Saturday, December 28, 2013

Team Fortress 2: Unusual Hat Pricing: Explained!

Preamble
You just spent $2.50 on a key to open your Mann Co. crate, and to your utmost surprise, you found something actually valuable inside.

Congrats - you're now part of an exclusive club of thousands of people who own unusual hats. Here's what you've gotta know before you should even start thinking about trading it off.
What's an unusual hat?
Alright, this ♥♥♥♥'s super simple: an unusual hat is simply, well, a hat. However, two things about this "unusual" hat are different: one, it has purple text, instead of the normal yellow or orange you'd see, and two, most importantly, it has a snazzy particle effect attached to it. See below.

Why are unusuals special?
By most players, they’re seen as a status symbol, simply because they’re so rare. Each crate has a 1% chance of dropping an unusual – and some unusuals are worth much more than others. I’ll go into that later. Anyway – unusual hats are special because they look awesome (usually) and generally cost a lot to unbox. This isn’t the rule, of course, since many players have found unusuals with their first, second, or third unbox, but new effects can command astounding prices.
So, unusuals cost a lot of money – do people trade them? Which ones are the best?
I'll tackle this one part at a time.

Firstly, unusuals can be worth anywhere between a few dollars and a few thousand dollars. To give an example of the lower range, let's take a look at this hat:

(Smoking Detective Noir, $35)

This is a Smoking Détective Noir, a hat for the Spy. It commands a price of around 28 keys, which is roughly equivalent to $36 USD at time of publication. It's certainly not the worst hat, but it's definitely not at the level of the best hats available. It's valued lower because the effect is "lower tier" and Spy hats generally cost less (because he spends most of his time disguised).

Now, let's take a look at the other end of the spectrum. The hat in the image below is worth roughly$1,500 USD. Why? Three main reasons:
  • It's a hat which three of the most popular classes can wear (Soldier, Heavy, and Medic).
  • The hat itself is visually similar to that worn by M. Bison from the Street Fighter series of games.
  • Sunbeams is a highly-desired effect on any hat.

These attributes combine into the Sunbeams Team Captain, which is worth approximately 50 buds:

(Sunbeams Team Captain. $1500.)

This provides a great opportunity to segue into my next point, which is to explain the reasoning behind hat values.

I'm going to say it upfront: it's arbitrary. The entire TF2 economy is arbitrary, and it's a fascinating microcosm in which its denizens have created a barter system which is both intricate and idiotic (to some).

Anyway. Unusual hats, as I said before, are composed of two components: the hat itself and the effect attached to it. Both of these have different levels of desirability, which can be bewildering to new traders. Not to worry, though: I'm here to explain!
Hat Tiers
I'm not going to go through every hat and assign it a value - that'd be an exercise in futility, as I'm sure the great folks at Valve are working their robotic hineys off, modeling and texturing new hats for TF2 players to buy and trade. I'm just going to point out some stereotypically "top-tier" hats and some bottom-tier ones, also known as "cancer". I know that "cancer" sounds like I'm some sort of /b/tard, but that's actually what traders call it. Their words, not mine!

Some top-tier unusual hats include:
  • The Team Captain
  • The Surgeon's Stahlhelm
  • The Killer Exclusive
  • Samur-Eye
  • El Jefe
  • Villain's Veil
  • Triboniphorus Tyrannus
  • Troublemaker's Tossle Cap
On the other hand, you've got some seriously ugly hats classed as cancer, including:
  • The Nanobalaclava (which I, personally, have a soft spot for)
  • Coupe D'isaster
  • Madame Dixie
  • Dread Knot
  • Geisha Boy
  • Janissary Ketche
  • Doctor's Sack
(Sunbeams Nanobalaclava, owned by yours truly. $120.)
Effect Tiers
Fortunately, there aren't nearly as many unusual effects as there are hats, so I'm happy to list them out here - though I might miss a few! Please note that this is all subjective, and I'm sure that some people will disagree with me.
  • Top Tier
Includes effects like Burning Flames, Scorching Flames, and Sunbeams. Also includes some exclusive Halloween effects like Cloudy Moon and It's A Secret To Everybody. These are the best and most expensive effects that you can get, and they look absolutely <em>fabulous</em> - and, as you'd expect, they command a premium price. Hats with these effects can cost anywhere from 4 buds (cancer hats) to 100 buds (the Burning Flames Team Captain is an example of this).
  • Mid-Tier
These effects fall just a little short of being the best available - this tier includes Green Energy, Purple Energy, Circling Heart, Haunted Ghosts, and Cauldron Bubbles.
  • Low-Tier
Now we're at the effects which not everyone loves, or which are valued lower than the rest. In this tier, we've got effects like Vivid Plasma, Searing Plasma, Stormy Storm, Blizzardy Storm, Smoking, Steaming, Orbiting Fire, Eerie Orbiting Fire, and Orbiting Planets. These effects aren't the worst by far, but they're not the most desired either.
  • Cancer-Tier
Now we're in the realm of "oh my gosh, this hat is going to be hard to sell unless it's a high-tier hat". The effects on these hats are either ugly as heck or aren't visible enough for people to notice in the heat of battle - this includes stinkers like Orbiting TF Logo, Orbiting Peace Sign, Massed Flies (occasionally worth quite a bit with certain hats), Bubbling, Green Confetti, Nuts n' Bolts, and Purple Confetti. The absolute worst hats with these effects will sell for as little as eleven or twelve keys.
(Purple Confetti Furious Fukaamigasa. $24.)
Hold on – you keep talking about keys and buds. What the heck are they?
Aha. This bit is important. Mann Co. Crate Keys (also just known as "keys") and Earbuds (shortened to "buds" usually) are the de facto currency of the Team Fortress unusual trading economy. Keys are worth about $1.25 each, and, at the time of publication, buds are worth approximately $32 each. Other, more expensive items exist as lesser-used currencies (such as Max's Severed Head and the appropriately-named Hat of Undeniable Wealth and Respect), but they're really only used in really big trades - so, usually, you'll see traders asking for x amount of keys for their cancer hat, or y amount of buds for their Nuts n' Bolts Surgeon's Stalhlhelm.

If you want to do any sort of trading for unusuals, it's imperative that you have either one of these currencies - nobody will sell to you otherwise.
I unboxed an unusual. What’s it worth? Is the deal I got offered worth it?
Firstly, pricing unusuals is tricky - there are lots of different sources for pricing of unusuals, and some are more reliable than others. Lots of people use TF2PriceCheck's Unusual Bible, but I've found that it's often susceptible to outdated prices and bias by the few people who bother to "set" prices. On the other hand, backpack.tf's price list is democratically determined by people who actually have to provide proof of the hat's value (trades where it's sold at a certain price, etc.), which is why I wholeheartedly recommend it. However, again, it's important to note that not all prices on the site are accurate. When in doubt, submit a price check request to /r/TF2Trade and you'll (hopefully) get a good range of opinions.

