Medic (6v6)

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The Medic

The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs.


Mediguns

In 6v6 the general medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest.


Medigun

The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get the medigun charge is 40 seconds. Once the medigun charge has been activated the medic and the player on the receiving end of the healbeam will flash in their respective team color and will both be invincible for 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible.

Benefits: You and the healing target are save from any kind of damage that might be inflicted onto you.

Weaknesses: Once the uber charge has been activated players that are being healed can not capture control points, including yourself. Even though you might not take damage the knock back the sentry gun, especially at level 3, will force you back and keep you at bay.


Kritzkrieg

The kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a kritzkrieg charge is 32 seconds. The kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the Demoman because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the Demoman has the Kritzkrieg charge on him, his most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible.

Benefits: When the kritzkrieg charge gets used it is not as easily visible as a Medigun, Quick-Fix or Vaccinator charge.

Weaknesses: Activating the charge will not make you invincible thus you will still need protection against incoming damage and planned attacks from the enemy team. The perfect counter to a kritzkrieg charge is building a sentry gun, the sentry gun does not take extra damage from the kritzkrieg charge making your charge close to useless.


Quick-Fix

The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a Quick-Fix charge is 32 seconds, the same as kritzkrieg. The Quick-Fix heals 40% faster then the medigun and the kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and compression blasts.

Benefits: The medic can rocketjump with the soldier and stickyjump with the demoman. The medic will also move at the same movement speed as his healing target.

Weaknesses: Activating the charge will not make you invincible, stickytraps, multiple rockets and coordinated spam will kill you quickly!


The Combo

The medic usually has a soldier assigned to protect him because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to proctecting the medic is called the Pocket. The pocket and medic together are called the combo. The combo is generally joined by the Demoman. Together these 3 classes are the main source of damage for your team.


Healing Order

The general heal order of the medic is to heal the Demoman first, then to keep his soldiers, especially the Pocket, healthy and last but not least to heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.


The Flank

The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. Whenever you are holding control points you as medic should call the flank to come get an overheal whenever you think their overheal is gone or the enemy team is going to push.


The Rollout

This is a crucial moment in every round even for medics although it might not seem that way. Making sure the Demoman has good health on middle, the scouts have a good overheal and the roaming soldier can do his jumps and still have an overheal will give your team a good start for the upcoming middle.


The Demoman: The medic should overheal the Demoman to 260 before his initial jump to the spawn door. The Demoman should keep getting healed by the medic untill he is out of the range of the healing beam. Overhealing the Demoman at the start of the round is crucial to getting him to middle with good health.

The Roaming Soldier: The medic should overheal the roaming soldier before he does his first jump out of spawn. If this is not possible or you aren't able to heal him before his first jump you still have time to make up for it during the rollout itself by healing him a little bit longer then usual. During the rollout the medic should be healing the roaming soldier untill he either jumps away to do his rollout or the medic catches up to the Pocket.

The scouts: After the Demoman is successfully on his way to middle and the roaming soldier received his overheal there will be a split second where you can overheal the scouts quickly. Overhealing the scouts takes no longer then 2 seconds to do and will keep them alive at middle considerably longer. If you do a good job at overhealing all the other classes at the start of the round you might have the chance to heal the scouts once more on the rollout to give them a bigger overheal at middle.


See Also