use it when I have corner corners (the damage burst is AWESOME), narrow corridors and stairs at hand as enemies are easy to "lead" up these paths


Take my advice, you should rely on both your weapons and know when to use them.
I personally use my Syringe Gun when against a Scout (while quick strafing), this really works. You should use your primary against Pyros, that's the best way to stay alive.

Always use your Syringe Gun against a Spy with his knife out because you may get face stabbed, if he switches back to his primary, get him with your primary or your melee weapon, a Spy using his primary will have hard time killing you if you quick strafe




    My other advice is not to use your Melee or you Primary unless you really need to.
    Switching to your Primary and Melee means that your life or an ally's life is in danger.
    When you use your primary or your melee, allies will die because of you but this happens, you need to know when to use these last resort weapons.
    Remember that using your mike to announce incoming enemies gets them killed much faster than you trying to get them.
    You are not Rambo !!!

    Finally, remember that your Melee is much more threatening than your Primary, use this when covering teammates that are stunned by a Scout, or to block the path of a Scout who tries to finish off an ally as he retreats (don't feel invulnerable though), also use this to egg enemies into
    going a path in order to have a quick high burst of damages


2 Medics in the team (1)
Having 2 Medics (or more) in a team means a better survival. Having an other Medic is as good for you as it is for the team, make sure to communicate with him with a headset instead of using voice responses

But Medics tend to leave as they get killed too much, this is your job to keep your colleagues safe and sound if you want to keep other Medics in your team

                
When there is another Medic in the team
    • Always have an eye on him and keep him alive and overhealed at all times !
    • Choose the best Medigun in order to deal with his weaknesses and enstrengthen him
    • Make several fronts or keep his front up, make a good decision
    • Have an eye on his Ubercharge meter in order to coordinate your ubers





                
Why should I keep the other Medic alive ?

    Having an other Medic in the team means a better survival ! He can save you from Heavies and Pyros, buff you to resist to crits rockets and stickies and even a headshot !Another Medic means less enemies flanking you, less teammates dying, more ubercharges, a better awareness of the battlefield...

                
Why should I keep the other Medic overhealed at all times ?

    Save this Medic from further harm. A full buff means no quick headshots can kill you, 4 rockets will be necessary to kill you (since Soldiers mostly have 3 rockets it's a good deal), a Pyro afterburn will just lower his buff... Keep in mind that an overhealed Medic can show up more, this means that he can prevent pushes and help push, escape from situations where he would have died... Medics that you keep alive and overheal will always return the favor !

2 Medics in the team (2)
                
What Medigun to choose according to the other Medic's Medigun



                
Stock Medigun

When the other Medic has a Medigun, you have several choices
  • Medigun
  • Kritzkrieg
  • Quick-Fix

I don't consider using the Vaccinator with other Medics using the Medigun since this won't support the ubercharge but will prevent incoming damage

    Medigun
      Either choose to pop at the same time as that Medic with another teammate or pop your ubercharge as his finishes, flashing him once so that he can run away (be careful for the Buddy's ammo)

Kritzkrieg
    Excellent choice, build your Ubercharge and wait for him to pop his. It's better to uber the same buddy at the same time he pops, but you can also use his invulnerability to make a really good use of it as a shield when kritz charging a Demoman or a Soldier

    Quick-Fix
      Quick-Fix charges are easy to get ready (always 32 seconds as you always heal under the buff. Be sure to fix every teammate that comes at end and leave the others for your Medic to overheal them. You will also want to heal consecutively the target he heals since he won't be losing the overheal if you do that. Ubercharges are there to help him get away from sticky situations and protect him from airblasts and knockback during his ubercharges. Don't hesitate to save a Medic with this uber since you can build an other one really fast




                
Kritzkrieg


Be sure to buff the Medic and his heal target before they pop an uber and provide them both healing when they are using the Uber


    Medigun
      (The best Medigun when playing with this sort of Medic ?) Same as quoted before but be sure to wait for him if you want to pop at the same time

Kritzkrieg
    Ubercharge at the same time as he ubercharges in another way (flanking as he is using the main route) to get every enemy back to their spawn in no time ! Don't try to charge his Buddy as he finishes his uber if it's a Soldier or a Demoman since they will be out of ammo

    Quick-Fix
      Fast to build, always ubercharge the Medic and his target when they pop a Kritz Charge, this is really helpful what's more you can get in front of the Medic and his target if you feel that they are taking too much damage since you have a better health regeneration yourself

Vaccinator
    Make sure that you make people fear the Medic with his Kritzkrieg as they will see a Kritzkrieg enemy with a resistance, this will make a lot of players retreat since having 75% resistance as you have kritz is really annoying. Be sure to use at least 2 charges on them both




                
Quick-Fix


If the other Medic has a Quick-Fix, there's no need for you to have a Quick-Fix yourself (according to my playstyle). Be sure to overheal every teammate that he fixes and ALWAYS buff the Medic since he will show up more than with classic Mediguns. If he is healing a target, try not to overheal it at it's maximum since the Quick-Fix charge will fill much slower when doing so. Try to top them at +45% for instance !

    Medigun
      There is no need for you to pop an Uber when he pops his, no need for you to waste an uber to save a Medic with the Quick-Fix since he won't be as useful as you in pushes, you are more important than that Medic. His job is to hold the front but yours is to push ! Make sure ally Scouts are buffed for him to retreat easier. You can also let him charge then push with an other Ubercharge for an excellent push

Kritzkrieg
    (The best Medigun when playing with this sort of Medic !) Make use of his QF charge for you to push further and if he keeps the main route front line clear, flank enemies as much as you want !

    Vaccinator
      Good to prevent from being killed by crits but the Vaccinator's crits resistance isn't good enough, you can try it though since you can help push more when he uses his charge




                
Vaccinator


A Medic with a Vaccinator is less important than a Medic with a Quick-Fix but a good Medic can really help your team out, don't underestimate those ! it's really the best Medigun to save people if used correctly, you can hold on a Heavy for about 1 minutes more than other Mediguns would since he is affected by the resistance too and he gains a part of the hp lost by his Buddy.
When you see a Medic using the Vaccinator, he is THE Medic you need to overheal at all times. Try to play with your team since his gameplay will be based on 1 to 2 teammates most of the time, be sure to overheal his Pocket. The best way you can help a V Medic is by telling him what types of damage are ahead of you and overhealing teammates !!!