Of course, it's up to you what you sell for, but backpack.tf is generally a good guide for a ballpark price to set on your precious hat.
(Stormy Storm Triboniphorus Tyrannus. $130.)
What is a shark?
A shark is someone who preys on new users by offering them low-value items for the new user's high-value items. Here's an example:
  • Shark sees Unassuming Noob unbox a Green Energy Fruit Shoot and immediately sends a trade request.
  • His interest piqued, Unassuming Noob accepts the trade request, excited that he'll get something really nice out of this trade for his shiny new hat.
  • Shark tells Unassuming Noob that his new hat is only worth, say, five keys (or offers a few laser weapons). Unassuming Noob, being the new player that he is, accepts Shark's lie as truth, and goes ahead with the trade.
  • Upon completion of the trade, Shark leaves the server immediately and goes to sell off the Green Energy Fruit Shoot for 3 buds - a ridiculous profit.
  • Unassuming Noob eventually finds out that he was sharked, and is sad about it.
Sharking is ridiculously immoral, and only ♥♥♥♥♥♥♥s do it.
Someone offered me PayPal/WebMoney for my hat. Should I accept?
This really depends on your level of experience with unusual trading. If you’re new to it, I would highly recommend that you only trade for TF2 items like buds and keys. If you’ve done a bunch of unusual trading before, then feel free to make your own decision on it, since you likely know the risks behind selling hats for money.
(Massed Flies Grim Hatte. $180.)
Conclusion
Y'know those nights where it's nearly midnight and you feel a bit like writing a guide to help noobs out then it's 2 AM and holy ♥♥♥♥ I need to get up at 7 tomorrow morning?

Yeah.

Anyway, I hope I've stayed coherent throughout this - I'm talking from experience, though I'd very much like to thank, in no particular order:
  • the lovely folks at /r/tf2trade and the associated Steam group - they're always very happy to explain things to new players and often spend their time making guides on how to profit from trading
  • shokwaav, for making (and allowing me to use) the fantastic screenshots included in the article, which demonstrate unusual hats and effects
  • Brad Pitt (not the actor!), for starting the backpack.tf community
  • base64, for providing some absolutely fantastic data on the economy through TF2Finance.

That's all for now.

Team Fortress 2 - A guide to rocket jumping for new jumpers.

This guide is directly aimed at people who have little to no experience in rocket jumping. I will be showing you how to rocket jump in any way possible. Rocket Jumping and the techniques you use in it can be intergrated into all classes, such as using enemy explosives to launch yourself into midair hurling yourself at your enemies, or using the strafing techniqe in midair to confuse the enemy with strafe patterns. Strafing is really useful becuase it allows you to control your direction in the air without loosing speed which helps you to play agressively and when you need to escape quickly. Rocket jumping is a easy thing to learn and will indefinately help you become better at Team Fortess 2.

Section 1 - Basic jump
Read intro above first

In this section you will be told how to do a Basic Jump. This involves practice and it may take a while to get grips with.

Classes
The Soldier can Rocket Jump by jumping and then shooting a rocket underneath him (in a nutshell). This is the most common form of Rocket Jumping and the easiest way of learning to do so properly.

The Demoman uses the Stickybomb launcher to propel himself over large areas. This is a easy 'form'of rocket jumping and can be used effectively with little practise.

The Engineer can use the rocket of a level 3 sentry gun to propel himself to otherwise unreachable areas. This is useful for sentry placements. It is pretty straight forward so just use the instructions on how to Rocket Jump and I'm sure you can figure it out.

The Pyro doesn't exactly rocket jump, he uses the rockets of foes and then reflects them behind him to create a explosion to push the pyro into mid-air. This is really advanced and is hard to do. I wont cover this in my guide as I don't have much experience in the subject.
Section 2 - What you need to practice
The Jump

Firstly I am going to tell you how to do a basic jump. You should learn to do basic jumping with thesoldier before you start using the demoman for practise. This is important becuase the demoman's style of rocket jumping involves less movement and stragety with more power. This is useless becuase the idea of rocket jumping is to get as much distance and/or height out of a jump as you possibly can, and learning this with the demoman makes it much harder to measure progress.

Becuase you are going to be practising how to rocket jump, you're going to be shooting the floor alot (and failing jumps) which will involve damaging and therefore killing yourself alot. To reduce the stress and the chances of giving up, try and get your hands on a 'rocket jumper'. This is very useful because it allows you to do no damage to yourself whilst allowing you to propel yourself at the normal power of a normal Rocket Launcher. If you do not want to buy one or trade one with another player (for roughly 2 to 3 weapons), you can simply rent it from the store for a few days at no price. This is instantly rentable at all times (even straight after it just expiring) as long as you have no current weapons being rented.

A weapon with the same traits as the Rocket Jumper does exist for the demoman, this is called the 'sticky jumper'. This is also rentable from the store but like I mentioned before, you should learn to rocket jump with the soldier, so rent a Rocket Jumper instead!



Also I am sure that there are servers with low gravity or no fall damage which will also aid you when you start to fall to the ground. I strongly recommend that you practise on a private server, this means that you will have no ping as the whole game will be run on your computer. This requires NO INTERNET CONNECTION so it shouldn't cause any problems what so ever in that department. This is easily done so, by opening the main menu screen and then Clicking the small 'plus' icon on the 'servers' button. It opens a menu that allows you to pick your map to practise in and easily get started. This requires NO mods or extra work and can be done as soon as the game is downloaded, so don't worry! Below is a TUTORIAL...

Section 3 - The actual jump
Now that you have the right tools and the right environment to train in (soldier, rocket jumper and a private server) you can learn to rocket jump! When rocket jumping, you are meant to be jumping in the air and creating a space for rocket to explode and therefore launch you into the air. To do this you need to create as much space as possible. You can do this by crouch jumping. This form of jumping on the ground is the only way that you can get the maximum distance between you and the ground for the actual rocket jump. You will have to get to grips with jumping and crouching at the same time. This is very important as this is the part that creates a succesful rocket jump. When you are doing this you should practise doing this in all directions and also whilst staying still. It is easy to practise this techniqe whilst playing on a normal server and also teaches you to multi task and easily do this without thinking about it. When doing so makes you a smaller target to hit which is an example of how useful rocket jumping can be.

