Difference between revisions of "Medic buddy"

From Team Fortress Wiki
Jump to: navigation, search
(List of classes considered to be Medic "baddies": Stupid WindBOT, I don't mean the taunt -_-)
(Planning for ÜberCharges: Moving the Scout information up into Medic Baddies, it doesn't belong under Guidelines)
Line 58: Line 58:
 
===Goals===
 
===Goals===
  
*'''Raw damage''': For pure damage, the best choices are a Pyro or Heavy. The Heavy can cause damage at midrange while also being deadly in close quarters. However, the Heavy's slow movement speed and inaccurate bullet spread will limit his effectiveness if the enemy uses cover or retreats. Pyros are best suited for [[Ambushing|ambushes]] and being ÜberCharged only increases the potential damage done. Unlike the Heavy, Pyros do not need to worry about speed or cover and enemies set on fire will continue to take damage even after retreating. Of course, Pyros suffer from a significantly shorter range which means they may waste charge time chasing distant enemies.
+
*'''Raw damage''': For pure damage, the best choices are a Pyro or Heavy. The Heavy can deal respectable damage at mid-range while also being very deadly in close quarters. However, the Heavy's slow movement speed (especially while spun up) and bullet spread will limit his effectiveness at longer ranges if the enemy uses cover or retreats. Pyros are best suited for [[Ambushing|ambushes]], and being ÜberCharged only increases the potential damage done as they do not have to worry about being killed while closing the range. Unlike the Heavy, Pyros do not need to worry about speed or cover and enemies that have been ignited will continue to take damage even after retreating, which can result in even more kills. Of course, Pyros suffer from a significantly shorter range, which means that they may waste charge time chasing distant enemies.
  
*'''Tactical targets''': If you want to take out a specific target or need to gain an immediate advantage, you may want to select a Soldier or Demoman. Soldiers have an advantage in terms of range but Demoman are able to kill several enemies if they are grouped closely together. Both ÜberCharged Soldiers and Demomen can provide the push necessary for your team to gain momentum in battle as they can move quickly while firing and deal substantial amounts of damage.
+
*'''Tactical targets''': If you want to take out a specific target or need to gain an immediate advantage, you may want to select a Soldier or Demoman. Soldiers have an advantage in terms of range, but Demoman are able to kill several enemies if they are grouped closely together. Both ÜberCharged Soldiers and Demomen can provide the push necessary for your team to gain momentum in battle as they can move quickly while firing and deal substantial amounts of damage.
  
*'''Sentry removal''': If you want to take down a [[Sentry Gun]] nest at close range, choose a Pyro rather than a Heavy. Pyros are generally more effective in taking out Sentry Guns in close quarters, although map geography dictates which class is more appropriate. If the Sentry Gun is out of effective range, you may wish to close in while running in front of your patient so that the Sentry Gun's [[knockback]] does not push him back before the ÜberCharge runs out. If you must take out a difficult Sentry Gun protected by an Engineer or from a longer range, Demomen are the best choice because they can use [[sticky bombs]] to destroy the gun in one attack. This prevents the Engineer from repairing it between the damage from a Soldier's rockets or the Heavy's Minigun fire.
+
*'''Sentry removal''': If you want to take down a [[Sentry Gun]] nest at close range, choose either a Pyro or a Demo. Pyros are generally more effective in taking out Sentry Guns in close quarters, although map geography dictates which class is more appropriate. If the Sentry Gun is out of effective range, you may wish to close in while running in front of your patient so that the Sentry Gun's [[knockback]] does not push him back before the ÜberCharge runs out. If you must take out a difficult Sentry Gun protected by an Engineer or from a longer range, Demomen are the best choice because they can use [[sticky bombs]] to destroy the gun in one attack. This prevents the Engineer from repairing it between the damage from a Soldier's rockets or the Heavy's Minigun fire.
  
