Difference between revisions of "Medic"

From comp.tf
Jump to navigation Jump to search
Tag: categories removed
m (→‎Melee: The Vitasaw is unbanned from UGC 4s, UGC HL and ETF2L HL.)
(33 intermediate revisions by 18 users not shown)
Line 1: Line 1:
It was only two weeks after Ivy's true intentions were revealed. Chris-Chan lay face down on his bed on a dreary sunday evening with his rosechu medallion clutched fiercely between his fingers. Everything he'd come to know and trust was crumbling around him. Ivy, his true and honest sweetheart, how could she have been a lie all this time? The pink hedgehog medallion felt smooth in his hand, he caressed it gently with his fingers. It seemed unlikely the day would ever come where he'd place this around the neck of his god-sent sweetheart. Chris began to feel foolish, thinking of how quickly he had opened up to the loving redhead he believed he'd grown a connection with. Those private dances in the shower, where he and Ivy were to stand under the hot stream of water. He had seen it all so clearly, her perfect white breasts covered in soapy suds so close to his body that he could feel her heartbeat. The time he showed her how he'd preserved his seed in the hopes of them having a beautiful daughter named Crystal in years to come. And the most bitter of them all, he'd dreamt of marrying her. It had been so vivid! The day he pictured it, she was the strongest muse he'd ever had! His hands worked like magic, capturing the dreamlike vision down onto paper and putting it all together to prove his love.
+
[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]
 +
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they aren't as aware of the other team's position.  A [[Demoman]] or [[Heavy]] may serve as a more accurate caller. Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.  Skills required from a Medic differ from division to division. Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times. At higher levels, Medics who can surf, position themselves well, and defend themselves with their primary and melee are more common.
  
But it was all over now, he'd been trolled once again. Back to the cold single world just praying for a boyfriend free girl to save him from this lonely existance. Chris was dying inside, he only awoke from his catatonic state when he heard a faint tapping on his bedroom door.
 
  
"Father? Father are you there?"
+
==6v6==
 +
{{main|Medic (6v6)}}
  
Chris sighed and sat up on his bed, his faithful companion Sonichu was here and although he really felt like he wanted to be alone right now he let the hedgehog in.
+
In [[6v6]] there is a restriction of 1 Medic per team.
  
"Come on in Sonichu...*sigh*"
+
The '''Medic''' is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Scout]] - In some cases, the Medic may have to be escorted by their pocket [[Scout]] while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.
  
Sonichu sat down on the bed next to Chris, his neon tail brushing gently aginst Chris' tear stained cheek.
+
In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 11, 2013 patch which buffed it. As a result of the buff, it has banned in every 6v6 league, including UGC and RGL. The Vaccinator is banned in every 6v6 league. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output.  
  
"You haven't been at dating class father, people are starting to worry! It's not helping you sitting around like this those trolls are going to think you're gay!"
+
There are multiple medic melees that can be used. The most common melee is the [http://wiki.teamfortress.com/wiki/Ubersaw Ubersaw], which has a powerful attribute that gives 25% ubercharge per hit with the downside of slower swing speed. However, the situations in which this can be used can be fringe and its benefit can sometimes never come up within a match. The [http://wiki.teamfortress.com/wiki/Solemn_Vow Solemn Vow] was unbanned in Mid 2020, and has still not been fully explored. It allows the medic to be able to view the enemy medic's ubercharge and enemy player's health. However, the medic has to be in full-sight of the player in order to make use of it. Due to its stats, it can allow for medics to call-out players who are weak and even help the medic see if they have uber advantage. Due to the fact that the medic has to be in direct sightline of the enemy, it can sometimes only be useful when the medic is in poor positioning. Both the [http://wiki.teamfortress.com/wiki/Vitasaw Vitasaw] and the [http://wiki.teamfortress.com/wiki/Amputator Amputator], have very situational uses and are thus rarely used in competitive gameplay
  
"I don't care"
+
'''Famous 6v6 Medics include:'''
 +
* [[Mirelin]]  - Previously in [[Broder]]  ([[ETF2L]])
 +
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])
 +
* [[Shade]]    - [[froyotech]] ([[ESEA]])
 +
* [[Whiteglow]] - [[Last Man Standing]], msh ([[ETF2L]])
 +
* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])
 +
* [[Harbleu]]  - [[Classic Mixup]] ([[ESEA]])
 +
* [[Byte]]      - ([[ETF2L]])
 +
* [[Pyyyour]]  - ([[ESEA]])
 +
* [[KnoxXx]]    - Previously in [[Epsilon eSports]] ([[ETF2L]])
  
"But ED has updated their page on you! Come on Father! You need to get back on youtube and set those darn rumours straight! You're a handsome and kind man and you'll find a boyfriend-free gir for sure! You can build any girl into a sweetheart from the ground up!"
+
==Highlander==
 +
{{main|Medic (Highlander)}}
  
"My heart is one hundered percent shattered Sonichu! You don't know what it's like when you've got a great galpal like Rosechu! I don't wanna go to dating class! I'm gonna die alone in VIRGINia!"
+
The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a soldier, the medic has a heavy and/or Demoman as his pocket.
  