    Medigun
      You can't help him a lot except by buffing teammates. A V Medic is not worth using your Ubercharge, whether his is 100% ready or not

Kritzkrieg
    Good since he can help you and your teammates nearly all the time and can take the focus since he gets healed. Try to get a Vaccinator Medic with you when ubercharging, his explosive resistance can be really helpful because of the enemy spamming and trying to kill you as you kritz charge your Buddy

    Quick-Fix
    The Vaccinator can save players from damage that would normally kill them in one shot as you can save players from damage that would normally kill them by taking a lot of fire.Make use of this to play as the QF Medic. Try to play with youre team (the QF is the worst Medigun for Pocket Medics) and let him play with his Pocket and regroup when you have an ubercharge

Vaccinator
    A really funny type of gameplay : try to stay on a Heavy with him and always match an other resistance as his. 75% resistance + 75% may mean 150% resistance but it doesn't work like this in TF2 : if you have two resistances at a time on the same Buddy, only one works (this means it will go up to 75% not 150%). Always try to use the Bullet resistance when switches to the Explosive resistance and to the Explosive resistance when he switches to the Bullet resistance ! Your job is also to keep allies alive and prevent them from dying, you don't need to buff allies that are not really important


Special Medic Techniques (1)
This section is about Medic techniques that most of the Medics don't know about.

Uber Combinations







+Invincible Buddy for 18 seconds !!!
+Invincible Buddy with guaranteed Crits. Utter devastation!
+Invincible Buddy unaffected by knockback
+Invincible Buddy, good to refill your health (V)



+Double Kritz time, bad on classes that need to reload
+Die hard Buddy with Crits, unaffected by knockback, faster to get ready than U+K
+Similar to the previous but faster to get ready



+Faster to get ready than U + U, nearly the same effect
+Die hard Buddies, damage reduced by 75%, faster to get ready than U



+Good to refill your health, 2 resistances, nearly invincible Buddy



Medic Techniques



Medigun "Delay"
    Your Medigun keeps healing a Buddy as you normally would break the beam (when you lose sight of your Buddy) for 1 second, use this to know what's behind a wall (by watching your Buddy's health) and to heal somebody by showing up a bit several times so that you don't need to show up too much.




Medigun Range Exploit
    When you heal somebody, the range of your Medigun can reach impressive distances; to do so: Heal the target (better if it doesn't move a lot like a Heavy spinning his Minigun) then try to get as far as possible before the Medigun Beam breaks. You can't heal that target again at this range and you will need to get closer to do so.



Being the shield
    When you see that your Buddy gets hit by a Sandman Ball and you know the Scout has a Flying Guillotine and may throw it, get in front of that Buddy. It's better that you get hit instead of him as he may take a Critical Hit and over damaged. Don't do this for everything though, just for some rockets that may kill your Buddy if he's at low HP or to take 1 rocket for a Sentry so that a Soldier doesn't destroy it. It's sometimes better to get in front of your Buddy when escaping so that he doesn't get killed by a far away Heavy.



Medic Radar
    (Look on the internet, I can't reveal the secret, you can use a Medic Radar that helps you find where your teammates are) Use this to know the precise position of your allies when you can't see them (f.i.: behind a wall).



Consecutive Healing
    Basic technique but hard to master. Learn when it's time for you to focus your healing on a particular teammate (f.i.: a Heavy that is on a 1v1 Heavy duel).



Rocket Surfing
    Jump on a Rocket as it is about to explode under your feet; you will fly in the air; that can save you from a potentially lethal situation.For maximum effect, crouch and jump at the same time. This can be done with Rockets, Sticky Bombs, Grenades...



Knockback Exploiting
    Same as the Rocket Surfing: Jump and crouch. You may get propelled at extreme distances by doing so. This works with: Sniper Rifle shots, Minigun fire, Flares, Loch-n-Load Bombs, Melee Hits, Critical Hits... Critical Hits and Mini-Crits will push you farther.



Meat Shields
    Use your teammates as Meat Shiels: get between them and the ennemy so that you don't get hit (good against Hitscan weapons like the Minigun) don't do that against Snipers. You can also use the enemy as a Meat Shield or buildings. Get behind a teammate when you see a grenade that is going to explode, it's the best way not to get damages from it



Exploiting building hitboxes
    Players from Red and Blu bump into each others but people from the same team don't. You can crouch and try to stay "in" a dispenser by trying to move into it, you won't take that much damage from enemies, this can save you time against Scouts. You can also try to hide behind a Sentry while healing someone



Healing from behind
    Get behind the enemy as he doesn't notice you and heal your buddy being attacked by this enemy. The healing beam won't be easy to notice ! This technique works most of the time
Special Medic Techniques (2)


Hiding your healing beam
    When you need to hide behind a corner to ambush, remember that players will still see your healing beam. A healing beam bends !!! If you watch your sides as you heal someone, it will bend letting enemy see that you are here ! If you want to ambush somebody, try to stay near your Buddy when healing him so that the enemy can't see the healing beam



Hiding your Uber
    You can actually hide the "I am fully charged" voice response if you use an other one (you can use the "Negative" voice response, it is nearly impossible to hear). Use this when you get to 100% and when you pop it since the Medic response sounds won't be the same according to the Medigun (2 phrases for the Medigun, 2 phrases for the Kritzkrieg). You can't hide the Uber pop sound though or the loud kritz noise. When you have 100% of your uber, the Medigun glows and you can hear a little sound coming from it, competitive players use this sound to know where you are and if you have an uber. People will try to kill you if they see you have a full uber at hand !



Hiding your presence / type of uber
    Try to be unpredictable ! During the setup time, don't show yourself or your healing beam ! People will know your team has a Medic and will know that they should focus you. Also try to hide your Uber type by either switching to your melee or your primary during the setup time (when you have to show up), they won't know what struck them ! Also try hidding the fact that you are a Medic at the begining of a round by not healing multiple targets until the last 20 seconds (an overheal fades in 20 seconds) Medics are the only players that can have 1 / 2 point(s) before the begining of the round, this means that the enemy team has a Medic.Hide your "I am fully charged" voice response during startup time because enemies will know if you are using a Kritzkrieg or a Medigun (32s to get an uber ready vs 40s, if the voice response comes in really early, the enemy Medic has a Kritzkrieg or a Quick-Fix.These things are important as you don't want the enemy to be able to counter a Kritz Charge at the begining




Popping Kritz / Ubers at the begining of a round (offense vs defense)
    This technique is better executed with Soldiers and Demomen.Good technique in Defense to kill Medics before they get time to pop their uber.Good technique in Offense to prevent your team from being killed by Sticky traps.You should feel when it is good to pop it just as the doors open or later on.




Uber popped as soon as it is ready
    Simply done by holding the right click (or else), your uber will pop as soon as it is ready, good for sticky situations and better than spamming the right click button (you can focus more on your surroundings when doing this)




Crossbow heal burst
    Heal your target being spammed, switch to your Crossbow, heal him with an arrow then switch back to the Medigun and continue healing him. This technique gives him from 75 to 112 hp and it takes 2s to do it (1s to switch to your Crossbow and shoot and 1 second to switch back). The Medigun (except for the Quick-Fix) heals 24hp/s in combat, this means that instead of 48hp, you can heal your Buddy for a better amount, according him to survive longer.You can also use the Crossbow to prevent an ally from getting a Medkit before you !




Removing buffs
    Did you know that you could remove the Jarate, Mad milk and Fire effects in matter of seconds ?It's done by healing somebody for a few seconds (2 i think), this removes the buff faster.




Quick-Fix Exploit
    Use the Quick-Fix to follow a Scout, jump on a target and hit it with your melee then follow the Scout again. You can also use the Quick-Fix on a Scout, jump, heal a teammate then switch back to the Scout as you fall on the ground, your momentum doesn't change when you're in the air, whever you lose the speed boost or not while jumping




Uber Hit
    Hit an enemy with your ubersaw while you're ubering your buddy (the switch takes 1,5 second and your teammate stops being invulnerable in 0,5 seconds), watch out for your Buddy's hp though. You can do this when the enemy is runing away or when a Pyro is annoying you with his airblast




Quick Overheal
    When you see an ally coming to you as you are trying to heal a Heavy that is keeping the front line (for instance), quickly overheal this incoming ally since this +50% hp will be handy later on and it takes only 1 second to give (24 hp for that Heavy = +100 hp for a Soldier in overheal)This is due to the heal ramp : 5 to 10 seconds after being hurt, you get healed for 24 hp, after 12,5 seconds, you get healed for 48 hp and after 15 seconds or more, for 72 hp
    (informations taken from TF2tactics, thanks for these awesome videos !)

Jump 'n' Heal
    Jumping actually helps a lot when selecting healing targets since you can't select another target if one of your teammates is inbetween. This is a competitive TF2 technique (for the begining of the round) that can also be used ingame when switching between targets when you are popping an uber
Tips and tricks 1



  • The Spy's desguise hp and his own hp aren't the same. You can notice a Spy when he calls for you as the bubble over his head can be red as his desguise has full health
Try using stair stabs and corner stabs (Spy techniques) when using your melee as most people won't see it coming
  • Don't overheal a Spy with a Kuniver's Kunai as he will only be granted 90 health instead of 180. His kills will only allow him to have 90 health max when having overheal, you should do this if the Spy is an enemy Spy with the Kuniver's Kunai
Overhealed Spies show desguises with overheal, this is a dead give away for a Spy if the other team doesn't have a Medic. An Overhealed Spy will also vanish normally but we will be able to see where he is going as the overheal effect persist for about 0.5 seconds as he cloaks
  • If you see a Scout using a Bonk, hit it with your Ubersaw, this is a free uber. you can do the same with a taunting Pyro using the Phlogistinator and a Heavy who eats his Sandvich, but this is quite dangerous. You should use your Ubersaw taunt kill to kill a Heavy that is begining to eat his Sandvich as the animation is 3,60s long and the stun occurs at 3,00s. A Heavy eating a Sandvich
    takes 4,3s to eat it completly. You shouldn't do that on a Pyro as his taunt lasts for 2,60s
"Rocket Surfing" is the act of jumping and crouching as a rocket is about to explose under your feet. Hence, you will be able to fly for a few yards, allowing you to escape from a rocket jumping soldier. You can go even further when only using the strafe keys (right, left) when doing so. Check for Rocket Jumping tutorials
  • A Medic with his hp under 110 is a dead medic as most of the weapons will deal enough damage to one shot him (example : Ambassador : 102 head, Rocket :105 - 112 point blank, Flare : 90 critical shot, Scattergun : 85-105 point blank...)
If you get a Jarate thrown at you or see an enemy Buff banner being used against you, a lot of weapons will be able to one shot you, for instance the soldier's Rocket Launcher. You'd better hide when you're under these effects, it's better to hide when set on fire by a Pyro too as he will have lots of possibilities to do massive damages to you (Axtinguisher, Flare Gun)
  • It's better to kill the ennemy Pyro before popping an uber because of its airblast
If you heal somebody that is under the Mad Milk, Jarate, Bleeding effect or set on fire, the effect will fade much faster. I don't know if it does the same for the Fan O' War or the Sandman stun effect
  • A player that has just been hit will be healed for 24 hp/s, if the player hasn't taken any damage for over 15 seconds, you will heal him for 72 hp/s. This is why you can fix and overhealed Scouts and Spies really fast as they normally run from the ennemy base and dodge shots
Considering the healing rate, a player that's just been hit will be harder to heal than one that took damages from a long time. This also works for Soldiers and Demomen using the Rocket Jumper and the Sticky Jumper. To counter this, buff them before they jump
  • Providing crits to a Soldier with the Buff Banner will normally charge his rage meter as the krits charge ends, he will then be able to use the Buff Banner to deal mini crits, this is a devastating technique. You can do the same with a Pyro using the Phlogistinator.
    If you pop several times your uber, the uber fades faster.
    • If you pop an uber on somebody, you can make him invulnerable for 9 seconds
    • If you pop an uber on 2 persons flashing them several times, the uber will last 5 seconds
    • If you pop the uber on one person an flash him several times, the uber will last 5 seconds
    • If you pop the uber on one person but flash him 2 times, the uber will last 6 seconds
(these informations are taken from) (thanks for that great video that taught me a lot)
  • A melee hit will throw you far away if you jump at the same time you are hit. A backstab (when under the effect of the ubercharge) will litterally throw you at the end of the map
Ubercharges charge faster when you're healing a target that is wounded or that doesn't have a complete overheal, when the player is in the red hp zone, the charge charges as fast as when the player is in the white hp zone
  • Keeping your cursor on a player will let you see his health, you can see your heal target's health and an other person's health. Keep that in mind to keep your team alive
First heal all the targets to 100% health then buff them to 150%, don't heal a Buddy for a few seconds then change from Buddy, a player that is healed normally expects you to heal him to it's maximum health
  • You can use your body to block enemies during an uber, use it to block spies from stabbing, uber targets and fleeing targets. You can also use your invulnerability to get in front of players using crits, that will prevent the crits from dealing damages
When you're at the end of your ubercharge (Medigun) against a Sentry or a Heavy for instance, it's better to jump and crouch in order to be propelled out of danger
  • Always find a safe path to run to when your uber finishes
When you see a Demoman laying stickies under your Buddy in order to explode them at the end of his uber, you can quickly switch weapons and switch back to your Medigun. The Demoman will think that the charge is about to be finished as the effect is fading away, then, quickly click again on your Buddy to provide him with the uber (the uber doesn't fade instantly). This technique is hard to master
  • It's incredibly effective to flash a Demoman using the Ullapool Caber with your ubercharge / Kritz uber as this will either let him live or deal massive damages to the ennemy (Caber crits = 300 explosion damages)
If you want to uber two Buddies at the same time, it's not necessary to always flash one then the other in order to keep the ubercharge effect on both of these targets. You'd rather look at the other teammate's hp in order to know when to flash him
  • When encountering a Pyro when ubercharged, he will try to push you and your target. You can rush forwards to prevent this, you will be the first to be pushed and your Buddy won't be. You can also try to switch to your Ubersaw, hit him and switch back to the Medigun while your uber is fading away. Most Pyros don't expect that, he will try to burn you and will not know if he should kill you or push your Buddy away.
The more damages you do, the more chances you got to deal critical hits. As a Medic, the more healings you provide, the more chances to deal critical hits you got
  • You can flash several teammates when using your uber but it makes your ubercharge fade away faster. This is not true for the Kritzkrieg and the Quick Fix, use this to make a full use of your uber
A Demoman who has collected 2 heads with the Eyelander will go faster than a medic
  • When you heal an enemy Spy, he becomes insuspicious to the eyes of your allies most of the time. Try not to heal enemy Spies !
Tips and tricks 2