 
===Guidelines===
 
===Guidelines===
  
*A Scout has several rapid fire weapons and can unleash devastating damage at close range, but their Scattergun magazine runs out very quickly and the Force-A-Nature even more so; and reloading wastes priceless ÜberCharge time. In addition, the difference in movement speed between the Scout and Medic can make it difficult to stay together if ÜberCharging outside of close quarters combat. A good Scout is capable of avoiding most damage without an ÜberCharge. Only ÜberCharge one if no one else is available and you will lose it otherwise. Make sure you tell the Scout, or he will not stay close enough to you to keep the ÜberCharge! If you are going for the "You'll Feel a Little Prick" achievement, it is better to use the Kritzkrieg, as an unbuffed Scout may have difficulty killing three people in ten seconds, even while invulnerable. On the flip side though, a Scout equipped with the standard Scattergun can, under certain situations, be a good target for an ÜberCharge; most classes cannot outrun the Scout, and he can exploit getting within close range to deal maximum damage with the Scattergun without worrying about being killed while under the effects of the ÜberCharge. In enclosed or crowded areas an ÜberCharged Scout can be a nasty surprise to the enemy team, and may be also be used for speed-capping capture points before they are too heavily fortified.
+
* Ensure your patient has a full ammo clip and has reloaded before activating an ÜberCharge.
  
*Ensure your patient has a full ammo clip and has reloaded before activating an ÜberCharge.
+
* On a Sniper map, an ÜberCharged Sniper can take out a few of the opposition while charged. It should be noted, however, that this is a specialized use, and ÜberCharge used on a Sniper is generally a waste.
  
*On a Sniper map, an ÜberCharged Sniper can take out a few of the opposition while charged. It should be noted, however, that this is a specialized use, and ÜberCharge used on a Sniper is generally a waste.
+
* As a last resort, ÜberCharge to protect yourself while you find another teammate rather than lose a full charge.
 
 
*As a last resort, ÜberCharge to protect yourself while you find another teammate rather than lose a full charge.
 
  
 
==Planning for the Kritzkrieg==
 
==Planning for the Kritzkrieg==

Revision as of 07:56, 9 December 2010

Best Buddies.
Zat vas doctor-assisted homicide!
The Medic

A Medic buddy is the player term to refer to a class that is particularly compatible with the Medic in an offensive scenario or maneuver. Any Medic buddy is also considered a strong candidate for an ÜberCharge. Medic buddies are different than "patients", who are simply the player that a Medic is healing at any given moment.

List of classes considered to be Medic "buddies"

The following are the ideal choices for Medic buddy, listed in what many, though not all, believe to be a general order of preference. Keep in mind that some classes may be more useful than others in different situations, so when given a choice between possible Medic buddies, consider the current situation carefully. For example, Soldiers or Demomen are ideal classes for taking out Sentry Guns, so healing them over a Heavy would make a wise choice if there is a Sentry Gun around a corner. One of the most important strategic assets that a Medic can have is the ability to adapt to any situation and wisely choose which class is best suited for a specific task.

