Difference between revisions of "Community Medic strategy"

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*The Blutsauger's health regen makes it much better retreat weapon when your Medic Buddy has been killed.
 
*The Blutsauger's health regen makes it much better retreat weapon when your Medic Buddy has been killed.
 
*Classes that run at the normal run speed (Engineers, Spies, Pyros, Snipers) are slightly faster than a Medic running backwards. This allows Medic to spray his pursuers with needles while retreating and recharge his health.
 
*Classes that run at the normal run speed (Engineers, Spies, Pyros, Snipers) are slightly faster than a Medic running backwards. This allows Medic to spray his pursuers with needles while retreating and recharge his health.
*The Blutsauger cannot overheal.
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*The Blutsauger cannot overheal the Medic using it.
 
*If caught behind enemy lines without a buddy, a Medic can fire the Blutsauger at enemies while retreating in order to regenerate just enough health to get away safely.
 
*If caught behind enemy lines without a buddy, a Medic can fire the Blutsauger at enemies while retreating in order to regenerate just enough health to get away safely.
 
*A Medic on [[fire]] can stop healing and attack with the Blutsauger to restore some health in order to survive.
 
*A Medic on [[fire]] can stop healing and attack with the Blutsauger to restore some health in order to survive.

Revision as of 12:43, 7 December 2010

The Medic's primary role is to keep his teammates alive using his Medi Gun. The Medic is able to provide invulnerability via his ÜberCharge. This ability is often invaluable to his team both offensively and defensively and can turn the tide of battle.

General strategy

  • Medics constantly regenerate health. If they can escape a fire fight, they can survive. This ability is unique to the Medic and can be used to stay alive much longer than other classes if used correctly.
  • There are two options that are useful to medics. The first allows Medics to continuously heal without holding the mouse button. The second makes damaged teammates automatically call out for Medics. These options are accessed by selecting the 'Options' button from the main TF2 menu, then selecting the 'Multiplayer' tab, then the 'Advanced' button.
  • Since Medics cannot heal themselves directly, they should have first priority for health pickups. Injured teammates can then be healed by the Medic. Ask your teammates to leave health packs for you and promise healing in return. This is also better for building up ÜberCharge.
  • A Medic's top priority is to prepare his ÜberCharge. A Medic healing a full health teammate will still build ÜberCharge, albeit not as quickly as healing damaged teammates.
  • Medics should keep in mind who their Medic buddies are. Sometimes players do not want to be healed, or won't go the same direction as the Medic wants.
  • When damaged, a Medic carrying a standard Syringe Gun will regenerate 3 health per second. After five seconds without damage, his regeneration rate increases to 6 health per second. If at any time the Medic takes damage, it resets the timer and healing factor back to 3 health per second. A Medic that is carrying a Blutsauger will heal 2 less health per second (for at least 1, up to 4 health per second.) Opting for the stock Syringe Gun grants the Medic marginally faster health regeneration, especially when going unharmed for a period, and increases his survivability if set on fire.
  • In desperate circumstances, fighting back may be the best option for a Medic. Using his primary or melee weapons correctly may inflict enough damage to cause the enemy to retreat (or die), while preserving the Medic's precious ÜberCharge.
  • An ÜberCharged Pyro is incredibly dangerous, especially to low-level enemy Sentry Guns and turtling foes. Even with only 8 seconds of invulnerability, a Pyro can do an astounding amount of damage, as the Pyro is much faster than the Heavy and doesn't have to pause to reload like the Soldier or Demoman. A nearby Pyro can make a very useful target for your ÜberCharge, especially in enclosed areas. However, beware that the Pyro has to get close to be useful and that the enemy team will likely try to keep you away using knockback.
  • Knockback is often used to counter ÜberCharges, separating Medics from their healing targets or pushing them towards environmental hazards. Enemy Pyros, Soldiers, Demomen, and Sentry Guns will use knockback to their advantage until the ÜberCharge ends. A Medic and the ÜberCharged teammate should target these enemies first.
  • A common problem for an Übered team trying to destroy enemy Sentry Guns is the Sentry Gun's knockback. The knockback will prevent the Medic and his Übered buddy from getting close. To deal with this, the Medic should get as close to the sentry as possible in order to draw its fire and knockback. This allows the Übered patient to get close enough to destroy it. They Medic should avoid jumping while doing this because the sentry knockback on airborne targets is significantly more effective.
  • The ÜberCharge bar fills faster if the Medic is healing wounded allies instead of focusing on healthy ones. As such, classes that can effectively damage themselves (Soldiers, Demomen, and Heavies with the G.R.U.) can be a tremendous help when out of combat and building a ÜberCharge. This is called 'leeching' or 'Übering up'. (Note that during the setup phase, charge rate is maximized regardless of the patient's health.)
  • The Medi Gun beam can bend around corners. This allows Medics to heal their target while being protected from enemy fire. As long as there is a direct line of sight between the Medic and his patient, the beam will stay connected.
  • Once the Medi Gun is locked onto its target, the Medic can face any direction without interrupting healing. This leaves him free to watch for Spies or ambushes in general, as Medics make for high-priority targets.
  • A common mistake that some Medics make is healing only one person. On the battlefront, many people become wounded and in need of a Medic to heal them so they can return to battle as quickly as possible. Healing multiple people also benefits the Medic, as he will receive assist credit for his teammates' kills, and healing damaged teammates will build his ÜberCharge faster.
  • Both the Medic and the patient are unable to capture Points while ÜberCharged. However, they will both receive capture points for being on the point while ÜberCharged as a fellow teammate captures it, and may protect teammates from enemies while the point is being capped.
  • While under the effects of an ÜberCharge, it is possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a very short period. Note that this drains the ÜberCharge faster than ÜberCharging only one person.
  • A Medic should communicate with the player(s) he is healing about upcoming dangers and enemy Spies, as they can use the information to deal with the threat. A simple message to your teammates can make all the difference between a successful push/defense and a death.
  • A Medic should inform his teammate when the ÜberCharge is ready. A good teammate will say when he is ready for the charge; otherwise, the Medic must use his best judgment.
  • Activating the ÜberCharge at different times can change the tide of battle. Using ÜberCharge as late as possible, such as right before the Medic or Medic buddy dies, can lengthen an offensive/defensive push, but waiting too long often results in death. Similarly, using ÜberCharge early may waste the charge and end earlier than necessary.
  • Enemy Spies in disguise can also call for a Medic. Attempting to walk through the patient is an effective means for a Medic to spycheck. Bumping into them proves they're a Spy.
  • Even an invincible player can have a hard time single-handedly wiping out the entire enemy defensive line. To make the most of each ÜberCharge, the Medic should activate it when many other teammates are nearby and they should attack as a team. The ÜberCharge may frighten and distract the enemies, drawing fire away from the teammates and effectively making it easier for them to attack.
  • One of the most important aspects of playing the Medic is understanding what Overhealing is, and how it works.
    • If a Medic heals a teammate already at 100% health, it will take 1 to 3 seconds to raise them to 150% health (overhealed). The time it takes depends on the class; those with the highest starting health take the longest to overheal.
    • The overheal health buff will decay completely in exactly 20 seconds for all classes as long as the overhealed target takes no damage. A Heavy has more overheal health to lose than a Scout does but since 20 seconds is the rule, the Heavy loses more health per second.
    • The HUD indicates overheal by a pulsing border around the health indicator of the heal target (both on the heal target's HUD and the Medic's heal target display). The border will diminish as the overheal decays.
    • When approaching an objective, the Medic should try to keep multiple teammates on the front line overhealed instead of only your primary healing target.
    • Overhealing players fills the ÜberCharge meter at the same rate as healing injured players does, so overhealing teammates should be a priority.