    • It is pretty suicidal to fight a Spy with your saw because of trick stabs
      • He can dodge your hits and strafe to stab your back
        (Strafe Stab)
      • Use little plateforms and stairs to jump on you
        (Jump Stab & Stair Stab)
      • Use corners to fake a retreat and get to your back !
        (Corner Stab)
      • He can also stab you from underneath !
        (Under Stab)
    Originally posted by The Medic:
    Du bist ein Ninja! (Corner stab, Strafe stab, Stair stab)
    Originally posted by The Medic:
    I'm going to saw through your bones Spy ! (Strafe stab)
    Originally posted by The Medic:
    Wunderbar ! (Stair stab, Under Stab)
    (Thanks a lot for these great videos !)

The Spy's knife hits instantly his target but your weapon needs to swing, this helps him do what you think may be face stabs. Hence, if you want to kill a Spy with your melee, don't use the strafe keys or follow the Spy with your mouse and only use the S key. If you have 90 FOV, it's easier for you to get face stabbed, you will want to configure a key so that you can switche between 75 and 90 FOV when you are fighting a Spy

  • The Puff and Sting (Pyro ignites you, airblasts then kills you with his Axtinguisher) is quite annoying as you can't do a thing to counter it. If you get pushed to a wall, you can still try to hit the Pyro before landing. If the pyro doesn't push you to a wall, try to use your strafe keys (like a little rocket jump) in order to get out of range of the pyro or on an elevated spot.
    Remember that you should NEVER jump when a Pyro tries to airblast you because not jumping makes you jump further, jumping makes you jump higher in this situations
Using strafe keys as you jump from really high heights or when you get airblasted by a pyro increases your chances not to get hit by projectiles in the air like rockets and flares. This is called air strafing
  • The best position for a Medic is an elevated spot where he is under cover. You can avoid spam and can jump out of range if an enemy show up.
If you can't escape a Demoknight's blade, just run towards him. His shield will push you away and you may have a chance to get thrown far away, allowing you to escape before he hits you with his sword
  • A good technique consists in putting yourself in front of your ubercharged buddy in order to take the fall back effects, especially against a Sentry. You can also move so that the enemy Engineer gets between you and the Sentry, it will shoot at the engineer killing him and making the Sentry easier to destroy
You can telefrag an invulnerable player
  • When a Scout stuns your Buddy with his bat, try to get in front of that buddy and show your Saw to the scout, he will think twice before coming closer
You fill your ubercharge slower if you heal a player near a Dispenser, healed by a Medic or the Cart. A person healed by three Medics will make your ubercharge fill even slower.
  • You should know every class hp with and without the overheal (ex : scout : 125(185)) and check for their weapons / kit to know if they need the buff the most. Try to figure out how much their hp will be 10 seconds after the overheal as teams first encounter after 10 seconds in the begining of a game
The Black Box can prevent a Soldier who likes to shoot rockets point blank from dying from self damages
  • I know it's cowardish but when you see a Demoman shifting the Demi-Zatoichi, run for your life (watch for his charge though), this will be really helpful for your team, it means that your team won't get spammed for the time he's got his weapon out and you can outrun him easily. He will probably need a lot of time to get that kill
If you follow a Scout using the Baby Face's Blaster with the quick fix, you won't have the boost as he doesn't have it too. If this Scout gains a boost, you will need to use the Quick-Fix to follow him again to get the boost.
  • A Krüger is the name given to an über and a kritz uber given at the same time to a player, this is actually a good way to kill the ennemy as it won't notice the crits effects first but the invulnerability effects
You can get a speed boost from the charging targe when runing straight ahead with him as he is charging
  • The best way to prevent from being stabbed is to stay in a corner, don't crouch and put your back to the wall so that you have a 45 degrees angle of sight. So as to, the Spy won't be able to stab your back or your sides. Putting your back to a wall still helps but it is not safe enough
You need to reload when you feel you can, you can't stay with 20 needles loaded in your Syringe Gun, Medic weapons are NECESSARY to your survival, don't underestimate these
  • Don't pick ammos on the ground, your Buddies need them more
Binding keys to write messages like : Help, I am under attack ! is quite useless... Nobody reads these messages and these prevent you from focusing well. When you are really under attack, try to use the micro set a few seconds but you'll mostly have to rely on yourself
  • Crouching is sometimes a good idea, sometimes a bad one. Crouching will prevent you from watching your back effectively and dodge but it will help you a lot against Snipers. When not crouching, you are better at dodging but can get shot by Snipers sometimes
It takes exactly 0,8s to switch to your Medigun and pop an uber. It also takes 0,8 seconds for most of the classes to hit with their melee
Training
This is my training and I advise you to train too!

