Difference between revisions of "Medic (6v6)"
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+ | '''The Medic''' | ||
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+ | 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. | ||
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+ | '''Mediguns''' | ||
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+ | In 6v6 the general medic will only switch between 2 mediguns, the Medigun and the Kritzkrieg. | ||
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+ | * 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, once a player goes over 140% of their health this building percentage is lowered to 1.25% per second. 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 your uber charge target are completely safe from any kind of damage you might take. | ||
+ | Weaknesses, ubered targets will not be able to cap control points. 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. | ||
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+ | * 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, once a player goes over 140% of their health this building percentage is lowered to 1.5% per second. 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. | ||
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+ | * 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, once a player goes over 110% of their health the percentage is lowered to 1.5% per second. 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. | ||
+ | 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 jump with the soldier or demoman as they either rocketjump or stickyjump and the medic moves at the same movement speed as the healing target. | ||
+ | Weaknesses, activating the charge will not make you invincible. Stickytraps, multiple rockets and coordinated spam will kill you quickly. | ||
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+ | 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 assigned soldier to protect the medic is called a pocket. 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 a big part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge. | ||
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placeholder from the main med page | placeholder from the main med page | ||
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==See Also== | ==See Also== |
Revision as of 02:53, 9 August 2013
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 2 mediguns, the Medigun and the Kritzkrieg.
- 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, once a player goes over 140% of their health this building percentage is lowered to 1.25% per second. 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 your uber charge target are completely safe from any kind of damage you might take. Weaknesses, ubered targets will not be able to cap control points. 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, once a player goes over 140% of their health this building percentage is lowered to 1.5% per second. 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, once a player goes over 110% of their health the percentage is lowered to 1.5% per second. 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. 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 jump with the soldier or demoman as they either rocketjump or stickyjump and the medic moves at the same movement speed as the healing target. Weaknesses, activating the charge will not make you invincible. Stickytraps, multiple rockets and coordinated spam will kill you quickly.
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 assigned soldier to protect the medic is called a pocket. 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 a big part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge.
placeholder from the main med page