Now that you can 'crouch jump', you can learn to rocket jump. Firstly you are going to pracitse a straight forward jump. This means that you aren't moving in any direction and therefore should be going straight up. To do this, crouch jump and then, shoot a rocket underneath you. When you are doing so, you should be shooting your rocket straight after the jump but not instantly! Otherwise the rocket will simply push you up in the air slightly, meaning you can't jump and create that 'maximum distance'. I personally always hold crouch after firing the rocket. I do not know if it makes a difference, it is a habit I have developed that I reccomend you use becuase it also neccecairy for chain jumps(using your momentum and multiple rockets at the same time.) Now that you have learnt to basic jump, you should practise this and try to perfect how high you can get. I strongly recommend practise before proceeding in the guide, be patient.

Now you can jump. Jumping basics with direction are a different. Holding forward is bad when rocket jumping as all it does is push you down and decrease your momentum. It may be the natural impulse but believe me, it doesn't help. You need to develop the habit of not holding forward as it is not in any way useful. To basic rocket jump with direction, simply walk forward using all the information given so far. This should be easy to get to grips with.
You should start trying 'senarios', by which I mean finding ways to use basic rocket jumping into a useful thing.

The video below shows some basic jumping, then advanced jumping, you will not have learnt the more advanced jumping and it will be explained in section 2.

Section 4 - Advanced Jumps
In this section I will show you how to do more advanced jumps. This should be much easier learn because you now know the basics and how the jump works. In this section you will learn how to use rocket jumps agressively, defensively and also to make you alot more mobile.

The thing in rocket jumping I use the most, is strafing. This is very important as it is basically the steering mechanism that you use which makes you a 'rocket jumper'. Strafing is using the momentum of the jump to move you forward and the actual strafing is chaning direction without removing that momentum. This means that you don't press forward. EVER.

Before explaining how to do it, watch the video below that can give you an idea about what strafing is.


Strafing is quite hard to learn in my opinion. You shouldn't be expected to learn this easily. In order to become a good jumper, you need to learn this as using the direction keys to make you move in mid air will not work. Strafing is using the momentum from your jump to push you forward. You can then use this technique to turn you in a direction without decreasing speed. To strafe you use only your mouse, and the left and right keys. The mouse and the key direction that you want to turn in work together, you can't use one or the other. To turn, you press the key direction you want to turn, and look in the direction that you are turning. You should do this slowly at first but refer back to thee video if you don't understand what I mean. When you are doing this, you need momentum in a jump, so going straight up will make it hard to move forward and you'll just fall in a spiral. This is the hardest but the most useful part of jumping as all classes can use this when in midair. This is a good way of turning becuase you aren't loosing any momentum and have the potential to turn really fast.

Once you have learnt this you should be confident with your jumping. You should be able to use this in all classes. It is good if you get into this habit and using it in every jump because you have much better control and makes you a much harder to hit target. You can use this to creat unusual flight patterns which makes you a very hard target to hit. Using this with crouch jumping makes you even harder to hit.

The next part is chain jumps. A chain jump is using your momentum in a rocket jump to help propel you in the next one with out stopping. A perfect example of this is the last jump in the last video of section one. Chain jumping requires you to always hold down crouch and have good timing. I can't explain this very well. The way I learnt was by watching YouTube videos of people doing it and also going on rocket jump servers. I can only tell you that you need to practise timing and when you are jumping, you are ALWAYS holding shift. Like I said, just watching people who make chain jump videos will help you.

I also reccomend looking for map chains, ike in the video above, I did one of the jump chains for badwater payload.
Section 5 - Conclusion
So after following this guide chronologically, you should have a better idea about rocket jumping atleast. Remember, you can use this in all of your classes in some way or another. Hope this helps somewhat.

Happy Jumping.

Soldier: the basics.

Overview:
The Soldier, one of the easiest classes to begin as and one of the hardest to master, is a well-rounded class that essentially has no specific niche to fill on the battlefield, but can easily adapt to fill just about any role that your team will need. Being the second hardiest class, the Soldier has the ability to soak up and deal large amounts of damage, while retaining many options for high mobility, unlike some of the classes with faster base speeds. This is what makes the Soldier a popular class not only for beginners, but also for more professional players of TF2.

Some basic facts about the Soldier:

-200 health points (second highest in the game)
-80% movement speed, 72% while walking backwards (second slowest in the game)
-Has a high damage primary that can kill most classes in 2 rockets.
-Can rocket jump at the cost of health to greatly increase mobility
-Primary has a low clip size, and lengthy reloads, manage your rockets wisely

Basic strategy:
-Try to aim directly at your opponents feet, as it will give your rocket the most reliable damage.
-Rocket jump not only for increased mobility, but to gain a height advantage.
-Keep your launcher fully loaded, you never know for sure what lies in the future.
-Crouch, jump, and fire a rocket at your feet for maximum performance in a rocket jump.
-Only engage enemies in close to medium range combat, you will perform poorly at longer ranges.

Now that the basics have been taken care of, it is time to get more in depth on the weapon choices available to the Soldier.
Primaries:
The most defining characteristic of Soldier gameplay is his use of rocket launchers in combat. These launchers are useful for dealing high damage per hit, dealing splash damage, and rocket jumping to otherwise secluded locations. All primary launchers have 20 rockets in reserve at spawn.

The Rocket Launcher

With no stats modified, this is the absolute best all-around primary for Soldier. It is generally regarded as the best launcher by many players because of its universal utility. I highly recommend the use of this launcher for all skill levels of Soldier because of its well rounded stats, which perfectly fits the essence of what a Soldier is, a class that is good at everything but the best at nothing. Use this launcher if you are beginning to play, if no others fit your playstyle, or if you need an all around launcher.

Stats:
-Base damage: 90 (medium range:90-50)
-Maximum ramp-up: 112 (close range:105-112)
-Maximum fall-off: 45 (long range:60-45)
-Critical hit: 270
-Mini-crit: 122-151
-Splash radius: 10.6 feet (minimum splash fall off:50%)
-Rocket jump damage:27-46
-Fire interval: .8 seconds
-Initial reload: .92 seconds
-Consecutive reload(s): .8 seconds

The Original

Although this launcher is statistically the same as the Rocket Launcher, it has a twist, it fires rockets from the center of the screen, instead of from the right. This change is generally regarded as a preference change, as both rocket origins have their benefits and drawbacks.

Stats:
-See Rocket Launcher


The Direct Hit

This is the most powerful launcher in the game, no argument. Not only is this launcher's base damage the same as the the Rocket Launcher's maximum damage, it also travels at a speed 80% faster than the Rocket Launchers. To make this launcher seem even more overpowered, it will also score mini-crits on any target launcher airborne by explosives. So why has this second oldest launcher in the game not recieved a balance change yet? The answer, it has a 70% smaller splash radius. This fact is enough to deter many players from the launcher because splash damage on the Direct Hit is incredibly unreliable, in other words, aim directly at your enemies. This launcher is also excels against slow targets, and many Pyros will have trouble airblasting these rockets. However, Scouts are generally hard to hit because of how unpredictable they are, and the loss of blast radius severely hinders effectiveness against Scouts.Do not be discouraged if you perform poorly with this launcher at first, it is harder to use than other launchers, but is incredibly powerful when used properly, and training will pay off in the end.