                
Download the map Tr_walkway_rc2
                    
    Syringe Gun/Crusader's Crossbow Training

      Pick your Syringe Gun or Crossbow and shoot enemies walking in a straight line. Begin with the Heavy speed, then the Soldier speed, Demoman... try to understand the way your Needles and Arrows react to gravity. While doing this, try and follow the enemy, flank him, and head the opposite way. Experiment.

  • This will improve your aim greatly



                    
    Airshots

      Activate the Launch-Pad. Switch to your Crossbow and learn how arrows arc and how their knockback force works. A Critical Hit will push the enemy far away as he jumps, but even further as he is propelling himself. This is the moment you want to hit him to get the maximum knockback effect possible with this weapon. Hit the enemy jumping in random directions in front of you, the class speed doesn't matter while jumping. Now switch to the Syringe Gun and type (addcond 11)(this adds crits to your weapon) in the console (to remove it, just type removecond 11) and train on Demomen for instance. You will need to land 6 shots in order to kill a Demoman, try to kill him by finding the moment he is the slowest: the pausing in midair (top of the arc reached).

  • It will be easier for you to aim at Rocket Jumping Soldiers, Scouts and enemies jumping on you.



                    
    Air Strafing

      Activate the Launch-Pad and remove the Random trajectory and power effect and select the weakest Launch-Pad power. Now, try to jump on this launch pad and strafe and not to fall out of it, try to do small and high jumps by strafing in the air. Small jumps are done by staying at the edge of the Launch-Pad. This is quite amusing and really useful ingame.

  • Good to understand how to Rocket Surf, how to make perfect jumps as you get pushed in the air and excellent against airblasting Pyros.



                    
    Rocket/Sticky Jumping

      Pick the Demoman or the Soldier and try to jump all around the map. Equip the Mantreads and jump on enemies, use your Sticky/Grenade jump (search this on the internet) to try and fly to various places. Choose a place where you want to land and try to land precisely on it. The secret is to only use strafe keys and jump and crouch at the same time.

  • You will react better to Soldiers and Demomen shooting their Rockets, Stickies and Grenades at you, you will perform the Rocket Surf easier and will use the Quick-Fix perfectly.



                    
    Sentry Strafing

      This one is really funny to perform: find the Sentry room (in the spawn chamber) and teleport a Sentry in (build a wall since it is easier to get closer to the sentry that way), then, get close to it and turn around it without getting hit, the Sentry will turn slower than you. Jump on top of the Sentry while you are turning around it several times and walk in circles while you are on top of it.Teleport an enemy Engineer in and get behind him as the Sentry shoots you.One interesting thing to notice is that if a Sentry aims at the sky, it will take 1 second to aim at a target crouching in front of it.

  • Useful during Ubercharges since you need to get all the Sentry fire. You will learn how to kill Engineers this way while you are Ubercharged and learn how to take all the Sentry fire by staying the closest to it.



                    
    Trick Stabs

      Practice the Stair Stab (tf2Slurgi on youtube) and the Corner Stab (Spy). You can train on any map. These may be hard to master but they're necessary since the Medic needs to be unpredictable to survive!

  • Useful if you want to fake a retreat or get a Scout around the corner since you have better chances than other classes to deal Critical Hits.



                    
    Melee Fights

      Play on cp_degrootkeep (Medieval Map) and practice medicine! If you're using the Ubersaw, mind your slower swing time.
  • This is really important if you want to survive melee fights.



                    
    Dodging

      Play on cp_orange and go crazy! Show up a lot, try to stay close to your Pocket and dodge as much as possible, this is the best way to learn how to dodge since you won't have so many props to jump on, you're on your own! You can also go on Mge servers and practice 1v1 duels
  • Better dodging skills mean a higher chance of survival.



                    
    Play Smart

      Go on a server and try to focus on as many things as you can. Watch kill feeds, projectiles in the air, listen to the enemies' voice, try to deduce what weapons are being used in both teams...
  • Knowing what surrounds you before you see it coming saves your life many times!



                    
    Play different modes

      Play to Versus Saxton Hale, MvM, Arena modes, play to competitive TF2, TF2 lobby, 100% crits servers, etc...Modes can make you improve more than playing in pub servers
  • Vsh : You will learn how to ubercharge properly and you will understand how weak you are, great to train to aim with the Crossbow and the Syringe Gun, learn how to get reflexes
  • Mvm : Improve ! Know how to be evrerywhere at the same time, know when to use your ubersaw and how to Rocket Surf properly
  • Arena : Nothing is better than an Arena server to check how good you are ! Learn how to position properly, keep your teammates alive and watch your back all the time
  • Competitive : Play like a pro ! Learn how to communicate and test your skills against the best players of TF2, learn to protect your pocket and make good use of your ubercharges. This is a real challenge for a Medic
  • Lobby : Experience the competitive play ! Learn how to deal with the enemy focus and communicate with your team. This is also a challenge to test your skills
  • 100% crits : Learn better positioning, these servers always use gravity, learn to dodge without jumping and only strafing ! Excellent for positioning and to learn how to survive



(Tr_walkway_rc2)


(Launch-Pad Options)


(Sentry Room)

Conclusion


You're almost at the end of my tutorial.