Weapon Specific

Syringe Gun

Item icon Syringe Gun.png

The Syringe Gun's arcing shots may be annoying in mid-range combat, but it does give a few strategic advantages.

  • A Medic must lead his targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, a Medic can do good damage.
  • The needles can fire over obstacles, allowing Medics to hit targets that are not in their direct view.
  • Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload which can add up to a surprising amount of damage on enemies.
  • The Syringe Gun can prove effective against unattended Sentry Guns. A Medic can safely attack the Sentry Gun by using the needles' arc.
  • The Syringe Gun works well for suppressive fire while retreating.
  • The Syringe Gun has a better passive heal than the Blutsauger, so dedicated healing Medics are better off wielding the Syringe Gun. The increased passive heal also dramatically reduces the effect of fire afterburn and coupled with the Oktoberfest taunt could easily save your life.
  • The Syringe Gun is ideal for Medic who can rely on his teammates, as the health regeneration bonus will be more beneficial because he will healing instead of shooting, making the Blutsauger's +3 HP on hit less valuable than the Syringe Gun's passive.

Blutsauger

Item icon Blutsauger.png

  • Whenever a needle hits an enemy, three health is added to the Medic who fired the shot. As compensation, the passive health regeneration of the Medic is reduced by 2 HP/sec, with the end result of health regeneration at 1 HP/sec to 4 HP/sec. This allows for a more offensive Medic, as the bulk of their self-healing will come from attacking enemies.
  • The Blutsauger's health regen makes it much better retreat weapon when your Medic Buddy has been killed.
  • Classes that run at the normal run speed (Engineers, Spies, Pyros, Snipers) are slightly faster than a Medic running backwards. This allows Medic to spray his pursuers with needles while retreating and recharge his health.
  • The Blutsauger cannot overheal the Medic using it.
  • If caught behind enemy lines without a buddy, a Medic can fire the Blutsauger at enemies while retreating in order to regenerate just enough health to get away safely.
  • A Medic on fire can stop healing and attack with the Blutsauger to restore some health in order to survive.
  • For a Medic who cannot rely on his team, the Blutsauger's +3 HP on hit is more useful than the Syringe Gun. The Syringe Gun's passive is negligible when taking damage constantly. The +3 HP on hit from the Blutsauger will give a better chance to survive to a Medic who has to fight back.

Medi Gun

Item icon Medi Gun.png

The Medi Gun is a straightforward device, but remember that once it starts healing a target, it will stay "locked-on" to him until you the fire key is released or the target moves out of range. This has several implications:

  • A Medic should never stop moving! The Medic is a prime target to enemy Spies and Snipers. Constantly jumping, ducking, and strafing makes him a harder target to kill.
  • Since a Medic does not have to face his healing target, he should be watching in every direction. Spotting a Spy or a hidden enemy and alerting teammates can save their lives.
  • A Medic has to keep tabs on the life totals of his teammates, and heal whoever needs it the most. This also builds ÜberCharge faster.
  • The Medi Gun beam can bend around short corners. Using this tactic can keep a Medic out of harms way while still healing. However, enemies can see the beam and use it to find the Medic
  • It's better use an ÜberCharge to survive than to die with a full ÜberCharge meter.
  • Medics should heal each other when possible. This way both Medics can stay alive longer and keep their precious ÜberCharges.
  • A Medic should heal damaged players first. Even healing them a small amount is often better than to overhealing another to 150%.
  • The ÜberCharge builds faster by healing anyone under 150% of their max health. If no one can self-damage themselves to keep this fast rate going, keeping group of people to up to 150% will essentially build it just as fast as a Soldier or Demoman hurting themselves.
  • Every map is different in its own way and with that, so is the healing process.

Kritzkrieg

Item icon Kritzkrieg.png

  • The Kritzkrieg relies a lot on the skill level of your patient; if he has good aim you shouldn't have any problems. The Kritzkrieg's ÜberCharge cannot be used on yourself, so if your patient dies it's wasted, and because it doesn't have any invulnerability like the Medi Gun, your patient can die if he isn't careful enough (especially from backstabs).
  • It should also be noted that the Kritzkrieg effects aren't nearly as obvious to the player receiving the charge as the normal ÜberCharge (with the glowing outline around the player models). This might require more diligent communication between patient and Medic.
  • The Kritzkrieg's ÜberCharge is useless against a Medi Gun ÜberCharge due to its invulnerability, but the Kritzkrieg charges 25% faster than the Medi Gun so you can use it before the enemy can, as well as more often.
  • Although Crits count as normal damage against buildings and so won't help against the Sentry Gun itself, if you Kritz a Demoman or Soldier the splash damage from their rockets and grenades can easily kill the engie hiding behind the Sentry Gun as well as any other players near it. Once the engie is dead the Sentry Gun is usually quickly disposed of.
  • Heavies, Soldiers and Demomen are the three best classes to kritz. Though any class can be lethal while kritzed, these three are far more lethal than the rest. The choice is situational:
    • Soldiers and Demos are very similar; however, they have slightly different uses. Soldiers excel in taking out compact groups of enemies, such as on a Capture Point or around the Payload cart. If you do kritz a Soldier, be sure they have a normal launcher and not the Direct Hit, as the main portion of his damage will come from the splash damage. As the reload time after firing all four rockets can take a while, try having two Soldiers there and switching as soon as the first one finishes firing. (270 damage per rocket)
    • Demos will yield varying results compared to Soldiers. While a direct hit from a Crit grenade does a considerable amount more damage than a rocket, the splash damage is less compared to that of the Rocket Launcher. Another thing to remember is that stickies placed before being kritzed will not Crit if detonated during the charge, unless they were random Crits. In general, the Demo is better for taking out Sentry Gun nests, as his arc allows him to simultaneously kill the Engineer and his buildings in one fell stroke, while a Soldier might have a harder time attacking around the Sentry Gun. The same issue with reload times as the Soldier also applies. (300 damage per nade/350 per sticky)
    • Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows him to concentrate on as many enemies as he can hit in the time of the kritz. Also, as Crits don't have damage fall off over distance like normal shots, so the Heavy can be very lethal even at long ranges. A kritzed Heavy does approximately 1080 damage per second (assuming all bullets connect).
  • Try attacking from either of the flanks, behind the enemy, from cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to redirect fire at you.
  • If on fire and low on health, spam the Oktoberfest taunt ('G' key), it can save your life.
  • Remember that unleashing a Kritz charge does not have any effect on your vulnerability; you can still be killed. Try to use a Kritz before you take damage, so your Medic buddy will be able to kill whatever threats present before you die.
  • An unusual tactic is to have a Spy on your team disguise as a friendly combat class, such as a Heavy, and act as your Medic buddy. When you deploy the Kritzkrieg Über, the enemy team is ready to run away from the slow Heavy, and will be surprised to find that you are übering a Spy, who will be able to chase them down. This surprise, combined with the fact that the Revolver deals 120 damage per Crit and has the quickest reload in the game, can have devastating results for the enemy, provided that your Spy friend has good aiming skills.
  • Use Kritzkrieg on a Natascha wielding heavy. The damage output is greater and the ability to slow down enemies will almost guarantee a kill every time.