  • Heavy
    • The Heavy's high HP will make him very difficult to defeat while being overhealed. His significant close-range firepower can help protect the Medic from enemies, and his large size and slow speed automatically attract the attention of enemy players very easily. Additionally, his slow speed makes him easy to follow and keep track of.
    • When deploying an ÜberCharge on a Heavy, try to walk ahead of him before he reaches a position to wind up his Minigun in order to draw attention and fire. As the Heavy is already a very slow class, it is possible for knockback to slow down his progress even more. If possible, try to make sure that the Heavy has the GRU equipped, which can negate this disadvantage.
    • The Heavy also makes an excellent target for a Kritzkrieg ÜberCharge, as his Minigun can quickly shred targets in almost any situation, whether you are fighting outdoors or inside of tight corridors. However, finding a situation where the Heavy can take advantage of a Kritzkrieg can be tricky due to the need to wind up his Minigun.
    • Make sure to watch out for Spies, as the Heavy may be concentrating too much on enemies in front of him to look behind him, where you are. Next to Snipers, Engineers and Medics, Heavies are among a Spy's favorite targets.
  • Soldier
    • The Soldier's high HP and attack power are a deadly combination with the Medic's healing. Healing a Soldier also allows him to perform rocket jumps more safely, which greatly increases his mobility. A Soldier/Medic pair is adept at destroying buildings from mid to long range, dealing large amounts of splash damage against clustered opponents, and sometimes taking out specific targets quickly and cleanly.
    • If possible, try to back up Soldiers who are carrying the Rocket Launcher rather than the Direct Hit. If you come under attack, the Rocket Launcher's larger splash radius allows the Soldier to protect you more easily.
    • As a target for the Kritzkrieg, the Rocket Launcher's larger splash radius allows him to kill two or more enemies with a single Critical rocket. Always try to ambush enemies when using the Krizkrieg, as they will quickly scatter upon seeing the first Critical rocket.
  • Pyro
    • The Pyro is built for close combat, so Pyros will need to be exposed to deal the most damage. With the Medic healing him, a Pyro can take a beating while killing his foes with ease. However, sticking with a Pyro exposes the Medic to danger as well, as the Medic must follow the Pyro in to provide support. As such, it is usually better to heal Pyros in defensive situations, with a reduced risk of encountering enemies. If healing an offensive Pyro results in trouble, either run away and find cover, or use an ÜberCharge.
    • For destroying buildings with an ÜberCharge, the Pyro is one of the best classes, along with the Demoman. If you need to destroy a Sentry Gun around a corner, the Pyro can quickly overwhelm the Engineer and send enemies scattering.
    • In general, Pyros are not good targets for the Kritzkrieg, since it requires the Pyro and you to be in close range to do any damage and might jeopardize your life.
  • Demoman
    • The Demoman uses a variety of explosives to do damage, and has the greatest attack potential of all the classes in the game. In addition to this, like the Soldier, the Demoman can execute explosive jumps, greatly increasing his mobility. Demo/Medic pairs are excellent for destroying buildings in almost any situation.
    • If a Demoman is carrying the Chargin' Targe and either the Eyelander or Scotsman's Skullcutter, he can make a good buddy for close-range combat, like the Pyro. While he cannot deal as much explosive damage with this setup, he can disrupt enemies at close range very effectively. However, he can also be harder to follow and support if he uses his Chargin' Targe frequently.
    • Like the Soldier, a skilled Demoman can prove to be brutal towards large clusters of enemies, making him an excellent choice for a Medic's Kritzkrieg ÜberCharge if available. Even if equipped with the Chargin' Targe, the Kritzkrieg can allow him to take advantage of his melee weapon's long reach and kill enemies surprisingly quickly at close range.

List of classes considered to be Medic "baddies"

It is generally unwise to choose one of these classes as a Medic buddy. In particular, these classes' low health makes them poor choices as Medic buddies, as all four have a 150% buffed health of only 185. Furthermore, if the Scout has the Sandman equipped, his max health is as low as 165. The Engineer has become a slightly better Über target in some situations thanks to the changes in the Engineer Update, see below.

