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!
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
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:
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----------------------------------------m_rawinput "1"
No mouse acceleration
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)BindToggle f5 r_drawviewmodel
See/Hide Viewmodels command + Enable/Disable Autoreload command(really helpful)
BindToggle f6 cl_autoreloadbind "1" "slot1;r_drawviewmodel 0"
Hide every Viewmodel except for Melee Weapons
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.
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
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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
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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
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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.
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
Cp_orange x3 Positioning (2)
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
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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
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(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
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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
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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
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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
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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
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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
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- 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)
- Medic
- Soldier
- Demoman
- Heavy
- Scout
- Pyro
- Engineer/Sniper/Spy(depending on the situation)
Class healing order (according to my playstyle)
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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
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!
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
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...
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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
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
You should normally overheal everybody except Spies(this depends on the situation)
You need to overheal
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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 !)
Your Buddies and you (2)
(W+M1 Pyro) / (Experienced 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 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
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
(Demoman) / (Demoknight)
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
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
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 |
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Your Buddies and you (3)
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
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...
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
(Engineer) / (Engineer with his Sentry)
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.
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Your Buddies and you (4)
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 !)
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 !
(Spy) / (Experienced Spy)
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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
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
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
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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&Defensivegameplay 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
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
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
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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
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 firstProtective 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 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... 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 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
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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 :
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Blutsauger :
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Crusader's Crossbow :
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Overdose :
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Medigun :
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Kritzkrieg :
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Quick-fix :
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Vaccinator :
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Ubersaw :
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Vita-saw :
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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 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
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 comingUse 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)
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!!!DON'T!!! try to melee a Soldier who is reloading, that will get you killed most of the timeI 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 pathsTake 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 strafeMy 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
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2 Medics in the team (2)
What Medigun to choose according to the other Medic's Medigun
Stock Medigun
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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)
KritzkriegExcellent 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
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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
KritzkriegUbercharge 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
VaccinatorMake 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
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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
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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 !!!
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
KritzkriegGood 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
VaccinatorA 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"
Medigun Range Exploit
Being the shield
Medic Radar
Consecutive Healing
Rocket Surfing
Knockback Exploiting
Meat Shields
Exploiting building hitboxes
Healing from behind
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Special Medic Techniques (2)
Hiding your healing beam
Hiding your Uber
Hiding your presence / type of uber
Popping Kritz / Ubers at the begining of a round (offense vs defense)
Uber popped as soon as it is ready
Crossbow heal burst
Removing buffs
Quick-Fix Exploit
Uber Hit
Quick Overheal
(informations taken from TF2tactics, thanks for these awesome videos !) Jump 'n' Heal
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Tips and tricks 1
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Tips and tricks 2
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
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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'tYou 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
| 185 | 300 | 260 | 260 | 450 | 185 | 225 | 185 | 185 |
After 5 seconds
| 170 | 275 | 239 | 239 | 413 | 170 | 206 | 170 | 170 |
After 10 seconds
| 155 | 250 | 218 | 218 | 375 | 155 | 188 | 155 | 155 |
After 15 seconds
| 140 | 225 | 196 | 196 | 338 | 140 | 169 | 140 | 140 |
Normal
| 125 | 200 | 175 | 175 | 300 | 125 | 150 | 125 | 125 |
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
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
| 1,7 | 2,8 | 2,4 | 2,4 | 4,2 | 1,7 | 2,1 | 1,7 | 1,7 |
12,5s
| 2,6 | 4,2 | 3,6 | 3,6 | 6,3 | 2,6 | 3,1 | 2,6 | 2,6 |
5 to 10s
| 5,2 | 8,3 | 7,3 | 7,3 | 12,5 | 5,2 | 6,3 | 5,2 | 5,2 |
Overheal |
Scout
|
Soldier
|
Pyro
|
Demoman
|
Heavy
|
Engineer
|
Medic
|
Sniper
|
Spy
|