Sonichu saw his master was getting hysterical, Bob Chandler gave an angry thump on his son's door and told the autistic manchild to shut the fuck up or he'd come and thump his fat ass. Feeling protective of his master, Sonichu wrapped a comforting arm around Chris to ease his angst. Chris didn't say anything, but felt surprisingly warm and at ease in the yellow creature's embrace. He rested his head against Sonichu's chest and clung to him tightly, sobbing deeply. He stopped crying when he felt something poking him in the ear, looking down Chris could see Sonichu's penis was fully out and throbbing. Startled, he leapt out of his creation's arms,Sonichu blushed furiously.
+
==Weapons==
 +
=== Primary ===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Syringe Gun
 +
|link = Syringe_Gun
 +
|description = The '''Syringe Gun''' is the Medic's default primary, shooting syringes, or "needles" at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary.
 +
|ugc4s = always
 +
|6s = always
 +
|ugchl = always
 +
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Overdose
 +
|description = The '''Overdose''' is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 15% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 2% movement bonus. At full ÜberCharge, the medic moves at 127% movement speed, which is second only to the Scout, moving at 133%.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Crusader's Crossbow
 +
|link = Crusader's_Crossbow
 +
|description = The '''Crusader's Crossbow''' is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. It shoots a large syringe, and only one at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The large syringes that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The large syringes do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger, however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow builds ÜberCharge upon hit. The Crusader's Crossbow eventually got buffed so that it passively reloads, even if you instantly switch to another weapon.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Blutsauger
 +
|description = The '''Blutsauger''' is an unlockable primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table End}}
  
"I'm so sorry father! I...I couldn't help it! I didn't want you to find out this way! I've been so scared totell you because I know how you feel about gays...but...I've been hopelessly in love with you for so long now! I picture your face when Rosechu and I make love, I always do her from behind because I can pretend it's you! Father, I understand if you disown me now! I just need you to know...I'm gay, and I will always love you more than any girl ever could".
+
=== Secondary ===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Medi Gun
 +
|link = Medi_Gun
 +
|description = The '''Medi Gun''' is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. The ÜberCharge will be fully charged in 40 seconds at maximum (healing damaged teammates, not at 150% health) and 80 seconds at the minimum (healing only buffed teammates).
 +
|ugc4s = always
 +
|6s = always
 +
|ugchl = always
 +
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Kritzkrieg
 +
|description = The '''Kritzkrieg''' is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Quick-Fix
 +
|description = The '''Quick-Fix''' is a very unique secondary for the Medic. It not only has a faster healing rate but a very unique ÜberCharge. Its ÜberCharge prevents movement-altering attacks and increases the rate of healing on any selected healtarget. The Quick-Fix can only heal teammates to 125% of their health. The Quick-Fix isn't used very often in competitive play. It's mostly used in times where the server's map time is too low to build a normal ÜberCharge. It is most commonly used on King of the Hill maps when the team is pinched for time, and the Medic needs to deliver heals to the point quickly. It can no longer be used on Payload and Capture Point maps for clutch last-minute plays to fling the Medic toward the desired capture point to stall for time or capture a point due to the Tough Break Update.
 +
|ugc4s = false
 +
|6s = false
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = false
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Vaccinator
 +
|description = The '''Vaccinator''' is one of the most interesting secondaries for the Medic. It gives an incredibly slow overheal (66% slower), with three distinct Übers that each last two seconds.  You can access one, two, or three, Übers at once, ÜberCharging the Medic and his patient for two, four, six, or the full eight seconds. With The Vaccinator, you can build Über in just ten seconds. Its Über allows the Medic and his healtarget to block 75% of any incoming damage of the selected damage type as well as substantially less damage from crits. If the patient takes damage from the selected type of attack, a small percentage of health will go to the Medic during the Über, healing him for the duration of the Über. Matching the type of incoming damage will also build über faster. The Vaccinator has been used mostly on Control Point maps and is perfect for blocking and withstanding an enemy Medic's Über while defending the last Control Point. After blocking the enemy Medic's incoming Über, the Medic can then go back into spawn and switch out for a different Medigun, and begin building for a more even Über advantage. The Vaccinator is used very rarely even in comparison to the Quick-Fix.
 +
|ugc4s = false
 +
|6s = false
 +
|etf2lhl = true
 +
|ugchl = true
 +
|rgl6s = false
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table End}}
  