  • Engineer
    • Because Engineers can build their own Dispensers and stay away from fighting, having a Medic around would not be of much help. An exception to this is if an Engineer has built a Sentry Gun in order to hold down a crucial area that keeps coming under heavy fire, such as the final control point. In this case, healing an Engineer who is crouching behind his Sentry Gun can allow him to keep his Sentry Gun repaired, and, if the Medic cannot take cover, the Dispenser can heal him. Using an ÜberCharge might be the difference between allowing the Engineer to keep the gun firing and having your team's defenses collapse.
    • Because the Engineer can carry his Sentry Gun around and deploy it as an offensive tool, he can also be an excellent Über target on the attack. If you and the Engineer work together intelligently, you can both use your invulnerability to shield a Sentry Gun that is going up in a devastating offensive position. This requires some planning, but it can be much more effective in some cases than Übering even a "traditional" Medic buddy. An Engineer that is using the Wrangler can also be an excellent Über target if the Sentry Gun is in a commanding position.
  • Scout
    • The Scout's low health and suicidal style of play usually mean that Scouts will die quickly even when being healed. That, coupled with the difference in speed, makes them impossible to keep up with for long, resulting in the Scout being extremely poor Medic buddy. Still, Scouts will often be injured and run back to find a Medic, so make sure to heal them whenever they need it.
    • In tight quarters or on the defense, Scouts can make surprisingly good targets for a Kritzkrieg ÜberCharge. As the Scattergun does significant damage at close range, a Scout under the effects of a Kritzkrieg can cause a lot of havoc in an ambush.
  • Sniper
    • The Sniper can be considered a Medic buddy, but only in certain situations. For example, if there is an enemy Sniper taking out your team, buffing your team's Sniper can help tip the odds in your favor during the Sniper duel. As a fully overhealed Sniper cannot be killed with a fully charged body-shot, this can force the enemy Sniper to aim for the head, which can be very challenging.
    • A Sniper carrying the Huntsman will often fight close to the front lines, and will likely require frequent healing. However, an overhealed Sniper can also deal a surprising amount of damage to the enemy team.
    • It is worth mentioning that a Sniper who is carrying Jarate and the Bushwacka can be a good target for an ÜberCharge, as the Bushwacka deals full Critical hits in situations where it would normally deal Mini-Crits. Throwing Jarate at a group of enemies and then charging them with the Bushwacka drawn can be surprisingly effective at times.
  • Spy
    • The Spy relies on stealth, and healing one while he is disguised as an enemy will usually blow his cover. If a Spy calls for a Medic while disguised, he is usually trying to trick the other team's Medics - so use discretion, even if he is disguised as an enemy Spy. Heal offensive classes before healing the Spy, as they are much more likely to be taking fire, while the Spy can just Cloak and run away. If you see a Spy trying to defend himself with a Revolver and no other teammates are in urgent need of healing, though, or if you see any Spy on fire (which negates his disguise and Cloak), heal him long enough to help him make his escape for the benefit of the team.

Healing other Medics

Don't forget to heal other Medics! Without health packs, they regenerate health as slowly as you do. Healing other Medics is very important, as they will lose their stored ÜberCharge when they die if they are not wielding the Vita-Saw. When fully buffed, their max health is quite high, at 225. While it is very important to keep them alive, it is unwise to accompany them as you would for a Medic buddy, unless no one else is around (in which case you can heal each other to build up ÜberCharge) or unless you can pull off the Double Medic Strategy. Hopefully, when healing other Medics, they will return the favor when you are in need of healing.

Another strategy involves the Blutsauger. Medic #1's Medi Gun can heal Medic #2 while he is quickly mowing down his opponents with the Blutsauger. Be sure to watch out for a Spy, as he can kill Medic #1 with a single backstab, so if possible, have a Pyro covering the rear. This strategy heavily relies on Medic #2 being next to a Dispenser a friendly Engineer has built, so Spies are incredibly lethal to this strategy, and that is why it is imperative Medic #2 is next to a Dispenser, just as highly as the Pyro covering the rear to guard against such actions.

Planning for ÜberCharges

ÜberCharging another player involves a certain amount of decision making, personal preferences, and consideration of the team's tactical goal. While a simple list of criteria for choosing Medic buddies cannot be defined, here are some guidelines for a few general scenarios:

Goals

  • Raw damage: For pure damage, the best choices are a Pyro or Heavy. The Heavy can deal respectable damage at mid-range while also being very deadly in close quarters. However, the Heavy's slow movement speed (especially while spun up) and bullet spread will limit his effectiveness at longer ranges if the enemy uses cover or retreats. Pyros are best suited for ambushes, and being ÜberCharged only increases the potential damage done as they do not have to worry about being killed while closing the range. Unlike the Heavy, Pyros do not need to worry about speed or cover and enemies that have been ignited will continue to take damage even after retreating, which can result in even more kills. Of course, Pyros suffer from a significantly shorter range, which means that they may waste charge time chasing distant enemies.
  • Tactical targets: If you want to take out a specific target or need to gain an immediate advantage, you may want to select a Soldier or Demoman. Soldiers have an advantage in terms of range, but Demoman are able to kill several enemies if they are grouped closely together. Both ÜberCharged Soldiers and Demomen can provide the push necessary for your team to gain momentum in battle as they can move quickly while firing and deal substantial amounts of damage.
  • Sentry removal: If you want to take down a Sentry Gun nest at close range, choose either a Pyro or a Demo. Pyros are generally more effective in taking out Sentry Guns in close quarters, although map geography dictates which class is more appropriate. If the Sentry Gun is out of effective range, you may wish to close in while running in front of your patient so that the Sentry Gun's knockback does not push him back before the ÜberCharge runs out. If you must take out a difficult Sentry Gun protected by an Engineer or from a longer range, Demomen are the best choice because they can use sticky bombs to destroy the gun in one attack. This prevents the Engineer from repairing it between the damage from a Soldier's rockets or the Heavy's Minigun fire.