Oktoberfest

Oktoberfest

  • It's usually just easier to let your health regenerate. But it can compensate for the Blutsauger's lower health regeneration and save your life when on fire.
  • You can set your Kritzkrieg to keep attached to teammates after you release the button in the advanced multiplayer options. This even applies while taunting! Use this to your advantage by using the taunt behind cover while your Medic buddy is fighting.
  • A very useful trick is to use the Oktoberfest to extinguish yourself. If you just came in contact with a Pyro and have his afterburn eating away at your precious health, find a safe area and take a nice big sniff from your Kritzkrieg with the G key.
  • Using this taunt may also save your life from the bleeding effects inflicted by the Tribalman's Shiv and the Southern Hospitality, used by the Sniper and the Engineer, respectively.
  • However, be careful! Since this taunt heals only 11 health per time, it can take up to one minute to fully heal yourself, and you are vulnerable during this time. Use it only when you know the Medic is in a safe area!
  • If you are constantly under attack by enemy Pyros then it may pay to use the default Syringe Gun as it has a greater health regeneration.

Bonesaw

Item icon Bonesaw.png

  • The Bonesaw has more front-loaded damage than the Syringe Gun, but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. It also has a higher Crit rate than the Syringe Gun, giving you a better chance at a crippling hit.
  • The Medic's higher-than-standard speed often makes this weapon more likely to score kills than other melee weapons, but this is no excuse for recklessness.
  • The Übersaw is usually seen as a straight upgrade to the Bonesaw, because of both the value of ÜberCharges and the fact that in most melee fights the extra time between swings has little effect.
  • The kills of your patient contribute to your Crit chance. If you're healing a teammate who has gotten several kills, do not be afraid to break the healing to kill someone your teammate can't see; it will likely be a one-hit kill.

Übersaw

Item icon Ubersaw.png

  • The Übersaw has a 20% slower attack rate than the Bonesaw, but will charge up your ÜberCharge meter by 25% per each successful hit.
  • The Übersaw is especially useful for taking out Spies that may be attempting to backstab your patient, as you not only kill the Spy in two hits, but also fill your ÜberCharge by 25% per hit, provided the Spy is uncloaked and undisguised, in which case you will only get Über on the killing blow.
  • Notice a Scout running through your base under the effects of the Bonk! Atomic Punch energy drink? While using your Übersaw against him will not cause any damage, the Übersaw will still increase your ÜberCharge meter by 25%. Since most Scouts tend to use Bonk! Atomic Punch in range of your fellow Engineer's Sentry Guns, it's a safe way to build up your next charge.
  • Try to use your Übersaw only for filling your ÜberCharge, not for repeatedly slashing enemies to death. If you can escape, you will have a substantial advantage due to your filled Über.
  • The Übersaw can be used as a last resort weapon if a Medic has 50% Über they can get an Über by hitting an enemy twice. Therefore to prevent death a Medic can use the Übersaw to quickly obtain Über and use the ÜberCharge to prevent death. Recommended that you have a quick Über script for this strategy, however not necessary.
  • By using the Übersaw and Medi Gun in conjunction with another Medic with the same combination, you can go on a melee killing spree where 1 Medic will fill his meter with the saw while meleeing enemies, having the 2nd Medic ÜberCharge that person. Once the 2nd medics ÜberCharge wears off, the 2 will switch roles.This is known as a Chain Über, requiring skill to master, but it can be the tipping point in a game if used correctly.
  • The kills of your patient contribute to your Crit chance. If you're healing a teammate who has gotten several kills, do not be afraid to break the healing to kill someone your teammate can't see; it will likely be a one-hit kill.
  • If an enemy gets close to you and your patient, and your patient is at high health or overhealed, don't be afraid to go in and give your enemy a poke with the Übersaw, even if your patient is attacking him. This will give a quick and easy 25% charge. Do not chase the target though and try to go for multiple hits.

Spinal Tap

Spinal Tap

  • Due to the length of the taunt, it (like all other taunts) is not recommended unless used against distracted foes. If a Medic happens to run upon a Heavy firing his Minigun from behind, he can also easily take him out with this taunt. It can also be fun to use during humiliation, but it's not the best taunt to use during this period.
  • The taunt gives 50% ÜberCharge to you upon use (assuming you kill someone with it). Use your judgment; it can be better against low health classes like Snipers, while Heavies can often survive 3-4+ normal hits, allowing you to fully charge your Über-meter.
  • The taunt can be used to stun ÜberCharged enemies and waste their über time. The taunt won't kill the Übered player but it will still give you 50% ÜberCharge.
  • You don't have to stun the player in order to kill him: he just has to be in front of you as the Medic retracts the Übersaw. Always keep this in mind when you try to taunt-kill an enemy.
    • Similarly, stunning an enemy doesn't necessary mean you're going to kill him, as explosion blasts, air blasts or simple momentum gained by the enemy (especially noticeable on Scouts) may let your enemy survive the insta-kill part of your taunt.