The rest of it will teach you really important things about Weapon crits, weapons that can and can't kill you in one shot and every damages every weapon can deal.

Remember that being a Medic is more about knowing when to show up and when to hide, knowing how secure the area is and being patient. You don't want to drop your ubercharge... really you don't

You can be really efficient if you keep your team alive, but being a VERY good Medic is all about the number of deaths. You must train hard and do what I taught you to stay alive all the time. A very good Medic never dies. 0 deaths, yeah you got it. Try to survive. You will know what are the things you hate the most about other players and things that you like the most. Remember every players that were very good and why they killed you so much during a whole game. Was it your positioning ? Was it the fact that you showed up too much ? Watch replays, learn how the best Medics dodge and peek, learn EVERYTHING you can know about the Medic, check for a lot of tutorials and videos and copy the way good Medics play.

I hope you found my tutorial interesting

See you soon in a TF2 game, maybe ? =)


Have fun !


Stats : Buffs (after time) and Normal hp
You should know the buff drop off because it helps you understand the hp players will have when travelling from a point to an other (A->B for instance)



Scout
Soldier
Pyro
Demoman
Heavy
Engineer
Medic
Sniper
Spy
Buffed
185300260260450185225185185
After 5 seconds
170275239239413170206170170
After 10 seconds
155250218218375155188155155
After 15 seconds
140225196196338140169140140
Normal
125200175175300125150125125
Stats : Time to provide full health & full overheal
This is the exact time you need to fix each class from 0 to their maximum hp and the exact time to provide an overhal to each class. All take in consideration the seconds after the last injury, the 3rd and 4th board are about the Quick-Fix and the Vaccinator
All the numbers are in seconds


Medigun + K (5 to 10s = 24hp/s) (12,5s = 48hp/s) (15s(+) = 72hp/s)
Quick-Fix (5 to 10s = 33,6hp/s) (12,5s = 67,2hp/s) (15s(+) = 100,8hp/s)
Vaccinator (5 to 10s = 8,16hp/s) (12,5s = 16,32hp/s) (15(+) = 24,48hp/s)


Health
Scout
Soldier
Pyro
Demoman
Heavy
Engineer
Medic
Sniper
Spy
15s and more
1,72,82,42,44,21,72,11,71,7
12,5s
2,64,23,63,66,32,63,12,62,6
5 to 10s
5,28,37,37,312,55,26,35,25,2


Overheal
Scout
Soldier
Pyro
Demoman
Heavy
Engineer
Medic
Sniper
Spy
15s and more
0,81,41,21,22,10,81,00,80,8
12,5s
1,32,11,81,83,11,31,61,31,3
5 to 10s
2,54,23,53,56,32,53,12,52,5


Health
(Quick-Fix)
Scout
Soldier
Pyro
Demoman
Heavy
Engineer
Medic
Sniper
Spy
15s and more
1,22,01,71,73,01,21,51,21,2
12,5s
1,93,02,62,64,51,92,21,91,9
5 to 10s
3,76,05,25,28,93,74,53,73,7


Overheal (Vaccinator)
Scout
Soldier
Pyro
Demoman
Heavy
Engineer
Medic
Sniper
Spy
15s and more
2,54,13,53,56,12,53,12,52,5
12,5s
3,76,15,25,29,23,74,63,73,7
5 to 10s
7,412,310,410,418,47,49,27,47,4
Stats : Weapons Crits
List of weapons that cannot gain random crits but can gain situational crits


    Flying Guillotine
    Market Gardener
    Backburner
    Phlogistinator
    Diamondback
    Manmelter
    Axtinguisher
    Postal Pummeler
    Neon Annihilator
    Frontier Justice
    Gunslinger
    Sniper Rifle
    Bazaar Bargain
    Machina
    Hitman's Heatmaker
    AWPer Hand
    Huntsman
    Cleaner's Carbine
    Ambassador


List of weapons unable to deal random or situational critical hits


    Cow Mangler 5000
    Claidheamh Mòr
    Horseless Headless H's Headtaker
    Ullapool Caber
    Soda Popper
    Southern Hospitality
    Enforcer
    Sydney Sleeper
    Eyelander
    Persian Persuader
    Nessie's Nine Iron

Critical Hit Chance



(All these informations are taken from wiki.teamfortress.com)


Stats : Can one shot you (150hp)
All sorts of crits can kill you. I will state the ones that seem not to be able to kill you but can when you have 150 hp
(150hp) List of weapons that can kill you in one shot or combos that can kill you really fast



Sandman + Flying Guillotine (combo) (17 + 150)
Cow Mangler 5000 (full charge on feet REALLY REALLY CLOSE) + Fall damages
Headshot
Full bodyshot (except Hitman)
Full Sydney Sleeper Bodyshot (150)
Backstab
Rocket + Reserve Shooter(mini-crit) (combo)(close) (112+117 max)
Beggar's Bazooka (2 rockets loaded)
Rocket Jump + Market Gardener (combo)
Mantreads from a very high height
Rocket Launcher (mini-crit)(REALLY REALLY CLOSE) (151 max)
Flame Thrower for 1 second
Backburner (crits) for 0,5 seconds
Minigun (or else) for 0,3 seconds (short range)
Ignite + (Airblast) + Axtinguisher (combo)
Charging Demoman + Melee (combo)(crits)
Demoman Splendid Screen Targe (with 4 or 5 heads)
Ullapool Caber explosion
Most of Melees (crit)
Crit Rocket
Crit Grenade (direct or splash)
Reflected Rocket (max 151) (REALLY REALLY CLOSE)
Reflected Loch-n-Load pipe
Crusader's Crossbow (Long range)(crit)
Reflected Arrow
Jarate + Bushwacka (combo)
Pomson 6000 (crits)(short range)
Stats : Can one shot you (110 hp)
The Direct Hit can also kill you in one shot you when you are below 140 hp

