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TheOperator

Medic Tips

Feb 16th, 2012
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  1. D-man wrote this.
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  4. VOCABULARY TO KNOW:
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  7. -Pocketing: While this can be used negatively, pocketing is latching onto one main target for a large portion of the game, usually a friend or someone you can trust and are in constant communication with. WHile this is usually a Heavy in pubs and Highlander, Soldiers and Demos make good if not better heal targets in most cases. Simply remember to heal and buff the rest of your team as numbers are more important than one fully buffed heavy/soldier/demo.
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  9. -Rollout: Explosive jumps made by demo and the soldiers during competitve journey to mid.
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  11. -Buff: Extra health that you give people past their normal health.
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  14. Loadouts:
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  17. -A good loadout is Vanilla Syringe Gun, Medigun, and Ubersaw. See the Kritz section below for talk about that. The Overdose increases your run speed based on your Uber levels, so it's generally a good thing to have even though the max speed is +10% at 100% Uber this makes you only 17% faster than pyro/engie/sniper and still a good 18% slower than scouts. Medigun ubers are full invulnerability use it to get through heavily defended choke points and clear them while invincible. The Ubersaw gives you 25% Ubercharge per hit and is a direct upgrade plain and simple.
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  19. -For primaries, the Vanilla Syringe Gun has the highest DPS with no drawbacks except those caused by the medic's inability to aim. Blutsauger often gets fucked over by latencies and the loss of regen health can be detrimental to your longterm survival, however you can take on a Heavy provided you can aim. Your all primaries with the exception of the crossbow require you to lead your shots, and account for drop which is nearly equal to the Loch and Load's. At close range the Syringe gun does around 11 damage, mid 7-5, and longrange 3-1, they crit for 30. These are all PER NEEDLE LANDED.
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  21. -In melee, the Amputator's taunt gives an AoE healing however it is very immobilizing as the taunt itself is long and cannot be ended after it's begun. If you're starting out as Medic and die a lot, use the Vita-Saw while you gain game sense and basic positioning. Once you get good though, drop it like it's a bad trade. Solemn Vow can be helpful in certain situations (ie. plagued by Spies)
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  25. SECONDARIES GENERAL NOTES
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  28. -Vanilla Medigun: This should be your go to medigun for offensive pushes as it allows you to move forward as a team to overrun the other team's defenses. It should be used in choke points (especially on heavies) and with large enemy groupings (Effective with demo and soldier less important for heavy) to maximize the damage you do during your 9 seconds of invulnerability. The main drawback of this secondary is the time required to get full charge as it leaves you, the medic, vulnerable as you charge it. To charge takes a MINIMUM of 40 seconds but can be as high as 80. Expect to have charge after 50-65 seconds
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  30. -Kritzkrieg: This is incredibly effective against offense choke point pushes and large groupings. Surprise is key for this secondary as doing so will not allow better and more aware players to escape your range. You should be popping these on splash damage classes, especially demomen as their stickies when kritz'd can one-shot a fully healed heavy if placed correctly and will decimate all light and medium classes in single shots if they are not completely buffed, coupled with the rapid fire of the sticky launcher make it a frighting weapon. Soldiers are also very effective when kritz'd though heavy being slightly less but has the advantage of hitscan. (Scouts are also surprisingly effective in a pinch) Build time is between 32 and 64 seconds with an average charge taking around 40-50.
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  32. -Quick-fix: This should not be a pocketing weapon, however it does prove itself very useful in 1 on 1 situations and can help but not facilitate a push. It heals 40% faster at all times but cannot overheal. It's fast uber build is it's major advantage normally taking a reliable 32 seconds to charge (slowed by other medic's buffing only), it's uber gives you greatly increased knockback resistance and stun immunity while giving 300% heal rate. THIS DOES NOT MAKE YOU EVEN CLOSE TO INVICIBLE. It is useful in a push and for filling teammates up quickly but versus a well coordinated defense you will not make a successful push. It's two secondary gimmicks are it's speed buffs on heal, allowing you to match your faster heal target's speed. The second one is the rocket jumping match, when your target explosive jumps (rocket,sticky,etc) you are launched upward with the same angle and force, this can be difficult to get used to as the medic takes less force to travel equal distances as the explosive classes and can cause fatal fall damage if not properly done. (you are able to airstrafe as you would during any other explosive jump and can be excellent airstrafe training for medic)
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  34. -Vaccinator: This medigun is completely dependant on how observant and reactive you are as a medic. You should have your eyes on the enemy classes in front of you and not on your heal target's back. Tunnel visioning will completely ruin this weapon. An excellent mix of both offensive capabilities and defensive damage negation this is a very flexible secondary that completely depends on you. First things first bind your brand new "special" action to a key, this will allow you to change resistances (I have mine bound to L Alt but MMB is equally viable). Your uber is split into 4 seperate 2~ second mini-ubers during which you cannot change the resistance type, which is why you must be watching for what is coming at you and prepare accordingly. On uber your heal target takes 75% less damage of the type you've selected (Bullet/explosive/fire in the order of appearance) you the medic also recieve 25% of the damage type that your target takes back as HEALING, meaning if your target took 20 damage during uber you would recieve 5 health back. YOU THE MEDIC DO NOT RECIEVE 75% RESISTANCE ON UBER. Out of uber you and your target recieve 10% damage resistance of the selected type. The main drawback of this weapon is that it overheals much slower than any other at a snail pace 33% however it also charges 50% faster than the vanilla ubercharge. As I have not played with this weapon enough I cannot approximate the charge time but it goes without saying that this weapon charges very, very quickly so much so that you will most likely have 2 mini-ubers (50%) on the average travel to midpoints.
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  37. General Info:
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  40. -Stay behind your teammates and generally out of the line of fire. If Snipers can't see you, they can't jarate or headshot you. As a general rule always assume they can headshot you if you can see them. Get a feel for how long your Medigun's range is and use that to your advantage drawing near your heal target for hitscan defense and ranging out for manuverability under explosive fire. POP IT DON'T DROP IT, you're much more useful alive but without uber than dead with it.
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  42. -ALWAYS TALK WITH YOUR TEAMMATES
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  44. -Since you aren't going to be in direct combat the majority of the time, it's your job to communicate and keep your eyes open. Cosntantly check you and your pocket's backs for Spies and watch for flanking soldiers and scouts. If you see and ambush or nest up ahead, call it out, your TEAM needs to know.
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  46. -Fun notes. Spies, undisguised ones that is, make excellent fodder for your Ubersaw but be wary of lag compensation and wonky backstab detetection. If you don't think it's wise to get in close-combat with a particular spy, it probably is an awful idea. It's also not worth it to drop everything to go try and hit a spy for the ubercharge you're not building by chasing him.
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  48. -Mask your Ubers by calling out for Medic and the like. Don't let the other team know anything they don't need to know this includes masking your "Schniel Schniel" call when popping. The negative voice menu under "C" makes a great cover "voicemenu 2 7" I believe (double check this)
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  50. -Setup is a great time to build your first, free Uber. Start by buffing the Scouts and faster classes as they leave, and finish it off with the slower, heavier classes and don't forget your snipers, anything over 150 might just save their life.
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  52. -Don't run to heal your teammates, let them come to you. Stake out an area that is off the front line and let it serve as your healing station. Don't put yourself in harm's way to help a soldier with chipped health.
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  54. -If you're gonna' name your Medigun, make sure you COMMUNICATE this with your teammates. Nothing is more frustrating to a heavy than walking in front of a sentry only to get kritz'd.
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  57. CRITS ARE BALANCED: KRITZ SPECIFIC INFO
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  60. -Ubersaw and Vanilla syringe gun are still recommended, but since Kritz's build faster, you won't lose them as much and should not be held as long.
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  62. -When it comes to a battle of the Mediguns, you'll probably lose to normal Ubers and sentry nests as criticals do not affect them. Avoid nests and go for the bulky meaty center of the enemy team.
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  65. ADDITIONAL NOTES:
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  68. -If you really have to break a position (i.e. multiple engies in a very defensible area like PL_Upward's last), you'll want two Medics. Once you've got your Uber, run in and pop it, tearing up shit while you can. When yours starts to die, fall back and get the other Medic to pop his for mopping up. Basically, just stagger your Ubers and don't lose momentum, coordination is key for these.
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  70. -When you pop the uber use yourself as a shield against the sentry's strong knockback to allow your heal target to get in close to deal maximum damage with as little effort as possible, crouching negates knockback even more if need be.
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  72. -The first person in your heal order during a competitive rollout should be the Demo until fully buffed or manages to get out of range. The rest comes down to the roamer then your pocket. Scouts should be as far back in your heal order as possible to make sure they can make use of the 20ish health buff that will remain when they get to mid, catching them during your pocket's early jumps is an ideal time to do this.
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  74. -Your pocket is essentially your lifeline make sure you don't move too far away from him or you risk being completely seperated by knockback. Make your teammates come to you for healing and stay behind and around him at all costs. He is your meatshield, use him like one and let him go through chokepoints first.
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  76. -Assume you're the commander and main caller unless otherwise designated since you have one of the most important roles and control the flow of the game. This also means that the information you dole out needs to be correct and quick. Be precise and make yourself understood.
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  79. Completely re-writen by D-man!f.KRITZV/M
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