Vita-Saw

Item icon Vita-Saw.png

  • With the Vita-Saw you can attempt more risky rushes and attacks when at low Übercharge due to the 20% of your charge being saved if you die.
  • A good tactic is to play more offensively (both via direct attacks to the enemy and healing and supporting classes like Scouts or Pyros) when the charge hasn't it the 20% limit, then a bit more conservatively when you reach the same limit.
  • Due to the slight decrease of your health you will die faster to lighter classes such as Scouts and Pyros. Consequently, try to remember to flee earlier when being harassed.
  • The health decrease is less noticeable when being attacked by heavier classes like Soldiers and Demomen as you are much more likely to be killed by explosions which would kill you even if you had 150 health.
  • The fact you may not need to charge 20% as much compared to normal when building your ÜberCharge means you will be able to get your ÜberCharges out at a much higher rate. This will help you put more pressure on the enemy team, and also allow you to save your own should the enemy push.
    • Using the Kritzkrieg in combination with the Vita-Saw will make your ÜberCharges come even faster, so make sure you have suitable patients around you at all times. Just in case you are attacked by someone your patient doesn't kill, though, make sure to stay well hidden to accommodate your lower max health.
    • Using the Medi Gun in combination with the Vita-Saw will allow you to build a defensive ÜberCharge a lot faster, in case you are killed as the enemy team pushes and your team needs to retake the area. The time reduction when building charge will essentially allow you or your team to bounce back faster in these situations.
  • Remember that as a melee weapon, the Vita-Saw works completely the same as any other standard melee weapon. However, the 10 less health it grants you may prove to be the deciding factor in a close melee fight, so think whether the current situation could lead to a melee conflict.
  • The Vita-Saw is greatly disadvantaged over the Bonesaw in Arena maps, as respawning is impossible, and you do not retain Übercharge between rounds, but you do lose 10% health. Use the Bonesaw instead.

Map Specific ÜberCharge Strategy

  • As the Medic is such a versatile class and there is practically no situation where a team can do badly with one, these map specific strategies are going to be lists of the most common and most practical places to deploy Übercharges and Kritzkriegs, with the classes preferably to said locations should the need arise. It is worth keeping in mind that any area an ÜberCharge can be deployed in a Kritzkrieg can also be used unless stated, so remember that they are interchangeable unless otherwise noted.
  • Any mentioned directions apply to the team the bullet point is for on Attack/Defense and Payload maps, e.g. The first point of the first area of Dustbowl is on the left side for the BLU team, and the right side for the RED team.
  • Unless it is a point mentioned specifically to do with the map (like the roof of Badwater Basin or the Central Bridge of Badlands), anti-Über defenses (such as airblasting Pyros or counter Übers) will not be mentioned as these too are universal and can be applied to almost any situation.