Every Weapon stated in the previous board +
(110hp approximately) List of weapons that can kill you in one shot or combos that can kill you really fast


Soda Popper (mini-crit)(close)
Rocket (mini-crit)(133)
Loch-n-Load pipe
Sticky Launcher (& Scottish Resistance) right under you
Cow Mangler 5000 (Full charge)
Flying Guillotine + Bleeding (combo)(both mini-crit thanks to Soda Popper)
Hitman's Heatmaker full bodyshot
Rocket Launcher (short range)
Ignite + Flare Gun + Afterburn (combo)
Crusader's Crossbow (Short and Medium range)(crit)
Revolver (crit)
Reflected Pipe
Stats : Can't one shot you, big surprise ! (150hp)
(150hp) List of weapons that seem to be able to kill you in one shot but can't


Reflected Pipe (142 max)
Crusader's Crossbow (critical)(short / medium range
Shahanshah (critical)(when hp >50% : 146)
Charging Targe Charge (with 1/2/3/4/5 heads)
Splendid Screen Charge (with 1/2/3 heads)
Charging Demoman + Melee (mini-crit)
Reflected Rocket (if you are not VERY CLOSE)(148 max)
Soda Popper (mini-crit)(141 max)
Rocket Launcher (mini-crit)(medium range)(133 max)
Huntsman Bodyshot (120 max)
Rocket Launcher (REALLY REALLY close)
Grenade Launcher direct hit (102 max)
Loch-n-Load (127 max)
Reflected Grenade Launcher pipe (142 max)
Hitman's Heatmaker full bodyshot (120 max)
Direct Hit (140 max)
Grenade Launcher / Scottish Resistance (crit) (if at the limit of the explosion radius)
Rocket Launcher (crit) (if at the limit of the explosion radius)
Stats : Weapons damages (Scout)
Useful for a better survival or to make your teammates die less often.
If you use an Hud that shows your allies hp (using numbers) this will be even more helpful as you will know what can kill them and who you should choose to heal

I personnaly don't use this since I can't concentrate on everything, but if you can manage it, why not using this HUD?
The Medic is not all about numbers, just remember that your life is in danger below 110 hp
(Direct Hit or Loch-n-Load)
Chances to do crits vary on the damages you deal


I chose to put the critical damages for melee weapons and not for primary or secondary weapons because a good Medic should know how to avoid to get damaged by crits.
(Also : Bad luck happens)









SCOUT
Point Blank
Medium
Long
Crits
Effect Duration
Effect Damages
Effect Mini-Crits
/1/ Scattergun
90-10510-403-10
/1/ Force-A-Nature
92-11311-433-11
/1/ Shortstop
69-7224-486-12
/1/ Soda Popper
10524-673-26
/1/ Baby Face's Blaster
63-73,57-282,1-7
/2/ Pistol
2213-178-10
/2/ Winger
2615-1910-12
/2/ Pretty Boy's Pocket Pistol
2213-178-10
/2/ Flying Guillotine
44-571505s8/s 4010,8/s 54
/3/ Bat
30-40105
/3/ Sandman
30-401051-7s13-17(ball)
/3/ Candy Cane
30-40105
/3/ Boston Basher
30-401055s8/s 4010,8/s 54
/3/ Sun-on-a-Stick
22-3079
/3/ Fan O'War
3-41115s
/3/ Atomizer
24-3284
/3/ Wrap Assassin
13-17455s8/s 4010,8/s 54
Stats : Weapons Damages (Soldier)








SOLDIER
Point BlankMediumLongPoint Blank Mini-critsMedium Mini-critsLong Mini-critsCritsFire DurationAfterburn200hp114hp52hp1hp
/1/ Rocket Launcher
105-11250-9045-60
/1/ Direct Hit
14011257
/1/ Black Box
105-11250-9045-60
/1/ Liberty Launcher
105-11250-9045-60
/1/ Cow Mangler 5000
96-10145-8141-436s36
/1/ Beggar's Bazooka[[/h1]/th]
105-11250-9045-60
/2/ Shotgun
80-9010-303-10
/2/ Reserve Shooter
86-9024-673-26109,3572,936,45
/2/ Righteous Bison
201212
/3/ Shovel
55-75195
/3/ Equalizer
55-75195336588107
/3/ Pain Train
55-75195
/3/ Half-Zatoichi
55-75195
/3/ Disciplinary Action
41-56146
/3/ Market Gardener
55-75195
/3/ Escape Plan
55-75195
Stats : Weapons Damages (Pyro)

PYRO
Close(/particle)
Far
Afterburn Duration
Afterburn
Afterburn Mini-crits
Mini-crits
Crits
Detonation
Point Blank
Medium
Long
Point Blank Mini-crits
Medium Mini-crits
Long Mini-crits
/1/ Flame Thrower
6,824,0910s6080
/1/Backburner
6,824,0910s608012-21
/1/ Degreaser
6,143,6810s4060
/1/Phlogistinator
6,143,6810s608011-18
/2/ Shotgun
80-9010-303-10
/2/ Flare Gun
10s60809030
/2/ Detonator
10s60804110-2030
/2/ Reserve Shooter
86-9024-673-26109,3572,936,45
/2/ Manmelter
10s60809030
/2/ Scorch Shot
10s60804515
/3/ Fire Axe
19555-75
/3/Axtinguisher
19528-37
/3/Homewrecker
14641-56
/3/ Powerjack
19555-75
/3/ Back Scratcher
24469-93
/3/ Sharpened Volcano Fragment
10s608015844-60
/3/ The Third Degree
19555-75
/3/ Neon Annihilator
15644-60




Stats : Weapons Damages (Demoman)
Direct 1 : Explosive damage varies on how it hits a player. If you hit a player at the mid point of his model, you get the most damages out of it. This is based on how much damages can be done depending on the spot that your grenade will touch. Grenade Launcher isn't affected by distance damage reduction
Direct 2 : Estimate Explosive Damage
(max) refers to the maximum of damage the weapon can do
Ullapool Caber : dmgs (explosion)
melee : 5 max heads
A Demoman who bumps into you with his shield will crit with his melee