"You're a DIRTY HOMO! I told you to STAY STRAIGHT! I'm not trustin' any homos over here! Get out! GET OUT! Go before you leave your homo stank in the air!"
+
=== Melee ===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Bonesaw
 +
|description = The '''Bonesaw''' is the default medic melee weapon. It is rarely used, due to the utility of the other melee unlocks.
 +
|ugc4s = always
 +
|6s = always
 +
|ugchl = always
 +
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Ubersaw
 +
|description = The '''Ubersaw''' is the most widely used medic melee in competitive TF2, because it allows medics to gain 25% uber from each saw. This puts their team at an immediate build advantage for their uber. It is often featured in fragmovies, as it is possible to save last by getting a kill with it and blocking the point with uber.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Amputator
 +
|description = The '''Amputator''' was once a direct upgrade of the bonesaw, but has been patched and now has a 20% damage penalty. It gives +3 health per second when active and it also has a special taunt, which is an area-of-effect heal, which is useful when large numbers of teammates require heals. However, the taunt heals quite slowly. Of course, when taunting the Medic is left with no movement for a number of seconds and the healing does build ubercharge.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Vita-Saw
 +
|description = Running the '''Vita-Saw''' means that the medic sacrifices 10 points of his max health in exchange for the ability to keep uber upon death if he has hit an enemy with a melee swing. Each successful swing will let him retain 15% of his uber meter in his next life up to a total of 60% if the medic lands 4 successful swings and has at least 60% uber filled when dying. The successful swings the medic has hit are counted on the screen as organs. The damage output and swing speed are identical to the stock Bonesaw.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Solemn Vow
 +
|link = Solemn_Vow
 +
|description = Due to the '''Solemn Vow''''s ability to view the enemy health points and ubercharge percentage, it can be very useful for coordinating pushes and focus firing hurt players. In highlander, the role it plays is not as important, as all information obtained could easily be discovered by a spy. Not only that, but it promotes the Medic being in the sightline of the other Medic.  Not only is this dangerous, but promotes individual aggressive behavior, which often leads to death. The Solemn Vow has -10% swing speed.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table End}}
  
Tilting his head in shame, Sonichu kissed his master's head gently and tried to hold back the tears of his own. This man was his everything, without him he wouldn't be alive, and to be cast out by his own father was too much for his hedgehog heart to handle. Sonichu jumped off the bed and headed towards the door. Suddenly, he felt a tight grasp on his ankles! Chris chan had leapt accross the floor and was clinging to his feet in desperation!
+
==See Also==
 +
*[[Medic (6v6)]]
 +
*[[Medic (Highlander)]]
  
"Sonichu I'm sorry! It's ok to be gay! Don't leave me! It'd hurt more than Clyde Cash peeing on my grave!"
+
[[Category:Classes]]
 
 
Sonichu held Chris' face in his hands, looking loveingly into his master's eyes "Father! I never thought you'd accept me!" and pressed his lips against his. Chris was shocked! He had never been kissed before, it was slimy and unusual...but nice. Sonichu's tongue wormed it's way into Chris's mouth and caressed his tongue with a tender gentleness. Sonichu's fur felt soft and gentle, Chris ran his hands up through the hedgehog's sunkissed fur which was gently matted by his tears from earlier. The creature's erection was harder than ever, shyly Chris reached his hand down and touched it slightly.
 
 
 
"Woah...Chris, I know you're a virgin...are you sure you want to do this?"
 
 
 
He was concerned. While Sonichu himself was an experienced hedgehog through his many years with Rosechu, his master was unchartered land and he did not want to explore his dark vallies and venture through his fruitful forests unless it was truely the right time.
 
 
 
"Take me Sonichu! Oh! Please do hurry! I don't want to be a vigin anymore!"
 
 
 
He darted up behind his master, pulling down his jeans to reveal his diper covered ass. It was hairy, just like he'd seen in the photos, but a little fur was hardly going to turn a hedgehog off. He yanked the white absorbant garment off to reveal Chris' bare behind. Flinging it accross the room, Sonichu gazed with lust between the hairy pale asscheeks.
 
 
 
"It's ok Master! It's good! It means this will feel easier for you"
 
 
 
Sonichu positioned his yellow cock right by Chris' asshole
 
 
 
"Now, this may hurt a little at first, but soon it's going to feel really really good"
 
 
 
Sonichu plunged his hard yellow cock into Chris-Chan's virgin hole. Chris yelped a little, it was uncomfortable initially, he gritted his teeth as his hedgehog creation thrusted in and out of him. the fat rolls of his stomach flopped back and forth in the motion making a slapping sound against Sonichu's legs. After a while the pressure relaxed, Chris began to feel an amazing sensation building up in side him.
 
 
 
"Oh! Oh! This is starting to feel good!"
 
 
 
The yellow thing went harder and faster, keeping himself from coming till he saw his master's penis begin to spurt potential children. It was then he knew he had fully satisfied his father, he pulled his penis out, shouted "ZAPPING TO THE EXTREME" and released his love all over his master's lovers slumped onto the floor, naked, tired and locked into eachother's arms. Ivy was the furthest thing from Chis Chan's mind now.
 
 
 
The next morning, Chris and Sonichu had moved to the bed and lay curled up together in the nude. The room smelt of Axe deodorant and glade plug ins, it was a happy day for Chris-Chan.
 
 
 
"I can't wait to make a comic about this! On Sonichu! Thank you for freeing me! If it wasn't for you I'd still be a lonely closeted virgin but now my heart is one hundred percent intact!"
 
 
 
"It's a shame we won't get a wedding comic like you did with Ivy, Father..."
 
 
 
Sonichu sighed, a pang of jealousy shot through his mind. If only homosexuality could be accepted and gay marriage be legalized! Chris saw his boyfriend's sad face
 
 
 
"Well I sure can't give you a wedding band, but I definitely have one ring for you to put your finger in!"
 
 
 
Chris bent over, Sonichu smirked...it was all so perfect.
 
 
 
The End. You fucking niggenstien
 

Revision as of 03:25, 24 November 2020

MedicIcon.png

The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In 6v6, the Medic makes up a key component of the combo, along with the pocket Soldier. In Highlander, the combo usually consists of a Medic, Heavy, and Demoman. As the Medic does not need to focus on aim, Medics generally act as callers for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they aren't as aware of the other team's position. A Demoman or Heavy may serve as a more accurate caller. Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers. Skills required from a Medic differ from division to division. Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times. At higher levels, Medics who can surf, position themselves well, and defend themselves with their primary and melee are more common.


6v6

Main article: Medic (6v6)

In 6v6 there is a restriction of 1 Medic per team.

The Medic is a vital part of any 6v6 team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket Scout - In some cases, the Medic may have to be escorted by their pocket Scout while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase 'Pop it, don't drop it' is used.

In 6v6 the more commonly used Medi Guns are the stock Medigun and the Kritzkrieg, but in ESEA the Vaccinator is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 11, 2013 patch which buffed it. As a result of the buff, it has banned in every 6v6 league, including UGC and RGL. The Vaccinator is banned in every 6v6 league. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the Demoman for maximum damage output.

There are multiple medic melees that can be used. The most common melee is the Ubersaw, which has a powerful attribute that gives 25% ubercharge per hit with the downside of slower swing speed. However, the situations in which this can be used can be fringe and its benefit can sometimes never come up within a match. The Solemn Vow was unbanned in Mid 2020, and has still not been fully explored. It allows the medic to be able to view the enemy medic's ubercharge and enemy player's health. However, the medic has to be in full-sight of the player in order to make use of it. Due to its stats, it can allow for medics to call-out players who are weak and even help the medic see if they have uber advantage. Due to the fact that the medic has to be in direct sightline of the enemy, it can sometimes only be useful when the medic is in poor positioning. Both the Vitasaw and the Amputator, have very situational uses and are thus rarely used in competitive gameplay

Famous 6v6 Medics include:

Highlander

Main article: Medic (Highlander)

The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a soldier, the medic has a heavy and/or Demoman as his pocket.

Weapons

Primary

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Syringe Gun.png
Syringe Gun
Always Always Always Always Always Always
The Syringe Gun is the Medic's default primary, shooting syringes, or "needles" at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary.
Overdose.png
Overdose
Allowed Allowed Allowed Allowed Allowed Allowed
The Overdose is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 15% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 2% movement bonus. At full ÜberCharge, the medic moves at 127% movement speed, which is second only to the Scout, moving at 133%.
Crusader's Crossbow.png
Crusader's Crossbow
Allowed Allowed Allowed Allowed Allowed Allowed
The Crusader's Crossbow is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. It shoots a large syringe, and only one at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The large syringes that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The large syringes do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger, however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow builds ÜberCharge upon hit. The Crusader's Crossbow eventually got buffed so that it passively reloads, even if you instantly switch to another weapon.
Blutsauger.png
Blutsauger
Allowed Allowed Allowed Allowed Allowed Allowed
The Blutsauger is an unlockable primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second.