Dustbowl

Attack

  • At the first area of the first stage, it is recommended to send at least one ÜberCharge out of the left main gate, as it will be the spearhead of your offense and also break through the possible traps or defenses the RED team has built up to keep you in spawn.
  • If a Sentry Gun has been built on the right side next to or behind the house, an ÜberCharge through there can also help out immensely as otherwise your team will be gunned down even if they break out of the left or middle doors.
  • Using an ÜberCharge to take the point is reliable as there will often be a level 3 Sentry Gun along the right walkway or in the corner. For this a Heavy is probably best, as his potential for damage in the house's cramped space is high when he is spun up.
  • If Übercharging near or at the entrance to the point, be careful of airblasting Pyros trying to spoil your efforts as the small doorway is a very good spot for the Pyro to throw your target back a few feet and disrupt the charge (they may also attempt to knock you into the gully, in which case you can either advance behind the house or run back to the spawn via the middle door).
  • The top left tunnels and bottom right tunnels may have an Engineer set up with a level 3 Sentry Gun by the time the first point is captured. These will need an Über as usually they are built too far away from the corner and accompanied by too many people for people to attempt destroying them on their own. The limited space in these areas makes a Pyro Über incredibly useful (especially with the Backburner) and often will be too cramped for RED players to escape the flames (just be sure to run ahead of your patient to reduce the knockback he receives).
  • The last area of the first stage will almost always have a Sentry Gun, positioned either in the building with the point itself (in the very left corner) or to the right slightly around the corner, both of which can cover the point effectively. A Demoman Über will be the most useful here as the small amount of room in the building will maximize the Demoman's effectiveness with his explosive weapons and the right area leads to the enemy spawn, effectively allowing you to cut off their reinforcements so your team can rush the point.
  • Building an Über in the top left and top right tunnels for the left and right Sentry Guns respectively is your best plan of action, but make sure to watch your back as the tight corners and stairways are a Pyro's optimum conditions to take you by surprise, as well as other close range classes (like Spies if you have your back turned or Chargin' Targe Demomen).
  • If another Medic is already working on an ÜberCharge, try a Kritzkrieg from the top right battlements. The higher ground lets you and your patient see over the immediate area, and if the Sentry Guns are destroyed you can rush toward the RED spawn as a distraction, pinning them in their spawn if you have the chance.
  • The first area of the second stage is initially quite difficult to enter from the ditch outside the spawn without an ÜberCharge, as there may be Sentry Guns on the roof of the right house, sticky traps on the gates or other measures to waste or take away your Über. To counteract this, have either you or another Medic push in with a regular charge to destroy all the traps and initial defenses, and follow up with your own or another Medic's charge of either type to mop up the remainder of the RED team.
  • Do not build charges behind the right house, as the RED team can easily fire grenades, stickies and rockets into the tight space, send a Pyro or Spy round the back of the house to surprise you or even drop down on you from the roof. Instead, try the opposite side, crouching below the wall so you are immune from sniping.
  • Pushing into the left building from the ground floor or the left passage is a good way of directly accessing the point so you can take out any defenses otherwise hidden in the building. A Sentry Gun may also be behind the point or to the right around the corner opposite the point. For the close range destruction a Heavy or Pyro would work best, and when it comes to the faraway Sentry Guns the Demoman with his grenades/stickies helps tremendously.
  • In the event of an Engineer having set up inside the far house, do not use an ÜberCharge or Kritz as the very small rooms can be easily routed by a passing Soldier or Demoman with their explosive weapons.
  • At the last point area, try holding off your charges until you reach the area of the point itself and not using your charge in the previous courtyard or tunnel. If you want to destroy any Sentry Guns on the right side, an Übered Demoman or Heavy will be the best choice as they can destroy a Sentry Gun quickly and then lay waste to your enemies freely. Do not jump or try running at the Sentry Gun however, as unless you are on the ground floor you're very likely to be launched across the map and be chased down, having wasted the Über.
  • Destroying Sentry Guns on the left side is significantly easier than the right as you can get near them via the left tunnels and hide near the large rock when you are trying to hold the charge for as long as possible. However, do not attempt this if there are a number of airblast Pyros around as the open area and linear pathway to the point makes them very harmful to your charge.
  • Alternatively, use a Kritzkrieg after a normal ÜberCharge has rushed in to take the point by storm and keep the RED team in their spawn (now much closer than in the previous stage). You can also hide behind the left rocks and charge a projectile using class like a Soldier to deal Heavy damage.
  • You may need to use an ÜberCharge to free up the right tunnel with the one way gate. Don't be afraid to use your charge in here (especially if there is an enemy sentry set up) as it can provide a temporary save haven for building charges in should your teammates be diligent and look for enemies coming in.
  • The last stage's first area will almost always need an ÜberCharge to deal with the inevitable Sentry Gun or two on either the left or right sides. The same classes work fine for either side (being Soldier, Demoman and Heavy) but it is worth noting that Pyro Übers are especially effective on Sentry Guns stationed on the left side due to them being on the ground floor. On the right side, however, the Sentry Guns will either be up a small ramp or in the top right route from the RED spawn, so the combination of knockback and the Flamethrower/Backburner's short range will make it very difficult to reach them.
  • At the start of the round, either use a regular ÜberCharge immediately or retreat into the spawn as it is a very popular tactic for the RED team to push into your spawn with either an ÜberCharge or a Kritzkrieg (or even both). Otherwise, you will need to spend another minute charging, which could be time spent putting pressure on the enemy team and even capturing the point.
  • The final areas of the last stage are probably the most difficult place to successfully build an ÜberCharge in the map, as it is a set of corridors often subject to a large amount of projectile spam, hiding Spies, and enemies coming from the rear stairs. To counteract this, try hiding in corners to minimize any damage you take or the chance of you being spotted, and using your charge earlier than usual when pushing in to compensate for the increased chance of you losing the Über.
  • Pushing with a Demoman is best for destroying any Sentry Guns in the area but when trying to hold the RED team on their side of the bridge, a Heavy with Kritzkrieg does the best job. If you decide to do this, make sure the Heavy either pushes in when there are no Sentry Guns around or he keeps out of the lines of sight of any Sentry Guns in the distance or around corners.
  • The tunnel is also a good place to push from with either charge, as an ÜberCharge can bypass any defenses in the top left corridor by going by going directly across the bridge, and a Kritzkrieg Demoman or Heavy can fire upwards at the enemy to stop them going towards the gully, cutting off an easy escape route from other Übers your team pushes with.
  • When crossing the bridge, watch out for airblasting Pyros again as here is where they can completely waste your Über by blasting you into the gully. For this reason, try to only charge in when you know that at least one enemy Pyro is dead or distracted.