Guidelines

  • Ensure your patient has a full ammo clip and has reloaded before activating an ÜberCharge.
  • On a Sniper map, an ÜberCharged Sniper can take out a few of the opposition while charged. It should be noted, however, that this is a specialized use, and ÜberCharge used on a Sniper is generally a waste.
  • As a last resort, ÜberCharge to protect yourself while you find another teammate rather than lose a full charge.

Planning for the Kritzkrieg

The Kritzkrieg charge must be prepared in a far different manner than the traditional ÜberCharge. Boasting considerably more offensive power than the ÜberCharge and the ability to be used more often, its one drawback is that it does not possess the sheer defensive power that an ÜberCharge has. The simple fact that the standard ÜberCharge allows your target to deal damage whilst you and your target cannot be damaged, and the Kritzkrieg offers no such protection, you must be more careful in using a Kritzkrieg charge. This drawback does not make the Kritzkrieg inferior, but instead forces the Medic's choices in ÜberCharge recipient to be drastically altered.

The biggest difference between preparing for a Kritzkrieg as opposed to an ÜberCharge is twofold. First, a Kritzkrieg relies on even more communication than an Über pair does. While an Über pair even without communication can turn the tide of battle as both members are immune from damage (meaning recklessly charging in still provides some results), an uninformed Kritzkrieg assault almost always leads into disaster. The other difference is that preparing for a Kritzkrieg is not only knowing what classes you should use it on, and what situations it shines in, but it also relies heavily in when to NOT use it over the traditional Medi Gun. Use your judgment in what weapon you should pick.

This is a general list of good targets for a Kritzkrieg charge, from most effective in most situations to least effective, with explanation.

