Editing Medic (6v6)

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

This page supports semantic in-text annotations (e.g. "[[Is specified as::World Heritage Site]]") to build structured and queryable content provided by Semantic MediaWiki. For a comprehensive description on how to use annotations or the #ask parser function, please have a look at the getting started, in-text annotation, or inline queries help pages.

Latest revision Your text
Line 1: Line 1:
{{stub}}
+
 
[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/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 medic's job is to provide heals to his teammates as well as provide them with overheals, also known as buffs.  
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 medic's job is to provide heals to his teammates as well as provide them with overheals, also known as [[Glossary#buff|buffs]].  
+
 
  
 
==Mediguns==
 
==Mediguns==
 
In 6v6 the 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.  
 
In 6v6 the 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===
 
===Medigun===
Line 10: Line 11:
 
Once the medigun charge has been activated the medic and the class(es) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.
 
Once the medigun charge has been activated the medic and the class(es) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.
  
'''Benefits''': The medic and their healing target are safe from all damage other than environmental frags (saw blades, pitfalls, telefrags, etc).
+
'''Benefits''': The medic and their healing target are safe from any kind of damage.
  
 
'''Weaknesses''': Once the uber charge has been activated classes that are being healed can not capture control points, including the Medic. Even though the ubered classes might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.
 
'''Weaknesses''': Once the uber charge has been activated classes that are being healed can not capture control points, including the Medic. Even though the ubered classes might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.
 +
  
 
===Kritzkrieg===
 
===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 is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.
 
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 is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 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, their most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it.  
+
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, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it.  
  
 
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.
 
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.
  
 
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.
 
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.
 +
  
 
===Quick-Fix===
 
===Quick-Fix===
Line 29: Line 32:
 
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!
 
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!
  
== Resources ==
 
=== General Guides ===
 
* {{YouTube video|jBcqXGAX8ow|text=How to play 6v6 medic - SALtv}}
 
* {{YouTube video|1lDYNwqtuyQ|text=Heal Order and stuff - Pyyyour}}
 
* {{YouTube video|Hb5ca7_xShc|text=Medic Rollout Basics: cp_granary - B4nny}}
 
* {{YouTube video|U2Tsn9H-8ME|text=Heal Order, Rotation, and Baiting - MRSLIN}}
 
* {{YouTube video|5GDT1GUWkW8|text=The Trick to Good Ubers - MRSLIN}}
 
* {{YouTube video|83lM5QoSM24|text=How to Play Medic - Basic Skills for Improving - MRSLIN}}
 
* {{YouTube video|XVaj5_B2K6M|text=Why "Free Ubers" Aren't Free - MRSLIN}}
 
* [[File:Steam icon.png|https://steamcommunity.com/sharedfiles/filedetails/?id=2223187954|Advanced to Expert Medic Tips and High-Level Competitive Strategy]] [https://steamcommunity.com/sharedfiles/filedetails/?id=2223187954 Advanced to Expert Medic Tips and High-Level Competitive Strategy - Edgar]
 
  
=== POVs ===
+
==The Combo==
==== Badlands ====
+
The medic usually has a soldier assigned to protect them because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to protecting the medic is called the [[Pocket]] [[Soldier]]. 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 their team.
* {{YouTube video|udAc7dbqc80|text=ESEA-Invite S11 Flow vs Ducks - (Pyyyour)}} ''(Includes team comms)''
 
* {{YouTube video|DNXkmRwv1og|text=ESEA-Invite S11 Flow vs Makes Sense - (Pyyyour)}} ''(Includes team comms)''
 
* {{YouTube video|SDV6CsYUBH0|text=ESEA-Invite S13 LAN HRG vs Mix^ - (Shade)}} ''(Includes team comms)''
 
* {{YouTube video|JtKHXORTDdo|text=ESEA-Invite S18 StreetHoops vs Mad Men - (Ninjanick)}} ''(Includes team comms)''
 
==== Granary ====
 
* {{YouTube video|vqYNTj_Qu1Y|text=ESEA-Invite S16 Frototech vs Rent-A-Homies - (Shade)}} ''(Includes team comms)''
 
==== Gullywash ====
 
* {{YouTube video|HsuRLX6Umo|text=ESEA-Invite S11 Flow vs Makes Sense - (Pyyyour)}} ''(Includes team comms)''
 
  
==== Process ====
 
* {{YouTube video|w2IZMV_8lOA|text=ESEA-Invite S18 StreetHoops vs Mad Men - (Ninjanick)}} ''(Includes team comms)''
 
* {{YouTube video|dbVD5hy7OmI|text=ESEA-Invite S18 StreetHoops vs Five Dollar Club - (Ninjanick)}} ''(Includes team comms)''
 
  
==== Snakewater ====
+
==Healing Order==
* {{YouTube video|p_3HPaoBiHU|text=Cevo Classic Frototech vs Sharknado - (Shade)}} ''(Includes team comms)''
+
The general heal order of the medic is to heal the [[Demoman]] first, then their soldiers, especially the [[Pocket]] [[Soldier]] and last but not least 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.
  
==== Metalworks ====
 
* {{YouTube video|IXRO-EyUfKc|text=ESEA-Invite S18 StreetHoops vs Ding Dong Daddy - (Ninjanick)}} ''(Includes team comms)''
 
* {{YouTube video|qq9ydjKEQLg|text=ESEA-Invite S18 StreetHoops vs A New Yomie - (Ninjanick)}} ''(Includes team comms)''
 
  
==== Sunshine ====
+
===The Flank===
* {{YouTube video|OPlSGjnNzgk|text=ESEA-Invite S16 Frototech vs 6cuties - (Shade)}} ''(Includes team comms)''
+
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. When holding control points the medic will often call the flank to come get an overheal if their overheal is gone or the enemy team is going to push.
* {{YouTube video|7e4w8Um9bE8|text=ESEA-Invite S18 StreetHoops vs Five Dollar Club - (Ninjanick)}} ''(Includes team comms)''
+
 
* {{YouTube video|aQf0IYHE2WY|text=ESEA-Invite S18 StreetHoops vs Ding Dong Daddy - (Ninjanick)}} ''(Includes team comms)''
+
 
 +
===The Rollout===
 +
During the rollout to middle on [[5CP]] maps the Medic will often buff the Demoman first to let him jump to middle. As he will arrive first these will be the only heals that he will receive before entering the fight. The Medic will then buff the [[Roamer]] who he will be healing for most of the rollout as the Roamer jumps towards middle with the Medic. During the early rollout the Medic should buff the scouts to 185 so that they will have some overheal at middle. Lastly the [[Pocket]] [[Soldier]] who likely has Escape Planned to middle should receive his crit heal overheal to 300.
 +
 
 +
 
 +
==Positioning==
 +
Knowing where to position yourself is vital to staying alive and successfully keeping your team healed. When entering an area the Medic should never be the class to enter first. The Pocket, or any other class for that matter, should go up front and check if their are sticky traps or people hiding. The Medic should always be behind his teammates protected from incoming damage or players.
 +
 
  
 
==See Also==
 
==See Also==
 +
 
* [[Medic]]
 
* [[Medic]]
 +
 
* [[Medic (Highlander)]]
 
* [[Medic (Highlander)]]
 
+
 
[[Category:Classes in 6v6]]
 
[[Category:Classes in 6v6]]

Please note that all contributions to comp.tf may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see comp.tf:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: