Medic tips for the uninformed
Posted: Mon Jul 20, 2009 12:45 am
I'm not trying to be a smartass here. I'm just sharing some wisdom to make those who don't play the medic much a little more familiar with the class's inner workings and to help those who sometimes play as medic to become better at their job.
- First one is more of an introductory note: ubers can charge at a normal speed (1% per second i think), at a slower rate or at a faster rate.
- Your uber charges slower when:
[*]your patient is fully overhealed (well, goes back to normal speed)
[*]your patient is on a dispenser, even though he's not at full hp
[*]your patient already has a medic
[*]your patient is close to the cart, even though he's not at full hp
- You'll get points for every 600hp healed
- You won't get assists from a patient who was being healed by another medic before you started healing him
- Ubers charge at the fastest speed possible during setup, so there's no need for soldiers to rocket jump or for demomen to pipejump. (I've seen some servers where this won't work, but it does in festersplace) Beware, though: in pipeline, if your patient is close to the cart, this tip no longer applies.
- Your uber charges faster when you're healing someone. This means you'll charge an uber faster when you heal people who need to be healed instead of overhealing someone else. Your uber also charges faster AS you overheal someone. As soon as the patient is at max overhealth, uber speed goes back to normal.
- You can uber more than one person. If you change another patient during an uber, you'll notice that the uber's effect on your former patient will last for some time. Use this principle to switch between two (or more!) patients during an uber [i was a bit reluctant about giving out this information, but if you didn't knew, you would after some time]
"Medic vs" tips. first tip: don't be a battlemedic most of the time. For your team's sake:
- when attacked by a pyro, run back and shoot him with the bluttsauger. It's the response to the w+m1 pyro: the s+m1 medic!
- fight scouts only in tight spaces, but even then they still got the advantage of the force-a-nature, so beware.
- for soldiers, if you feel cheeky enough, use the bluttsauger and get close to him. When you're close enough to melee, use the ubersaw. Same principle for demomen (watch for the stickies though). On the other hand, you can keep your distance, as nades/rockets are easy to dodge and they're slow enough to be easy targets.
- keep your distance from heavies. use the bluttsauger from far away. The damage the heavy deals to you will be nullified by the health you gain from the bluttsauger. Use corners to get cover from his minigun. If he stops spinning his weapon, get back in the fight. If he keeps it spinning and you think he's far enough, go back to the fight. If you think he's too close, forget it.
- A medic vs medic fight is pretty much a tie if both sides are using a bluttsauger. It's a question of who has to reload first, who's the better dodger and who gets backup first.
- You'll rarely find engies without a sentry nearby. If they don't have a sentry, they're pretty much easy to kill. Keep your distance from his shotgun and use the bluttsauger.
- If you find a spy, use the ubersaw if he's close enough and he has a different target. If he has his eyes set on you, fight him with the bluttsauger if he's far enough, or go at him with the ubersaw. Most of the times you'll win. Watch for facestabs, though.
- A sniper using a sniper rifle is an easy target if you can get to him. Same for when he uses the huntsman, though with those huge hitboxes, if you get too close, he'll most likely score a headshot.
I hope this helps someone
- First one is more of an introductory note: ubers can charge at a normal speed (1% per second i think), at a slower rate or at a faster rate.
- Your uber charges slower when:
[*]your patient is fully overhealed (well, goes back to normal speed)
[*]your patient is on a dispenser, even though he's not at full hp
[*]your patient already has a medic
[*]your patient is close to the cart, even though he's not at full hp
- You'll get points for every 600hp healed
- You won't get assists from a patient who was being healed by another medic before you started healing him
- Ubers charge at the fastest speed possible during setup, so there's no need for soldiers to rocket jump or for demomen to pipejump. (I've seen some servers where this won't work, but it does in festersplace) Beware, though: in pipeline, if your patient is close to the cart, this tip no longer applies.
- Your uber charges faster when you're healing someone. This means you'll charge an uber faster when you heal people who need to be healed instead of overhealing someone else. Your uber also charges faster AS you overheal someone. As soon as the patient is at max overhealth, uber speed goes back to normal.
- You can uber more than one person. If you change another patient during an uber, you'll notice that the uber's effect on your former patient will last for some time. Use this principle to switch between two (or more!) patients during an uber [i was a bit reluctant about giving out this information, but if you didn't knew, you would after some time]
"Medic vs" tips. first tip: don't be a battlemedic most of the time. For your team's sake:
- when attacked by a pyro, run back and shoot him with the bluttsauger. It's the response to the w+m1 pyro: the s+m1 medic!
- fight scouts only in tight spaces, but even then they still got the advantage of the force-a-nature, so beware.
- for soldiers, if you feel cheeky enough, use the bluttsauger and get close to him. When you're close enough to melee, use the ubersaw. Same principle for demomen (watch for the stickies though). On the other hand, you can keep your distance, as nades/rockets are easy to dodge and they're slow enough to be easy targets.
- keep your distance from heavies. use the bluttsauger from far away. The damage the heavy deals to you will be nullified by the health you gain from the bluttsauger. Use corners to get cover from his minigun. If he stops spinning his weapon, get back in the fight. If he keeps it spinning and you think he's far enough, go back to the fight. If you think he's too close, forget it.
- A medic vs medic fight is pretty much a tie if both sides are using a bluttsauger. It's a question of who has to reload first, who's the better dodger and who gets backup first.
- You'll rarely find engies without a sentry nearby. If they don't have a sentry, they're pretty much easy to kill. Keep your distance from his shotgun and use the bluttsauger.
- If you find a spy, use the ubersaw if he's close enough and he has a different target. If he has his eyes set on you, fight him with the bluttsauger if he's far enough, or go at him with the ubersaw. Most of the times you'll win. Watch for facestabs, though.
- A sniper using a sniper rifle is an easy target if you can get to him. Same for when he uses the huntsman, though with those huge hitboxes, if you get too close, he'll most likely score a headshot.
I hope this helps someone