Defense

  • Defending the first area's first point is a lot more focused on the Kritzkrieg, as if used correctly with the right classes (Soldier or Demoman) you can take out a considerable number of players in very little time. This buys your team more time at the start of a round to build up defenses, and might even kill the charged Medics on the BLU team (though only if they stand outside the range of the resultant Critical explosives in spawn). If they counter Über with a proper ÜberCharge, retreat or hide and try to take them from the left side or the windows in the point building.
  • In the event that the BLU team pushes into the point with a regular ÜberCharge, do not panic and instead either retreat to the second point to build your own up, or even counter with another regular charge so as to block the point. If doing so, be sure to let your team know that you have so they will continue to defend the point and not leave you to be killed as soon as the charge wears off.
  • The second point area is a lot more suited to the normal ÜberCharge, as the passages to it are unpredictable and may make a Kritzkrieg a bad choice. This is especially apparent when the BLU team push down the right stairway with a normal Über, as you will need to block it before the point caps with the amount of people running in with the charge. If you can, try to stay out of sight until their ÜberCharge pushes in and be sure to ask for at least one Heavy class to stay at the point as a countermeasure.
  • It is entirely possible to jump along the side of the top right tunnel and onto the small Sniper ledge if you are skilled with this jump. In the eventuality that you are and can get a teammate up there (most likely a Soldier or Demoman as it is easily accessible to them) then you can take a charge into the tunnel and purge any BLU players from there. When this is done, you can either hold the one way gate open to let your teammates in to cut off one of the BLU team's potential entrances to the second area, or escape via the same gate.
  • Try not to push the BLU team right back to the first point as there are too many alternative entrances to the one you are pushing through, and so they can quite easily evade your charge and advance through another route.
  • Defending the first area of the second stage will require a mix of the two types of ÜberCharge, with the normal version being useful for destroying any Sentry Guns or people in the tunnel and spawn area of the BLU team, and the Kritzkrieg for cleaning out the tunnel and courtyard in front of the point building. For both of these application, standing on the top of the left house will keep you hidden somewhat, and also out of harm's way (though watch for Spies coming up the back ladder). You can also stand on the raised area next to the point, though you may be sniped from the far left if you don't hide inside.
  • When the first area has been taken, regularly run back in there or the left tunnel with a charge to deter enemies for a short time and cut off any BLU players in areas closer to the point from reinforcements. You can access the first area through a number of different pathways, so try to take the least occupied one.
  • If you are trying to retake the tunnel, a normal Über will be necessary as Engineers will set up their bases in there as soon as possible, making Kritzkriegs ineffective at best unless you can get a Soldier to kill the Engineer tanking his Sentry Gun with splash damage.
  • When defending the first area of the last point, use an Übered Heavy, Pyro, Demoman or Soldier to rush into the enemy spawn area and force them back into their actual spawn. In the cramped corridors the effectiveness of any counter Über measures are reduced, so you can use close range patients such as Backburner Pyros to their full advantage. A Kritzkrieg works too, though you will have to wait until the BLU team's Übers have been used or eliminated, and if you wish to stay safe when activating the charge just stand in the windows of the right building and have a Soldier fire rockets into the courtyard.
  • Übering to stop the point being captured is a risky prospect as it is far away from the RED team's safe zones, and you can be easily knocked off or blown up prior to activating the charge. Instead, your patient should fire directly at the point or push around the corner to stop any more BLU players running across.
  • The Kritzkrieg shines in the last areas of the final stage, as the tight conditions and corner-based chokepoints mean that a Critically charged Demoman or Heavy can storm the BLU team's area and deal massive damage in a very short space of time and often killing their Medics while they build Über. A normal Über won't work quite as well, but can be used for taking out any Sentry Guns that the BLU team put up to maintain their front lines.
  • Keep the pressure on the BLU team high, and use Übers regularly to make sure the enemy team gets no breathing room. With the amount of damage your teammates will be taking from around the corner, you can regain and build ÜberCharges in a very short space of time.
  • Try to mix up your routes to attack the enemy from if you can, as it keeps them on their toes and will cause Heavy damage if they aren't prepared for a particular charge (such as a Pyro Über pushing from the tunnel behind them) and may even push them back to the first point area as a result.
  • If you have a normal ÜberCharge ready and the enemy team push in while you have nobody to heal, activate your charge and just stand on the point, as you can easily buy your team a few seconds of time for them to respawn and destroy a group of people on the point. The same applies if you can only Über a single person or a non combat ready class, such as an Engineer or Sniper.

Gravel Pit

Attack

  • This map works well with either the ÜberCharge or the Kritzkrieg as many of the potential Sentry Gun locations can be fired at from outside their range. If you find a Sentry Gun that you will not be able to take down despite having a Kritzkrieg, simply ask an explosive or ranged class to deal with the Sentry Gun before rushing in (if necessary, you can also use the Syringe Gun's needle arc to hit an unattended Sentry Gun).
  • When coming out of the door to A, it may be worth using a normal ÜberCharge straight away to save you or your patient from being killed by stickytraps. However, if you plan to do this, make sure that the stickytraps cannot be cleared any other way, and that the enemy are close enough for your charge to do some damage after pushing out.
  • When capturing A, stay with a potential charge target near the door/corridor going to C. This will reduce your chances of being backstabbed as Spies will usually try to kill a person or two when a crowd of people is on the point itself, and will deny the RED team any chances to manually block the point.
  • When jumping out of the far right door at B, use your charge regardless of what type it is (unless there is a Sentry Gun and you are using the Kritzkrieg, in which case stay hidden until you know it's safe to rush in). This will at the very least serve as a distraction so friendly players can dispose of any defenses and shift the RED team's attention away from other potential entrances to the point, such as the rear ramp or the roof for high jumping classes.
  • When running from one point to another via the C entrances and exits, make sure not to be seen by any spawning RED players. If you are, make it imperative that as soon as you can use it effectively, deploy the ÜberCharge to decrease the chances of you losing your charge to any enemies trying to come up behind you.
  • Übercharging in to destroy Sentry Guns at C is probably your best bet, as using it at the bottom of the point will be a waste since you will need to spend the time running up to the capture zone, and on the point itself you will be unable to capture the point while Übered (allowing the RED team to simply knock you off and completely waste your efforts).
  • A Kritzkrieg can also be used with a Demoman or Soldier to good effect on the last point, as you can fire Critical explosives up at any enemies congregating on the point. That said, be particularly careful of ambushing Pyros from the left or right sides, and also reflecting Pyros on the point itself (the distance from the area entrances to the point being long enough for Pyros to easily time their reflects and aim them appropriately).