Traits:
+80% faster rocket speed
+25% more damage
+Mini-crits targets launched airborne by explosives
-70% splash damage radius

Stats:
-Base damage: 112 (medium range:112-80)
-Maximum ramp-up: 140 (close range:140-120)
-Maximum fall-off: 57 (long range:72-57)
-Critical hit: 338
-Mini-crit: 152-189
-Splash radius: 3.2 feet (minimum splash fall off:50%)
-Rocket jump damage:27-46
-Fire interval: .8 seconds
-Initial reload: .92 seconds
-Consecutive reload(s): .8 seconds

The Black Box

Although only two attributes of this weapon have been changed from the Rocket Launcher, this weapon proves to be an effective alternative to the Rocket Launcher, given the right circumstances. This launcher allows the Soldier to regain 15 health for every succesful hit on the enemy at the cost of one rocket per clip. Although this may seem to be a simple change, this has significant changes on the usefulness of this weapon. The reduced clip size puts more strain on accuracy, although not quite as much as the Direct Hit would. The lower clip size also means that effectiveness against sturdier characters is reduced, as the missing rocket can be the rocket that is the difference from getting a kill and being killed. The health bonus is helpful when there are little healing sources on the map, and can be useful for regaining some of the damage that lighter classes cause at medium ranges. This healing will not cause afterburn or bleed damage to cease. Use this when the number of healing sources on the map are low, and there are many smaller classes on the battlefield. Stay away if the opposite is true.

Traits:
+15 health on succesful hit
-25% clip size

Stats:
-Base damage: 90 (medium range:90-50)
-Maximum ramp-up: 112 (close range:105-112)
-Maximum fall-off: 45 (long range:60-45)
-Critical hit: 270
-Mini-crit: 122-151
-Splash radius: 10.6 feet (minimum splash fall off:50%)
-Rocket jump damage:27-46
-Fire interval: .8 seconds
-Initial reload: .92 seconds
-Consecutive reload(s): .8 seconds

The Liberty Launcher

This launcher boasts a increased rocket speed, similar to the Direct Hit, although the increase is only half of the bonus the Direct Hit recieves. Not only does this launcher have an increased rocket speed, but it also retains the same splash damage radius as the the Rocket Launcher. The Liberty Launcher also allows the user to take less self rocket damage. So, what's the catch? A sharp decrease in damage. This launcher suffers a damage decrease that is just enough to generally force the user into using one more rocket than would be necessary otherwise, and the rocket speed increase is greatly needed for beginners to use this launcher effectively, and this launcher will just be a hinderance to players already accurate with other standard speed launchers. This launcher makes a sacrifice in necessary damage for slightly increased mobility chance, and the trade off is generally not worth it.The rocket speed increase is also barely enough to throw some Pyros off guard, but many still can reflect these rockets with ease. Only use this launcher if you have great accuracy with it, or there are many Scouts or less skilled Pyros. Do not use this launcher if there are many medium to heavy classes in the match, or if you do not mind losing a secondary to gunboats. If there is one launcher I would recommend that you stay away from, it would be this one.

Traits:
+40% Rocket Speed
+25% less self damage taken when rocket jumping
-25% damage

Stats:
-Base damage: 68 (medium range:68-50)
-Maximum ramp-up: 84 (close range:84-70)
-Maximum fall-off: 36 (long range:45-36)
-Critical hit: 203
-Mini-crit: 92-113
-Splash radius: 10.6 feet (minimum splash fall off:50%)
-Rocket jump damage:20-35
-Fire interval: .8 seconds
-Initial reload: .92 seconds
-Consecutive reload(s): .8 seconds
Primaries (cont):
The Cow Mangler 5000
This retro-futuristic launcher is statistically and functionally very similar to the Rocket Launcher, possibly even the closest launcher in function to the Rocket Launcher. It's defining characteristics are the lack of need for ammo and the alternate fire mode. The Cow Mangler uses a scientific concept that humans do not understand yet and can only be theorized about to generate infinite ammo, which means you will never be a burden on Engineers if you use both energy weapons that the soldier has. Also, this launcher feature a charge shot for alternative fire (activated with the right mouse button). This shot utilizes all four of the projectiles the Cow Mangler can store at one time to fire an automatic mini-crit rocket that not only catches enemies on fire, but also disables buildings for four seconds. This leads to the downfalls of this weapon, it lacks the ability to crit entirely, even through crit boosts, such as from the Kritzkrieg. Even though this weapon is somewhat of a long ranged sapper with its alternative fire, it is incredibly weak against buildings, do not even waste your time when the Engineer is still alive. This weapon is probably the most interchangeable with the Rocket Launcher out of all of the choices, and is an all around weapon. The only time to not use this launcher is when there are many Mini-sentries, while it is arguably better for Sentries.

Traits:
+Does not use ammo
+Alt-fire: A charged shot that mini-crits players, causes them to suffer afterburn for 6 seconds, and disables buildings for 4 seconds
-No critical hits, at all.
-Deals only 20% damage to buildings

Stats:
-Base damage: 90 (medium range:90-50)
-Maximum ramp-up: 112 (close range:105-112)
-Maximum fall-off: 45 (long range:60-45)
-Critical hit: 270
-Mini-crit: 122-151
-Splash radius: 10.6 feet (minimum splash fall off:50%)
-Rocket jump damage:27-46
-Fire interval: .8 seconds
-Initial reload: .92 seconds
-Consecutive reload(s): .8 seconds

The Beggar's Bazooka
The newest and craziest addition to the launcher family is the Beggar's Bazooka. This is the most game play altering launcher in existance because of the way it works. This combination of scrap metal (literally) has the ability to essentially load rockets in its chamber, and release them all at nearly the same time. This launcher can fire three rockets nearly simultaneously, and can completely dominate enemies in close to medium ranges. This range, however, is the full extent of the Beggar's Bazooka, as the rockets ejected by this launcher will not travel in a straight line towards the enemy, but instead spread out in a varying pattern. Overloading this launcher will also cause a misfire, a very damaging outcome that typically halves a Soldier's health, and reduces the rockets in the chamber by one. Although it is possible to achieve great rocket jumps with this weapon, it is generally more challenging to pull it off because rockets can not be fired on command. The airstrikes that are possible by this weapon are very devastating if done right, because up to 3 rockets will essentially be released on target all at the same time. Although this weapon may seem to be designed to appeal to a lower skill class at first, there are many interesting strategies with the Beggar's Bazooka that make it worthwhile. Pyros also may have a harder time airblasting your rockets without injury. Use this launcher on closer ranged maps, and if you can easily dive bomb enemies. Do not even attempt to use this launcher at long range, it is very ineffective, and do not use it if you do not have greater map knowledge.