---|---|---|---|---|---|---|---|---|---|
15s and more
| 0,8 | 1,4 | 1,2 | 1,2 | 2,1 | 0,8 | 1,0 | 0,8 | 0,8 |
12,5s
| 1,3 | 2,1 | 1,8 | 1,8 | 3,1 | 1,3 | 1,6 | 1,3 | 1,3 |
5 to 10s
| 2,5 | 4,2 | 3,5 | 3,5 | 6,3 | 2,5 | 3,1 | 2,5 | 2,5 |
Health (Quick-Fix) |
Scout
|
Soldier
|
Pyro
|
Demoman
|
Heavy
|
Engineer
|
Medic
|
Sniper
|
Spy
|
---|---|---|---|---|---|---|---|---|---|
15s and more
| 1,2 | 2,0 | 1,7 | 1,7 | 3,0 | 1,2 | 1,5 | 1,2 | 1,2 |
12,5s
| 1,9 | 3,0 | 2,6 | 2,6 | 4,5 | 1,9 | 2,2 | 1,9 | 1,9 |
5 to 10s
| 3,7 | 6,0 | 5,2 | 5,2 | 8,9 | 3,7 | 4,5 | 3,7 | 3,7 |
Overheal (Vaccinator) |
Scout
|
Soldier
|
Pyro
|
Demoman
|
Heavy
|
Engineer
|
Medic
|
Sniper
|
Spy
|
---|---|---|---|---|---|---|---|---|---|
15s and more
| 2,5 | 4,1 | 3,5 | 3,5 | 6,1 | 2,5 | 3,1 | 2,5 | 2,5 |
12,5s
| 3,7 | 6,1 | 5,2 | 5,2 | 9,2 | 3,7 | 4,6 | 3,7 | 3,7 |
5 to 10s
| 7,4 | 12,3 | 10,4 | 10,4 | 18,4 | 7,4 | 9,2 | 7,4 | 7,4 |
Stats : Weapons Crits
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
|
---|
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
|
---|
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
|
---|
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 dealI 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
| 90-105 | 10-40 | 3-10 | ||||
/1/ Force-A-Nature
| 92-113 | 11-43 | 3-11 | ||||
/1/ Shortstop
| 69-72 | 24-48 | 6-12 | ||||
/1/ Soda Popper
| 105 | 24-67 | 3-26 | ||||
/1/ Baby Face's Blaster
| 63-73,5 | 7-28 | 2,1-7 | ||||
/2/ Pistol
| 22 | 13-17 | 8-10 | ||||
/2/ Winger
| 26 | 15-19 | 10-12 | ||||
/2/ Pretty Boy's Pocket Pistol
| 22 | 13-17 | 8-10 | ||||
/2/ Flying Guillotine
| 44-57 | 150 | 5s | 8/s 40 | 10,8/s 54 | ||
/3/ Bat
| 30-40 | 105 | |||||
/3/ Sandman
| 30-40 | 105 | 1-7s | 13-17(ball) | |||
/3/ Candy Cane
| 30-40 | 105 | |||||
/3/ Boston Basher
| 30-40 | 105 | 5s | 8/s 40 | 10,8/s 54 | ||
/3/ Sun-on-a-Stick
| 22-30 | 79 | |||||
/3/ Fan O'War
| 3-4 | 11 | 15s | ||||
/3/ Atomizer
| 24-32 | 84 | |||||
/3/ Wrap Assassin
| 13-17 | 45 | 5s | 8/s 40 | 10,8/s 54 |
Stats : Weapons Damages (Soldier)
SOLDIER
| Point Blank | Medium | Long | Point Blank Mini-crits | Medium Mini-crits | Long Mini-crits | Crits | Fire Duration | Afterburn | 200hp | 114hp | 52hp | 1hp |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
/1/ Rocket Launcher
| 105-112 | 50-90 | 45-60 | ||||||||||
/1/ Direct Hit
| 140 | 112 | 57 | ||||||||||
/1/ Black Box
| 105-112 | 50-90 | 45-60 | ||||||||||
/1/ Liberty Launcher
| 105-112 | 50-90 | 45-60 | ||||||||||
/1/ Cow Mangler 5000
| 96-101 | 45-81 | 41-43 | 6s | 36 | ||||||||
/1/ Beggar's Bazooka[[/h1]/th]
| 105-112 | 50-90 | 45-60 | ||||||||||
/2/ Shotgun
| 80-90 | 10-30 | 3-10 | ||||||||||
/2/ Reserve Shooter
| 86-90 | 24-67 | 3-26 | 109,35 | 72,9 | 36,45 | |||||||
/2/ Righteous Bison
| 20 | 12 | 12 | ||||||||||
/3/ Shovel
| 55-75 | 195 | |||||||||||
/3/ Equalizer
| 55-75 | 195 | 33 | 65 | 88 | 107 | |||||||
/3/ Pain Train
| 55-75 | 195 | |||||||||||
/3/ Half-Zatoichi
| 55-75 | 195 | |||||||||||
/3/ Disciplinary Action
| 41-56 | 146 | |||||||||||
/3/ Market Gardener
| 55-75 | 195 | |||||||||||
/3/ Escape Plan
| 55-75 | 195 |
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
| 6,82 | 4,09 | 10s | 60 | 80 | |||||||||
/1/Backburner
| 6,82 | 4,09 | 10s | 60 | 80 | 12-21 | ||||||||
/1/ Degreaser
| 6,14 | 3,68 | 10s | 40 | 60 | |||||||||
/1/Phlogistinator
| 6,14 | 3,68 | 10s | 60 | 80 | 11-18 | ||||||||
/2/ Shotgun
| 80-90 | 10-30 | 3-10 | |||||||||||
/2/ Flare Gun
| 10s | 60 | 80 | 90 | 30 | |||||||||
/2/ Detonator
| 10s | 60 | 80 | 41 | 10-20 | 30 | ||||||||
/2/ Reserve Shooter
| 86-90 | 24-67 | 3-26 | 109,35 | 72,9 | 36,45 | ||||||||
/2/ Manmelter
| 10s | 60 | 80 | 90 | 30 | |||||||||
/2/ Scorch Shot
| 10s | 60 | 80 | 45 | 15 | |||||||||
/3/ Fire Axe
| 195 | 55-75 | ||||||||||||
/3/Axtinguisher
| 195 | 28-37 | ||||||||||||
/3/Homewrecker
| 146 | 41-56 | ||||||||||||
/3/ Powerjack
| 195 | 55-75 | ||||||||||||
/3/ Back Scratcher
| 244 | 69-93 | ||||||||||||
/3/ Sharpened Volcano Fragment
| 10s | 60 | 80 | 158 | 44-60 | |||||||||
/3/ The Third Degree
| 195 | 55-75 | ||||||||||||
/3/ Neon Annihilator
| 156 | 44-60 |
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
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
| 84-123 | 90-110 | 22-64 | |||||||||
/1/ Loch-n-Load
| 103-147 | 114-129 | ||||||||||
/1/ Loose Cannon