Defense

  • If you can manage it, charge a Kritzkrieg before the round starts. This will allow you to reliably charge a Soldier or Demoman, hurling highly damaging explosives into the BLU spawn and possibly killing many players (thus buying your team more time to build up their defenses).
  • If nobody except you and a patient are at A when the round starts, hide under the point next to the health pack. This will mean that when the BLU team pushes onto the point en masse, you can charge up there and kill a large amount of them (depending on the class you have Übercharged), also blocking the capture in the process.
  • At B, the best thing you can do is charge an ÜberCharge and then simply wait for the BLU team to push in. This will mean you can counter Über them, prompting them to run away and lose focus on the point (also giving you a window of opportunity to kill them as they flee).
  • A Kritzkrieg can be very useful around the B point for disposing of any BLU players scattered around the point during a push, minus those that are Übercharged. This means you can wipe out any flanking classes and try to protect the point with Crits, should the enemies be in the process of capturing it.
  • At C, the normal ÜberCharge comes in very handy for destroying any forward bases BLU Engineers have put up. The most common of these arrangements are situated in the halls to the right of C, also serving as the corridor between A and C. Any Sentry Guns here, with the exception of those placed in the exit doorway to A, can be destroyed via splash damage or round corners, allowing you to save your charge for the BLU team themselves. When trying to push the BLU team back from this area, make sure that your team has other players on the opposite side of the hallway, otherwise the enemies might simply be displaced to the C point area instead of back into A.
  • Charging on the point can also be used to block it should a BLU push be successful, acting as a temporary block on the capture. However, the small area and high altitude of the point make being knocked back a problem, as if you are airblasted or shot off you are unlikely to make it back up in time to stop the capture.
  • When attempting to push the BLU team right back into one of the previous points, be alert as to the status of point C and try to keep within a certain distance from it. Otherwise, you may push too far out and leave it open to Backcapping from Spies or Scouts.

Advanced Strategies

Solo Medic Strategy

Another strategy with the Medic is the Solo Medic that, if used correctly, can devastate an ill-prepared team. The strategy requires one Medic, with Übersaw and normal Medi Gun equipped. The Medic ÜberCharges himself, and while being ÜberCharged, switches to the Übersaw (becoming vulnerable) to get hits into some enemies. The Medic then switches back to Medi Gun and become invulnerable again. Since every Übersaw hit adds 25% to the ÜberCharge meter, it stacks with the current übercharge, thus making the Medic invulnerable for a longer time. This strategy is much more difficult to pull off than the Double Medic strategy, since you're not invulnerable the whole time. Even while actively wielding the Übersaw, your ÜberCharge meter still drains at the same rate as when you're invulnerable. The key is to learn how to switch between your Medi Gun and Übersaw quickly to take minimal damage, and get the maximum number of hits into enemies to keep your meter up. For instance, use this strategy against Soldiers: Switch to your Medi Gun when they shoot their rocket and hit them while they reload. Using the Solo Medic strategy around enemy Heavies and Pyros may prove to be problematic, as they will mow you down the moment you equip the Übersaw and do not need to reload.


A Medic Executing the Solo Medic Strategy


Double Medic Strategy

Main article: Chain Über

In similar to the single Medic strategy, the double Medic or Chain Über strategy is a theoretical gameplay strategy for Medics that, if executed successfully, can allow a pair Medics to wreak havoc to the enemy team. However, it is a very situational tactic, and difficult to effectively pull off in most cases, therefore it being rarely seen in games. The strategy requires two Medics, both with a Übersaw and a Medi Gun. This tactic will not work however if either has a Bonesaw and/or a Kritzkrieg. (For strategy procedure see main article)

Communication between the two Medics is vital for this strategy to work. However, this strategy has a number of difficulties that can prevent it from being achieved. Firstly, if at any point the healing Medic loses their beam on the attacking Medic, it will leave him vulnerable and the strategy may jeopardize. Secondly, if the attacking Medic is not able to land at least 4 hits at the enemy, then their ÜberCharge will not be immediately full, as is necessary. This may happen due to the enemy simply retreating away from the attacking Medic, being knocked back by Sentry Gun fire, explosives or on rarer occurrences reflected by a Pyro. A third way this strategy can fail is if the two Medics get split so far apart that one can't heal the other due to an explosion, Sentry Gun fire, or a Pyro's compression blast. The one that's not deploying his ÜberCharge will be left vulnerable, and most likely unable to get enough hits in time to charge his ÜberCharge.

See also