Traits:
+Hold fire to load 3 rockets
+Release fire to launch rockets at a 70% increased fire rate
- + 3 degrees in projectile deviation
-Has a 30% slower load time
-Overloading the chamber causes a misfire
-Can not collect ammo from dispensers


Stats:
-Base damage: 90 (medium range:90-50)
-Maximum ramp-up: 112 (close range:105-112)
-Maximum fall-off: 45 (long range:60-45)
-Critical hit: 270
-Mini-crit: 122-151
-Splash radius: 10.6 feet (minimum splash fall off:50%)
-Rocket jump damage:27-46
-Fire interval: .24 seconds
-Initial reload: 1.20 seconds
-Consecutive reload(s): 1.04 seconds
Secondaries:
Although not as powerful as the Soldier's launchers, the collection of secondary weapons the Soldier boasts can cover a wide spread of abilities that the Soldier can utilize to help him in the fight. There are three main categories of secondaries, damaging, team-supportive and self-supportive.

The Shotgun
Although not quite as powerful as the launchers, the Shotgun can pack a serious punch in close range when your choice of launcher is not ready to fire. Along with the Rocket Launcher, this is the go to weapon for most soldiers, and for good reason. It covers the probable self injury of using a launcher in close range, and is a perfect finishing weapon. I recommend beginning with the Shotgun, and testing out new things once you have a good feel for it, as it is a pairs perfectly with any Launcher.

Stats:
-Base damage: 6/pellet (medium range:30-10)
-Maximum damage: 9/pellet (close range:90-80)
-Minimum damage: 3/pellet (long range:10-3)
-Pellet count: 10
-Pellet spread: 30:1 (Hammer Units(H.U.) away from target, H.U. of spread on target)
-Critical damage: 18/pellet
-Mini-crit damage: 12.15-8.1/pellet
-Fire rate: .625 seconds
-Initial reload: 1 second
-Consecutive reload: .5 seconds

The Buff Banner
The original banner item, or team support item, is the most offensive based. Upon dealing enough damage, a meter will fill, and blowing the horn that comes with this item will give the Soldier and his teammates in a certain radius 100% mini-crit chance until the charge resets to zero. It is somewhat like a team-centered Kritzkreig buff, but watered down to be used by everybody near the Soldier. This item is great when pushing into an enemy controlled area, as the mini-crits make short work of just about every class that you may encounter in a push. Although it can be used alone, it is much more effective when used in conjuction with teammates. Use this item when you know a large group of enemies is close to your current location, as you and your team will decimate the opposing force as you push against them. I recommend only using this secondary with a launcher that you are comfortable with, as you lose the direct help a shotgun would give you.

Traits:
+When activated at 100% charge, this item grants the player and nearby allies mini-crits for 10 seconds
~Activation can be delayed

Stats:
-Takes 600 damage to full fill the rage meter
-Range: 450 H.U.
-Activation time: 3 seconds

The Gunboats
The original self supportive wear would be the gunboats. Although this does not provide any benefit to your team, this items provides support to yourself whenever it is needed. This item is generally overlooked by new players, this item is very beneficial to any Soldier that frequently rocket jumps, as a great deal of the damage is reduced from rocket jumping. Not only does this item grant you a survivability bonus, but nothing needs to be activated or presently out to use this item, the Gunboats are completely passive, and will always give a Soldier a reduction to damage when they rocket jump. The Gunboats are great if you are well versed in rocket bombing as well, as you can perform it frequently without the need for frequent resupply of health. This is a great alternative to the Shotgun if you can aim well with your launcher of choice. As with every other supportive weapon, I recommend that you use a launcher that you are comfortable with while using this item.

Traits:
+60% less damage taken from rocket jumps
~grants this ability passively

Stats:
-Rocket jump damage reduced: 11-18

The Battalion's Backup
Like the Buff Banner, the buff given by the Battalion's Backup affects the entire team and the player who activates it. Unlike the Buff Banner, however, the Battalion's Backup is almost a complete counter to what the Buff Banner produces. The Battalion's Backup is a much more of a defensive item, it cuts down damage taken by the influenced individuals, and is even more effective against Sentry damage, and it completely negates critical damage. This negation of critical damage will still cause you to take standard damage, however. Once the player activates the bugle that accompanies this item, the buff begins. This item is a nearly a perfect counter to anything that grants critical damage, and is very useful to push through Sentry nests without building an Uber-charge, or to hold a position against players. As an extra bonus, the Battalion's Backup also adds 20 health as a bonus for using it, allowing the user to intake slightly more damage. As always, only use this item with a launcher you are comfortable with.

Traits:
+At 100% charge, using it grants player and nearby teammates 10 seconds of guaranteed immunity to Critical damage, raises resistance to Sentry Gun by 50% and raises resistance to damage by 35%.
+20 max HP passive for the wearer
~Activation can be delayed

Stats:
-Takes 600 damage to full fill the rage meter
-Range: 450 H.U.
-Activation time: 2.6 seconds

Secondaries (cont):
The Concheror
The third and final buff backpack is the Concheror, an almost purely supportive boost given to your team whenever the need arises. If the Buff Banner was the Kritzkrieg and the Battalion's Backup was the Medi Gun, the Concheror would be the Quick Fix. This banner boasts the boost of not only healing whenever you score a succesful hit on target, but it also increases the speed of your surrounding team so that they can place themselves in any position that is currently needed. On top of the speed boost and health on hit, the Concheror also charges a considerable amount faster than the other two banners, making it much more viable in a pinch, and is more useful for wearing down the enemy over time than waiting for a major group effort to form against the enemy, like the other two banners would call for. The Concheror also causes passive health regeneration. Although this banner doesn't provide a boost as powerful as the other two, it is certainly more spammable, and acts as a medic in a pinch. As with the other banners, use a launcher that you are comfortable with while using this weapon, because of the loss of extra firepower.


Traits:
+While the buff is active, the user and nearby teammates have their movement speed boosted and are healed for 35% of the damage they deal during 10 seconds.
+ 2 health/second regenerated
~Activation can be delayed
~Speed increase is dependant on class, with slower classes benefiting the most, at a 40% increase for Heavy and Soldier, a 37.5% increase for Demoman, a 35% increase for Pyro, Engineer, Sniper and Spy, a 32.8% increase for Medic and a 26.3% increase for Scout.