Secondary

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Medi Gun.png
Medi Gun
Always Always Always Always Always Always
The Medi Gun is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. The ÜberCharge will be fully charged in 40 seconds at maximum (healing damaged teammates, not at 150% health) and 80 seconds at the minimum (healing only buffed teammates).
Kritzkrieg.png
Kritzkrieg
Allowed Allowed Allowed Allowed Allowed Allowed
The Kritzkrieg is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill.
Quick-Fix.png
Quick-Fix
Banned Banned Banned Allowed Allowed Allowed
The Quick-Fix is a very unique secondary for the Medic. It not only has a faster healing rate but a very unique ÜberCharge. Its ÜberCharge prevents movement-altering attacks and increases the rate of healing on any selected healtarget. The Quick-Fix can only heal teammates to 125% of their health. The Quick-Fix isn't used very often in competitive play. It's mostly used in times where the server's map time is too low to build a normal ÜberCharge. It is most commonly used on King of the Hill maps when the team is pinched for time, and the Medic needs to deliver heals to the point quickly. It can no longer be used on Payload and Capture Point maps for clutch last-minute plays to fling the Medic toward the desired capture point to stall for time or capture a point due to the Tough Break Update.
Vaccinator.png
Vaccinator
Banned Banned Banned Allowed Allowed Allowed
The Vaccinator is one of the most interesting secondaries for the Medic. It gives an incredibly slow overheal (66% slower), with three distinct Übers that each last two seconds. You can access one, two, or three, Übers at once, ÜberCharging the Medic and his patient for two, four, six, or the full eight seconds. With The Vaccinator, you can build Über in just ten seconds. Its Über allows the Medic and his healtarget to block 75% of any incoming damage of the selected damage type as well as substantially less damage from crits. If the patient takes damage from the selected type of attack, a small percentage of health will go to the Medic during the Über, healing him for the duration of the Über. Matching the type of incoming damage will also build über faster. The Vaccinator has been used mostly on Control Point maps and is perfect for blocking and withstanding an enemy Medic's Über while defending the last Control Point. After blocking the enemy Medic's incoming Über, the Medic can then go back into spawn and switch out for a different Medigun, and begin building for a more even Über advantage. The Vaccinator is used very rarely even in comparison to the Quick-Fix.


Melee

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Bonesaw.png
Bonesaw
Always Always Always Always Always Always
The Bonesaw is the default medic melee weapon. It is rarely used, due to the utility of the other melee unlocks.
Ubersaw.png
Ubersaw
Allowed Allowed Allowed Allowed Allowed Allowed
The Ubersaw is the most widely used medic melee in competitive TF2, because it allows medics to gain 25% uber from each saw. This puts their team at an immediate build advantage for their uber. It is often featured in fragmovies, as it is possible to save last by getting a kill with it and blocking the point with uber.
Amputator.png
Amputator
Allowed Allowed Allowed Allowed Allowed Allowed
The Amputator was once a direct upgrade of the bonesaw, but has been patched and now has a 20% damage penalty. It gives +3 health per second when active and it also has a special taunt, which is an area-of-effect heal, which is useful when large numbers of teammates require heals. However, the taunt heals quite slowly. Of course, when taunting the Medic is left with no movement for a number of seconds and the healing does build ubercharge.
Vita-Saw.png
Vita-Saw
Allowed Allowed Allowed Allowed Allowed Allowed
Running the Vita-Saw means that the medic sacrifices 10 points of his max health in exchange for the ability to keep uber upon death if he has hit an enemy with a melee swing. Each successful swing will let him retain 15% of his uber meter in his next life up to a total of 60% if the medic lands 4 successful swings and has at least 60% uber filled when dying. The successful swings the medic has hit are counted on the screen as organs. The damage output and swing speed are identical to the stock Bonesaw.
Solemn Vow.png
Solemn Vow
Allowed Allowed Allowed Allowed Allowed Allowed
Due to the Solemn Vow's ability to view the enemy health points and ubercharge percentage, it can be very useful for coordinating pushes and focus firing hurt players. In highlander, the role it plays is not as important, as all information obtained could easily be discovered by a spy. Not only that, but it promotes the Medic being in the sightline of the other Medic. Not only is this dangerous, but promotes individual aggressive behavior, which often leads to death. The Solemn Vow has -10% swing speed.


See Also