| 50-101 | 90-110 | 16-48 | 33-96 | ||||||||
/2/ Sticky Bomb Launcher
| 138 | 120 | 60 | |||||||||
/2/ Chargin' Targe
| 50 (+10/heads)(up to 100) | |||||||||||
/2/ Scottish Resistance
| 138 | 120 | 60 | |||||||||
/2/ Chargin' Targe
| 85 (+17/h)(up to 170) | 115 (+23/h)(up to 230) | ||||||||||
/3/ Bottle
| 55-75 | 195 | ||||||||||
/3/Eyelander
| 55-75 | 195 | ||||||||||
/3/ Pain Train
| 55-75 | 195 | ||||||||||
/3/Scotsman's Skullcutter
| 66-90 | 234 | ||||||||||
/3/Claidheamh Mòr
| 55-75 | 195 | ||||||||||
/3/ Ullapool Caber
| 30-40 (144-150) | 105 (300) | ||||||||||
/3/ Half-Zatoichi
| 55-75 | 195 | ||||||||||
/3/ Persian Persuader
| 55-75 | 195 |
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
| 500-540 | 50-300/th] | 50-100 | 27 | 0,87s | |||
/1/ Natascha
| 320-360 | 30-200 | 30-60 | 20,25 | 1,16s | |||
/1/ Brass Beast
| 600-650 | 60-360 | 60-120 | 32,4 | 1,31 | |||
/1/ Tomislav
| 400-432 | 30-240 | 40-80 | 27 | 0,783s | |||
/1/ Huo-Long Heater
| 500-540 | 50-300 | 50-100 | 27 (12-18) | 0,87s | 10s | 60(80) | |
/2/ Shotgun
| 80-90 | 10-30 | 3-10 | |||||
/2/ Familly Business
| 74-76 | 20-52 | 3-22 | |||||
/3/ Fists
| 59-72 | 195 | ||||||
/3/ KGB
| 59-72 | 195 | ||||||
/3/ Gloves of Running Urgently
| 28-37 | 96 | ||||||
/3/ Warrior Spirit
| 73-97 | 250 | ||||||
/3/ Fists of Steel
| 59-72 | 195 | ||||||
/3/ Eviction Notice
| 22-30 | 78 | ||||||
/3/ Holiday Punch
| 59-72 | 0 |
Stats : Weapons Damages (Engineer)
ENGINEER
|
Point Blank
|
Medium
|
Long
|
Bleeding time
|
Bleeding (total)(mini-crits)
|
Afterburn
|
Crits
|
Rockets (on direct hit)
|
---|---|---|---|---|---|---|---|---|
/1/ Shotgun
| 80-90 | 10-30 | 3-10 | |||||
/1/ Frontier-Justice
| 80-90 | 10-30 | 3-10 | |||||
/1/ Shotgun
| 80-90 | 10-30 | 3-10 | 162 / 108 / 54 | ||||
/1/Widowmaker
| 80-90 | 10-30 | 3-10 | |||||
/1/ Pomson-6000
| 52-68 | 31-41 | 31-41 | |||||
/1/ Rescue Ranger
| 51 | 23 | 18 | |||||
/2/ Pistol
| 22 | 13-17 | 8-10 | |||||
/2/ Short Circuit
| 4-6 | |||||||
/3/ Wrench
| 55-75 | 195 | ||||||
/3/Gunslinger
| 55-75 | 195 | ||||||
/3/ Southern Hospitality
| 55-75 | 5s | 8/s(40)(10/s(50)) | 195 | ||||
/3/ Jag
| 41-56 | 146 | ||||||
/3/ Eureka Effect
| 55-75 | 195 | ||||||
Combat Mini-Sentry Gun
| average DPS 48 | |||||||
Lv1 Sentry Gun
| average DPS 64 | |||||||
Lv2 Sentry Gun
| average DPS 128 | |||||||
Lv3 Sentry Gun
| average DPS 128 | 100 |
Stats : Weapons Damages (Medic)
MEDIC
|
Point Blank
|
Medium
|
Long
|
Healing amount
|
Crits
|
---|---|---|---|---|---|
/1/ Syringe Gun
| 10-13 | 5-10 | 5-6 | 30 | |
/1/ Blutsauger
| 10-13 | 5-10 | 5-6 | 30 | |
/1/ Crusader's Crossbow Gun
| 38 | 56 | 75 | 75 / 112 / 150 | 113 / 168 / 225 |
/1/ Overdose
| 9-11 | 5-9 | 5-6 | 27 | |
/3/ Bonesaw
| 55-75 | 195 | |||
/3/ Ubersaw
| 55-75 | 195 | |||
/3/ Bonesaw
| 55-75 | 195 | |||
/3/ Vita-Saw
| 55-75 | 195 | |||
/3/ Amputator
| 55-75 | 195 | |||
/3/ Solemn Vow
| 55-75 | 195 |
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
| 43-57 | 128-173 | 150 | 450 | ||||||||
/1/Huntsman
| 43-58 | 103-137 | 150 | 360 | ||||||||
/1/ Sydney Sleeper
| 43-57 | 128-173 | 57-78 | 450 | 172-233 | |||||||
/1/ Bazaar Bargain
| 43-57 | 128-173 | 150 | 450 | ||||||||
/1/ Machina
| 43-57 | 147-199 | 150 | 518 | ||||||||
/1/ Hitman's Heatmaker
| 34-46 | 102-138 | 120 - 150 | 360 - 450 | ||||||||
/2/Submachine Gun
| 8-12 | 4-6 | 4-5 | |||||||||
/2/Cleaner's Carbine
| 8-12 | 4-6 | 4-5 | 24 | ||||||||
/3/ Kukri
| 55-75 | 195 | ||||||||||
/3/Tribalman's Shiv
| 28-37 | 6s | 8/s (48)(10/s 60) | 195 | ||||||||
/3/Bushwacka
| 55-75 | 195 | ||||||||||
/3/Shahanshah
| 41-56 / 69-93 | 146 / 244 |
Stats : Weapons Damages (Spy)
SPY
|
Point Blank
|
Medium
|
Long
|
Shot while desguised (PB/Medium/Far)
|
Crits
|
---|---|---|---|---|---|
/1/ Revolver
| 55-60 | 35-45 | 16-25 | ||
/1/ Ambassador
| 46-51 | 31-37 | 15-19 | 102 | |
/1/ L'Étranger
| 44-48 | 28-36 | 15-18 | ||
/1/ Enforcer
| 70-72 | 41-55 | 24-26 | 56-58 / 33-44 / 19-21 | |
/1/ Diamondback
| 46-51 | 31-37 | 15-19 | 102 | |
/2/ Knife
| 34-46 | 120 | |||
/2/ Your Eternal Reward
| 34-46 | 120 | |||
/2/ Conniver's Kunai
| 34-46 | 120 | |||
/2/ Big Earner
| 34-46 | 120 | |||
/2/ Spy-cicle
| 34-46 | 120 |
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".
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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