Stats:
-Takes 480 damage to full fill the rage meter
-Range: 450 H.U.
-Activation time: 3 seconds
-Speed increase is dependant on class, with slower classes benefiting the most, at a 40% increase for Heavy and Soldier, a 37.5% increase for Demoman, a 35% increase for Pyro, Engineer, Medic, Sniper and Spy, a 32.8% increase for Medic and a 26.3% increase for Scout.

The Mantreads
Although the Mantreads appear to look very nice, the item itself is not a very wise choice to use in place of a different secondary. The Mantreads have only positive attributes associated with them, and the attributes may seem useful, even though the do more harm than it is worth. The main feature of the Mantreads would be the huge reduction in push forces, but this is a double edged sword. This has more than enough potantial to save the wearer from enemies pushing them into hazards, such as cliffs, but also reduces the wearer's ability to effectively glide and escape on incoming push forces, such as and airblast into a wall or Sentry fire. This makes a much easier target for enemy players because nearly all weapons with significant push forces do maximum damage in close range, and you will be in much closer ranges against push forces. The other ability of this weapon seems to be rather silly, and mostly useful for experienced rocket jumpers. The Mantreads cause massive damage on impact against an enemy, but shooting them with rockets is more effective anyways. If there was one weapon to not use as a secondary, it would be this one. Try to stay away unless you are on a map with many cliffs, such as upward, or can easily land on enemies.

Traits:
+75% less push force taken from damage.
+3 times the fall damage when landing on an enemy
~Grants these abilities passively.

The Reserve Shooter
The most similar secondary to the Shotgun is the Reserve Shooter. Designed as a compact shotgun for airborne infantry, the Reserve Shooter proves more useful against enemies in the air than the Shotgun because of it's ability of mini-criting airborne targets. To make matter worse for the guy recieving the blow, any player that wields this shotgun is granted a faster weapon switch to make more use of the damage bonus against airborne targets. What are the limiting factors of this weapon, you may ask? The answer is a huge blow to the tube size of this shotgun, only three shells can be loaded at one time. Not to mention, the mini-crits only function three seconds after this weapon is actively deployed. The Reserve Shooter proves as a closer ranged powerhouse than the Shotgun because of these attributes. This weapon targets the Soldier's ability to launch targets airborne, and utilizes this to more easily dispatch of these foes that are unfortunate enough to be trapped in the air. This ability can not be abused, however, because of the time limitations, even though it is reset when the active weapon is switched. It also lacks the Shotgun's ability of suppressive fire. If you can not launch targets airborne or there are not many scouts on the enemy team, this weapon is nearly a direct downgrade to the Shotgun, but it will tear through singular airborne targets, either self propelled or launched by you.

Traits:
+15% faster weapon switch speed
+Mini-crits airborne targets for three seconds after weapon switch
-50% clip size

Stats:
-Base damage: 6/pellet (medium range:30-10)
-Maximum damage: 9/pellet (close range:90-80)
-Minimum damage: 3/pellet (long range:10-3)
-Pellet count: 10
-Pellet spread: 30:1 (Hammer Units(H.U.) away from target, H.U. of spread on target)
-Critical damage: 18/pellet
-Mini-crit damage: 12.15-8.1/pellet
-Fire rate: .625 seconds
-Initial reload: 1 second
-Consecutive reload: .5 seconds

The Righteous Bison
Although seemingly similar to a Shotgun, the Righteous Bison more closely resembles a pocket rocket launcher. This handheld particle smasher might be slightly weaker than the Shotgun in close ranges, but it is much stronger at longer distances, coming close to even outperforming your primary in this regard, and it is a perfect weapon for harrassing enemies at chokepoints or that do not know of your existance. To make this weapon even more effective at chokepoints, it has the ability to penetrate an infinite amount of enemies, while retaining the same damage profile, and can kill high priorty targets behind other enemies. Being an energy weapon, the Righteous Bison has infinite ammo which makes it infinitely more useful for chokepoints and crowd control. On top of this, it's projectile can not be deflected. This weapon, however is not without some serious drawbacks. For starters, it fires a slow moving projectile that can be easily avoided when used incorrectly, and the Bison suffers a clip size reduction as well. Not to mention, the Bison is absolutely terrible against all buildings, do not even waste your time trying to destroy one. The Righteous Bison is a great tool for harassment and in the right hands, it can be very destrutive. However, it generally takes more skill and knowledge to use than the Shotgun, and this can be the user's downfall. Use this weapon when you can hold down a chokepoint, and when you can reliably predict enemy movement. This weapon, however, will be less than ideal when used without practice, as there is no splash damage. Timing is key with this weapon.

Traits:
+Does not require ammo
+Can pierce multiple targets
+Can light friendly Huntsman arrows on fire
+Can hit players multiple times
+Projectiles can not be deflected
-Deals only 20% damage to buildings
-33.3% smaller clip size

Stats:

-Base damage: 16/pellet (medium range:64-16)
-Maximum damage: 20/pellet (close range:80-20)
-Minimum damage: 12/pellet (long range:48-12)
-Pellet count: 4
-Critical damage: 60/pellet to 36/pellet
-Mini-crit damage: 30-16/pellet
-Fire rate: .8 seconds
-Initial reload: .92 second
-Consecutive reload: .4 seconds
Melee:
The Shovel
Although the original is generally considered the best in TF2, the Shovel is generally viewed as worse than other melee weapons that give the user better bonuses. However, some may still use it if they do not want attributes given by other weapons. I still would recommend using a different melee weapon as a substitute that gives a mobility advantage.

Stats:
-Base damage: 65
-Critical damage: 195
-Mini-crit damage: 88
-Attack interval: .8 seconds

The Equalizer
Originally a straight upgrade to the Shovel, the Equalizer was split into two seperate weapons many upddates ago. What was left over that eqaulizes damage done with health left is generally regarded as one of the poorer choices for Soldier's melee not only because it does less than the Shovel when your health is above 114, but also because the Soldier is too slow to utilize the damage increase. It can be useful when in very dire situations as a last ditch effort when the enemy constantly gets close to you.

Traits:
+Damage done with this weapon does more as your remaining health decreases
-Can not be healed by a medic when active, can not call for a medic while active

Stats:
-Base damage: 107-33 (based on this equation: 107.25 − 0.37295 × H, when H=health)
-Critical damage: 321-99
-Mini-crit damage: 144-45
-Attack interval: .8 seconds

The Pain Train
Although frequently harrassed, the Pain Train is great in Payload and Control point maps, as the wearer will count as two people instead of one. The bullet damage can be a factor if there are many bullet based classes on the enemy team, but it can be nullified if your playstyle dictates constant exposure to a cart, which is a constant healing source. The Pain Train is not as bad as many say, and you should consider using it if the opposing team isn't filled with bullet based weaponry and you really need to push for a point.