DEMOMAN
Direct 1
Direct 2
Splash
Under (max)
3 ft (max)
6 ft (max)
Charge
Charge (Mini crit)
Crits
After Bounce
Indirect
/1/ Grenade Launcher
84-12390-11022-64
/1/ Loch-n-Load
103-147114-129
/1/ Loose Cannon
50-10190-11016-4833-96
/2/ Sticky Bomb Launcher
13812060
/2/ Chargin' Targe
50 (+10/heads)(up to 100)
/2/ Scottish Resistance
13812060
/2/ Chargin' Targe
85 (+17/h)(up to 170)115 (+23/h)(up to 230)
/3/ Bottle
55-75195
/3/Eyelander
55-75195
/3/ Pain Train
55-75195
/3/Scotsman's Skullcutter
66-90234
/3/Claidheamh Mòr
55-75195
/3/ Ullapool Caber
30-40 (144-150)105 (300)
/3/ Half-Zatoichi
55-75195
/3/ Persian Persuader
55-75195




Stats : Weapons Damages (Heavy)
Dmg/bullet (12-18) where () is the damages done by a fire ring






HEAVY
Point Blank/s
Medium/s
Long/s
Dmg/bullet
Spin time
Fire duration
Afterburn
Crits
/1/ Minigun
500-54050-300/th]50-100270,87s
/1/ Natascha
320-36030-20030-6020,251,16s
/1/ Brass Beast
600-65060-36060-12032,41,31
/1/ Tomislav
400-43230-24040-80270,783s
/1/ Huo-Long Heater
500-54050-30050-10027 (12-18)0,87s10s60(80)
/2/ Shotgun
80-9010-303-10
/2/ Familly Business
74-7620-523-22
/3/ Fists
59-72195
/3/ KGB
59-72195
/3/ Gloves of Running Urgently
28-3796
/3/ Warrior Spirit
73-97250
/3/ Fists of Steel
59-72195
/3/ Eviction Notice
22-3078
/3/ Holiday Punch
59-720
Stats : Weapons Damages (Engineer)

ENGINEER
Point Blank
Medium
Long
Bleeding time
Bleeding (total)(mini-crits)
Afterburn
Crits
Rockets (on direct hit)
/1/ Shotgun
80-9010-303-10
/1/ Frontier-Justice
80-9010-303-10
/1/ Shotgun
80-9010-303-10162 / 108 / 54
/1/Widowmaker
80-9010-303-10
/1/ Pomson-6000
52-6831-4131-41
/1/ Rescue Ranger
512318
/2/ Pistol
2213-178-10
/2/ Short Circuit
4-6
/3/ Wrench
55-75195
/3/Gunslinger
55-75195
/3/ Southern Hospitality
55-755s8/s(40)(10/s(50))195
/3/ Jag
41-56146
/3/ Eureka Effect
55-75195
Combat Mini-Sentry Gun
average DPS 48
Lv1 Sentry Gun
average DPS 64
Lv2 Sentry Gun
average DPS 128
Lv3 Sentry Gun
average DPS 128100




Stats : Weapons Damages (Medic)

MEDIC
Point Blank
Medium
Long
Healing amount
Crits
/1/ Syringe Gun
10-135-105-630
/1/ Blutsauger
10-135-105-630
/1/ Crusader's Crossbow Gun
38567575 / 112 / 150113 / 168 / 225
/1/ Overdose
9-115-95-627
/3/ Bonesaw
55-75195
/3/ Ubersaw
55-75195
/3/ Bonesaw
55-75195
/3/ Vita-Saw
55-75195
/3/ Amputator
55-75195
/3/ Solemn Vow
55-75195




Stats : Weapons Damages (Sniper)
Crits are replaced by mini crits for the Sydney Sleeper





SNIPER
Bodyshot 0%
Bodyshot 100%
Critical 0%
Critical 100%
Bodyshot 50% (Sydney Sleeper)
Point Blank
Medium
Long
Bleeding duration
Bleeding damages
Point Blank (health >50% / health <50%)
Crits
/1/ Sniper Rifle
43-57128-173150450
/1/Huntsman
43-58103-137150360
/1/ Sydney Sleeper
43-57128-17357-78450172-233
/1/ Bazaar Bargain
43-57128-173150450
/1/ Machina
43-57147-199150518
/1/ Hitman's Heatmaker
34-46102-138120 - 150360 - 450
/2/Submachine Gun
8-124-64-5
/2/Cleaner's Carbine
8-124-64-524
/3/ Kukri
55-75195
/3/Tribalman's Shiv
28-376s8/s (48)(10/s 60)195
/3/Bushwacka
55-75195
/3/Shahanshah
41-56 / 69-93146 / 244
Stats : Weapons Damages (Spy)

SPY
Point Blank
Medium
Long
Shot while desguised (PB/Medium/Far)
Crits
/1/ Revolver
55-6035-4516-25
/1/ Ambassador
46-5131-3715-19102
/1/ L'Étranger
44-4828-3615-18
/1/ Enforcer
70-7241-5524-2656-58 / 33-44 / 19-21
/1/ Diamondback
46-5131-3715-19102
/2/ Knife
34-46120
/2/ Your Eternal Reward
34-46120
/2/ Conniver's Kunai
34-46120
/2/ Big Earner
34-46120
/2/ Spy-cicle
34-46120




Congratulations !
Oh it seems you already reached the end of my tutorial !

I hope this taught you a lot about the Medic Gameplay.

I love playing this game as the Medic, you help people and they are thankful to you, but most of all you have fun ! Never forget this part, it's what makes the Best Medics in the World !!!


I beg you not to copy / paste this tutorial and say that you did it because I really spent time on it. Thank you.








What Medic doing here ??? Heavy needs Medic ! DAVAÏ !!! Da da da ! You are credit to team Sandvich. Heavy means Medic ! Medic is credit to team ! Oh Medic Jalous now...








This part is for fun, Hells yeah !
Now, the real men fight like Sandviches !
The guy is totally not a Spy. Pictures are taken from the game trailer for "Brink".


















BRRRRRA !!!!!





















BRRRRRRRRRA !!!!!






















BRRRRRRRA !!!!!!





Ne jamais contempler les paysages !








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