  • Soldier is the obvious choice. Their high health coupled with superior mobility (due to rocket jumping), AND their main method of attack boasting large Critical damage with massive splash potential makes a Kritzkrieged Soldier a fearsome opponent indeed. Just be wary of enemy Compression Blast Pyros as well timed compression burst can spell the end for you and/or your charged Soldier. Incidentally, since their Rocket Launcher holds only four shots, it's much easier to get the Blast Assist achievement with a Kritzkrieg, since their rockets are much more likely to kill multiple targets to get you to the five kills you need.
  • Demoman may seem like an odd choice as their main method of attack is indirect. But due to the nature of Kritzkrieg, this is more of a blessing than a curse. Whereas an Über pair can wade through opponents, a Kritzkrieg pair is still confined by the fact that they can both die very easily. A Kritzkrieged Demoman should use their Stickybomb Launcher. If planned correctly, the pair can launch a full round of eight Critical stickies, causing a large amount of damage over a large area. The applications for both defensive play (especially in setup) and offensive play are limitless.
  • Scout may appear to be a poor choice for a Kritzkrieg charge given its low health, low overall damage dealt, and the difficulty for a Medic to keep up, but in close quarters combat, the Scout's Scattergun can actually be a dangerous weapon when used with a Kritzkrieg. The deadliness of a Kritzkrieged Scout is also increased substantially if the element of surprise is achieved and the Scout is able to get close to the enemy. It must be noted that the Force-A-Nature should almost never be used with a Kritzkrieg in virtually every circumstance, given that valuable time will be lost since the weapon will only fire off two rounds before it needs to be reloaded. But when a Kritzkrieg is used together with a competent Scout, a good deal of damage can be done in the right situations. This is the best way to get the You'll Feel a Little Prick achievement, far easier than with the normal Medi Gun.
  • Heavy is an awesome sight while invulnerable, but is not as good as the Soldier for a Kritzkrieg pair. Due to the Heavy's low mobility, coupled with his inaccuracy and the Minigun's spin up time, it is generally a bad idea to Kritzkrieg a Heavy in favor of a Soldier, who can dart in and out while constantly firing off rockets. Unlike the Soldier, the Heavy can fire shots without the need to reload. This leads to (especially in closed spaces) a massive amount of continuous damage in a short amount of time. Kritzkrieging for suppression fire is a good tactic as even a long range hit will chew into the HP of less hardy classes. Also, Critical hits from the Minigun no longer suffer from damage falloff, making even long-range Heavy shots very effective, though inaccurate.
  • Pyro makes a poor choice for a Kritzkrieg in most situations, with their low buffed health. Though their flames deal considerable damage especially if they have Critical damage, if they're using a weapon such as the Backburner the Kritzkrieg is far less useful to them especially compared to the raw power of an invulnerable Pyro. In situations where a heavy defensive group is holding ground, a Kritzkrieged Pyro can destroy the entire group before they can react, if they are all focused on a different front. The heavy is too slow when firing and other classes have to reload. If there is a Sentry Gun or they notice the attack, it could fail. Additionally, special mention must be given to the compression blast, which can turn an enemy's projectile into a Critical when under the effect of a KritzCharge.
  • Sniper under the effects of a Kritzkrieg can wipe out all classes with less than 150 hp, due to the fact that the Sniper Rifle does 150+ damage with a Critical unscoped body-shot. Any hit on these classes will be an instant kill, and the Sniper may be wasting time by scoping, unless for larger targets or over longer distances.
  • Medic also seems like an odd choice, but can be useful if there is no superior choice. The rapid-fire from a Medic's Syringe Gun or Blutsauger will often take down opponents quickly. Using the Kritzkrieg is useful to make some progress towards the Consultation achievement.

The rest of the classes are usually poor Kritzkrieg targets - even if the Engineer or Spy can deal a lot more damage if all their hits turn into Criticals, this not true in comparison to the classes listed here. Circumstances may dictate otherwise, so use discretion. One last major idea to consider for a Kritzkrieg target is the skill of the player being charged. For example, it is ideal to use the charge on an experienced Scout rather than a Heavy or Soldier who doesn't know what they're doing, despite the situation.

Being a Medic buddy

There is one sure way of never getting followed by a Medic, and that's by being a poor Medic buddy!

  • The most important thing is communication. If you have a mic, use it.
  • Use the voice commands if you don't have a mic to warn your Medic about different things.
  • The Medic does regenerate health, but if you see a Health pack in front of you, step aside and let him take it.
  • Listen for the "I am charged!" announcement and take charge of the situation. Check your ammunition and talk to the Medic about how and where to use the charge. Make sure to let him know to wait if you need to reload first.
  • Defend him! Medics will often die rather than pull out the Syringe Gun, as they trust you to do their killing.
  • Keep an eye on your six, particularly for Spies, Scouts, and Pyros who could easily take down your Medic from behind.
  • Keep moving! The Medic relies on movement to stay alive. If you stand still, he becomes a painted target for every Spy, Pyro and Sniper in the vicinity.
  • If your Medic is in cover, don't move too far away unless you are going somewhere new. He needs to be able to keep that healing beam on you while staying out of the line of fire.
  • Being constantly healed does not make you invincible, especially under very heavy fire. If you see your health going down rapidly, retreat and protect your Medic.
    • Do not push forward into enemy territory especially when there is a large chance that you and your Medic could be flanked. Survey the area first before diving head in or wait till your whole team can re-group for a coordinated push.
  • Don't annoy the Medic by calling for him constantly. If he doesn't show up, it's for a reason.