Traits:
+Increases the user's capture rate by 1 for points and carts
-10% increased bullet damage

Stats:
-Base damage: 65
-Critical damage: 195
-Mini-crit damage: 88
-Attack interval: .8 seconds
Melee (cont):
The Half-Zatoichi
Although more useful with a Demoman, the Half-Zatoichi still can see some viable use with the Soldier. The Soldier, due to his slow movement speed, can not catch up to anything besides other Soldiers and Heavies, and the downfall of this weapon is that it can not be switched out until you get a kill with it. On a kill, however you are restored to your base health of 200, which is very useful in dire situations, and picking off single, unaware enemies with this weapon may be useful to restore health. As a double-edged attribute, this weapon instantly kills any other enemy wielding this weapon, regardless of health. Use this weapon if you can accurately judge when to use it, but using it like other melee weapons will result in death.

Traits:
+On kill: restores user to 100% health
-This weapon is Honorbound and can not be sheathed until a kill is scored
-Instantly kills any enemy that has the Half-Zatoichi active.

Stats:
-Base damage: 65
-Critical damage: 195
-Mini-crit damage: 88
-Attack interval: .8 seconds

The Disciplinary Action
This melee weapon is the supportive melee weapon of the Soldier. WIth the help of a teammate, you can whip yourself and your team to higher speeds, and can make very effective pushes on foot towards enemies, or can push away from enemies. This weapon also features a great melee range for assisting in hits on your teammates so that you can boost yourself and your team without great hassle. The extra range also helps in combat, as an added bonus. However, the Disciplinary Action also features a reduction in damage against enemies, which pushes for it to be used as a support weapon. This weapon is one of the two best melee weapons for Soldier, use it very frequently. Do not use it, however, if you are a total wandering Soldier, as the lack of teammates will defeat the purpose of using this weapon.

Traits:
+70% longer melee range
+On hit ally: boost both players' speed during 4 seconds
-25% less damage done

Stats:

-Base damage: 49
-Critical damage: 147
-Mini-crit damage: 66
-Attack interval: .8 seconds

The Market Gardener
Incredibly useful if its user is well adapted to rocket jumping, the Market Gardener is a downgrade to the Shovel if used inproperly. While rocket jumping, the Market Gardener will score the user critical damage on enemies as long as the enemy is hit while the Soldier is still in the air. Failure to hit enemies will rocket jumping, however, will just cause the player to lose random critical hits. Although this melee weapon will cause the most reliable damage if used properly, its use is limited by many factors, primarily skill. Not to mention, firing a few rockets at an enemy while airborne is safer and will cause more damage than the Market Gardener can. Only use this weapon if you can easily score critical hits with it, and if you are proficient at doing so. Do not use this weapon if you can not score hits, obviously, or if you do not want to sacrifice the mobility bonuses of other melees.

Traits:
+Deals crits while the wielder is rocket jumping
-No random critical hits

Stats:
-Base damage: 65
-Critical damage: 195
-Mini-crit damage: 88
-Attack interval: .8 seconds

The Escape Plan
The other mobility increasing melee option for Soldier, this is generally regarded as another one of the best choices possible. Every time the Soldier is injured, his speed will increase relative to his remaing health,where less health left causes the Soldier to move faster, resulting in the player being more easily able to escape danger posed by the enemy team. This bonus only applies when the Escape Plan is active. This weapon has the bonus of only relying on yourself for the speed boost, rather than other teammates to get a boost. As a drawback, Medics can not heal you as long as this weapon is currently active, and mini-crits are taken as long as this weapon is out, and a while afterwards, to discourage easy, undeserved escapes from combat. Although this weapon is not without serious drawbacks, use this weapon frequently, as when used in wise moderation you will be able to escape from impending danger without any assistance from your team. It is perfect for wandering Soldiers, as they do not encounter their own team frequently. Do not use this weapon if you are frequently found with the bulk of your team, or can not make good decisions about when to try to escape.

Traits:
+Movement speed increases as the user becomes injured
-Mini-crits are taken while this weapon is active, and for 3 seconds after it is switched out
-User can not be healed by Medics, and can not call for Medics.

Stats:
-Base damage: 65
-Critical damage: 195
-Mini-crit damage: 88
-Attack interval: .8 seconds
-Rough speed increases are as indicated:
Health remaining- Speed (H.U.)- Relative speed increase-
300-161- 240- 0%
160-121- 264- 10%
120-81- 288- 20%
80-41- 336- 40%
40-1 384- 60%


Suggested Loadouts:
These could either be loadouts that I personally find effective, or that would work well together in theory. Just because they work for me or in theory does not mean they will be as good for you, as your own stylized loadout is better than anyone elses for you. If I see any stand-out ideas in the comments, I will add them.

Loadout A:
-Rocket Launcher
-Righteous Bison
-Disciplinary Action

Loadout B:
-Direct Hit
-Reserve Shooter
-Escape Plan

Trolldier:
-Rocket Jumper
-Mantreads
-Market Gardener
Future
I will listen to any ideas that you may have.

Looks like I may do more class guides if enough people want me to, I would like to do Engineer and/or Medic because I have the most play time and experience in these two as well as Soldier, but I could try anything.

Understanding and loving your MeeM (Medic)

Intro
Hello everyone and welcome, today we'll be talking about the medic and how he supports and pushes the team, we'll be going over weapons, healing priority, supporting your medic and general tips on how to stay alive and healthy for the team.
The medic then and now
Back in 2007 when TF2 was still in it's baby steps and hats weren't a thing at the time the medic had 3 things going for him: healing, being German, and being the second fastest class in the game. before the first big patch (the gold rush update in 2008) he was the least played class, after the update he became the third most played class with the introduction of the Ubersaw, Kritzkrieg, and Blutsauger.

A few patches and hat jokes later we get the 2011 summer update being the uber update show casing new weapons, hats, and a long awaited meet the of some peoples favorite class: the medic, not only did it mark the F2P era but medics roll as a healer changed by adding the quick fix, not by much, but it opened some windows, go a bit further and we hit the mecha engineer with three new weapons one of them being the Vaccinator a medi-gun that helped suppress damage to a point, go just a bit further and we hit two citys reworking medics role in MVM and buffing and nerfing a few things with his weapons and healing items along the way.

Now that I've covered history lets move on to the mann behind the medicine.
The meem behind the mann
Medic alone isn't too strong much like how one ant can't hold against a larger bug, but like an ant it has others that can help it fight and that's where the medic gets it's strength, other players and well planed team work.

Depending on how you play medic comes into play as well, here are some examples:

  • I'll heal you and only you (Pocketing)
  • You get a heal and you get a heal, and you... (Basic meem)
  • I got the krizs (Damage dealing)
  • I know you're 5 yards away and everyone's after you but i swear on my gibus I'll save you (Overly protective kamikize medic)
  • Double medic over easy (Uber chain)

Now lets get into more detell into the play styles I just named out:

  • Pocketing- This tacit is used for players that aren't use to the game yet, or know each other from steam or real life, although not the best form of medicing it's helpfulness depends on 2 things communication and player skill, the four classes that usually fall in the pocketing catagory is HeavySodilerDemoman, and Pyro.
  • Basic MeeM-This is how most medics play either on a pub or reguler severs they go to, the way this works is you heal and keep everyone alive while at the same time keeping your self away from any unwanted guests that wish to take a good look at your hat with a knife in your back.
  • Damage dealing-This tacit is mostly for defensive pushing or if there's an uber medic on the field to help keep you and you're heal target alive and well when doing an offensive push.
  • Overly protective kamikaze medic-This is a very high risk move, battle medic isn't something that's seen and done well often but if pulled off right you can save some players and look good doing it.
  • Uber chain-It falls under pocketing but works a little differently basicly you heal one medic and he heals you back, both of you have an ubersaw, you uber and he attacks with said ubersaw if he has ubercharge it's your turn to do the same, repeat for maxium hat points.

Now for some little tips about the medi-gun the longer a player is hurt the greater the heal rate, it works the same way with your heath regen going up to 6 health points of heath regen.

Now you have an idea on what to expect or what kind of meem you are when playing a game with other people, lets move to weapons and medi-gun tactics
A medi-gun a day keeps the grim reaper at bay
Now here comes the real kicker weapons and medi-guns for our meem, everyone has a fancy to some weapon either you're a kritz, normal medi or quick fix your job is still the same healing lots and lots of it, now let me explain how each weapon works and show you my load outs to give you an idea as to why I use them.

  • Default Medi-gun (grants invulnerability for 8 seconds)
  • Default Syringe gun (base damage of 10 on hit per syringe)
  • Ubersaw (on hit gives you 25% ubercharge on hit).
There is nothing wrong with going default if anything it's one of the better ways of playing the game but a little change of pace is always nice, with this set you have a way of getting more uber from the ubersaw if you're able to hit someone that is, have invulnerability for 8 seconds and able to take out some low health classes with you're tiny baby syringe gun.

  • Kritzkrieg (Lose the use of invulnerability but grants kritz for 8 seconds and builds 25% faster then the default medi-gun)
  • Overdose (10% less damage but depending on your uber rate makes you move just a bit faster when held out)
  • Vita saw (10% less health but retain 20% of the uber you may have lost).
The focus of this set is pull out an uber quicker and to have better movement speed so you can get to the front lines quicker and crit ahead of time as well, you're a glass cannon but with the right team you'll dish out a lot of damage and keep everyone alive and heathly.

  • Quick-Fix (Lose the use of invulnerabillty, but grant a mega heal that heals 120% on uber and gain resistance to push back and stun, also 40% heal rate, 25% uber rate, match the speed of any faster heal target, and jump with any Demos or Slodiers explosive jumping.)
  • Crusader's Crossbow (Fires blots that heals allied targets that heals more health the farther your target is. The same goes for damage done to any enemies.)
  • Amputator (20% less damage, when held you gain 3 extra points of healing on self, and when taunting heal every alliy around you).
(This one and the next would have a picture to them but steam isn't liking me so you'll have bear with me on this)
The last two were for a good push to the other team now we're getting into pure defense and healing benefits, with this set you're strictly a healer keeping everyone alive long to short range the cross bow is for allies that are hurting but are to far away from your medi-beam the bolt can heal most target back to full health granted if you can hit the sucker, The Amputator can heal many players at a time if they're in the field that is and lastly the Qucik-fix, this medi-gun gets a lot of flak for the fact it's just more healing and nothing else, well yes it's nice to have a meem with the default or have some kritz on the side but what some people don't understand is it's a pure defense medi-gun, sure the healer can still die from a charged head shot or back stabs and a horde of emenys but you shouldn't be pushing with a medi-gun like that. The way i see it is:it's a medi-gun that does it's job and it does it well, it heals fast and lets you ride with sticky/rockect jumpers as they're flying in the sky.

  • Vaccinator(50% uber rate, -66% over heal time, has three resistances types bullets, fire and blast damage, 10% resistance to selected damage when ubered 75% resistance to the selected damage and cannot be damaged by crit damge either from the selected typed)
  • Blutsauger(+3 health on hit but -2 heath regen)
  • Solemn Vow(can see enemy health
(FILLER FILLER FILLER FILLER FILLER FILLER)
Now with this set you've got to know the enemy a little bit, also to know when to switch resistances at the right time, this medi-gun can really pack a punch if used in the right hands It's only draw back is over heal takes a whlie and melee doesn't count to any of the resistances you have so you're out of luck if a demoknight comes in and says hello with his talking sword says he wants your head but really he wants your hat the solemn vow helps give you some control with enemy health so you know if it's a good idea to face the enemy or not, the Blutsauger can help in those dire needs of heal if none is around at the time but is a little risky so say the least.

Alright we've gotten weapons down lets move on to other classes and how they can help the medic in his quest to Oktoberfest.
Is tea time doctor
Having a medic is a wonderfull thing, think of him as a pretty woman, protect her with you're life becuase shes the best thing you got right now in the sever.

Getting that out of the way lets look at each class that helps the medic carry on with his healing quest.
  • Scouts Mad milk, Heavys Sandvich, Sinpers Jarate, Pyros air blast and Engi's dispenser can extinguish a medic that's been set on fire from a pyro or a charged Cow mangler.
  • Some medics are still new to the world sometimes they'll be low on health but they don't know where it may be to get some, if it's safe, guide him to some health or to a nearby dipenser so he can breath easy and lead the team to victory.
  • Demos and Soilders can jump to great highs so it's importent to know that even if you have the means you should stay with your meem or at lest let him give you an over heal so you'll make the landing who knows maybe you'll see each other again on the field because a good medic knows when a team member is hurt and will do his best to save you from unwanted guests.
  • Another medic is like a friend, he'll be there for you as well as you will for him, it's even better if you have the uber and he has the kirz, it goes hand in hand.
  • And now for the big one the heavy He's your best firend, he'll feed you, care for you and he crys when you're gone and if he's good he'll keep you alive for the whole round.

Everyone plays a role that helps eachother and it's best to understand that, work with people, good or not, they're there to suport you so you and they can win the match, team work is one of the best of tactics you can have in this game.
Credits
Well I hope this helps some people with understanding medic a little more, the only thing I own is the load outs I have, the pictures are not mine, if you are the artist and wish that I take these off do to not asking, then please send me a message thank you for taking a look at this.

Good Luck~