Difference between revisions of "Medic match-ups"

From Team Fortress Wiki
Jump to: navigation, search
(Grammar check in a sandbox. See if you can shorten your additions before locking them in. / I am not having an Amputator taunt debate - the taunt is far too situational to recommend here.)
m (Returning later.)
Line 7: Line 7:
 
'''Tactics:''' Get the attention of your teammates so that they can defend you. If you must defend yourself, the [[Syringe Gun]] does a great deal of damage at point-blank range, provided you can actually hit the Scout. Use your rapid fire to sweep the area and lead him with your shots. If you have an Engineer on your team, retreating to his [[Sentry Gun]] is a great option.  
 
'''Tactics:''' Get the attention of your teammates so that they can defend you. If you must defend yourself, the [[Syringe Gun]] does a great deal of damage at point-blank range, provided you can actually hit the Scout. Use your rapid fire to sweep the area and lead him with your shots. If you have an Engineer on your team, retreating to his [[Sentry Gun]] is a great option.  
  
[[Overheal|overheal]] your own Scouts to help them win Scout duels and support friendly Engineers so their buildings stay alive.
+
[[Overheal]] your own Scouts to help them win Scout duels and support friendly Engineers so their buildings stay alive.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
Line 47: Line 47:
  
 
'''Tactics:''' Encourage your [[Medic buddy]] to use cover and tactics properly, and avoid following teammates into a position that exposes you. If your Medic buddy is killed, flee behind cover unless you are certain you can finish the Heavy off.
 
'''Tactics:''' Encourage your [[Medic buddy]] to use cover and tactics properly, and avoid following teammates into a position that exposes you. If your Medic buddy is killed, flee behind cover unless you are certain you can finish the Heavy off.
 
On close-ranged maps, Demomen and Scouts are Heavies worst nightmare. On a bit more spaced maps, Snipers and Spies also pose a significant threat to him. Assess the situation as a Medic and decide who of these four would be better at handling a Heavy at the momement. Then prioritize your healing toward them.
 
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
Line 73: Line 71:
 
* The invincibility-granting ÜberCharge powers through other ÜberCharges but charges the slowest.
 
* The invincibility-granting ÜberCharge powers through other ÜberCharges but charges the slowest.
 
* The [[Kritzkrieg]] and [[Quick-Fix]]'s ÜberCharges charge faster and can instantly give your patient an advantage that forces the enemy to retreat.
 
* The [[Kritzkrieg]] and [[Quick-Fix]]'s ÜberCharges charge faster and can instantly give your patient an advantage that forces the enemy to retreat.
* The [[Solemn Vow]] lets you see the enemy ÜberCharge percentage, which helps you decide whether to attack or retreat.
+
* If you can get vision of the enemy Medic, the [[Solemn Vow]] lets you see his ÜberCharge percentage, which helps you decide whether to attack or retreat.
  
 
   | sniper-strategy =  
 
   | sniper-strategy =  
'''Relative merits:''' You are one of the highest priority targets for any Sniper, who can kill you with a single headshot or a fully charged bodyshot. Even if your Medic buddy falls, you can outduel the Sniper at close range.
+
'''Relative merits:''' You are one of the highest priority targets for any Sniper, who can kill you with a single headshot or a fully charged bodyshot, which both deal 150 damahe. Even if your Medic buddy falls, you can outduel the Sniper at close range.
  
 
'''Tactics:'''  Move erratically and avoid entering open areas that give the Sniper a clear view of you. Ask your patient to lay down suppressive fire at the Sniper’s location to prevent him from getting a clear shot. Don’t be afraid to ditch your teammates and find cover if you know you’re being targeted.
 
'''Tactics:'''  Move erratically and avoid entering open areas that give the Sniper a clear view of you. Ask your patient to lay down suppressive fire at the Sniper’s location to prevent him from getting a clear shot. Don’t be afraid to ditch your teammates and find cover if you know you’re being targeted.
  
[[Overheal]]ing allied Snipers will make it possible for them to survive a single uncharged [[Headshot|headshot]], thus making it easier for them to deal with their hostile counterpart for you. '''Politely''' asking Spies to specifically pick out the enemy Sniper also yields great results.
+
[[Overheal]]ing an allied Sniper lets them survive a single uncharged [[Headshot|headshot]], a huge factor in a Sniper duel.
  
 
'''Useful weapons:'''
 
'''Useful weapons:'''
* You can use the [[Crusader's Crossbow]] to try and kill a far away Sniper yourself. The Crossbow's fast [[Projectile|projectile]] speed and ability to two-shot light classes makes this method surprisingly effective.
+
* Attuning the [[Vaccinator]] to bullet resistance lets you survive an uncharged headshot or fully charged bodyshot.
* [[Vaccinator]]'s passive resistance allows you to survive a single uncharged headshot.
 
  
 
   | spy-strategy =  
 
   | spy-strategy =  

Revision as of 21:18, 18 June 2021

Come over here... I promise I vill heal you!
The Medic on the ideal bait
Class Strategy
Medic.png
Medic
vs. Scout.png
Scout
Relative merits: When flanking your team, an enemy Scout will regard you as his number one target. His maneuverability will allow him to get behind your team’s front lines and take you out with only a few shots from his Scattergun.

Tactics: Get the attention of your teammates so that they can defend you. If you must defend yourself, the Syringe Gun does a great deal of damage at point-blank range, provided you can actually hit the Scout. Use your rapid fire to sweep the area and lead him with your shots. If you have an Engineer on your team, retreating to his Sentry Gun is a great option.

Overheal your own Scouts to help them win Scout duels and support friendly Engineers so their buildings stay alive.

Useful weapons:

  • The Syringe Gun and its variants are your best option for self-defense.
  • Most of the Scout's ranged weapons use bullets, which the Vaccinator can grant immediate resistance against.
Medic.png
Medic
vs. Soldier.png
Soldier
Relative merits: The Soldier can be found both on the front lines and roaming around using his rocket jump. His main threat comes from how he can use a rocket jump to fly over your teammates and target you.

Tactics: The Soldier's rockets can deal splash damage, so take cover behind teammates and obstacles as you heal. Additionally, keep a lookout for Soldiers rocket jumping in from above, where he has a clear line of sight to bombard you. If you are directly targeted, take cover and get the attention of your team, even breaking your healing connection if necessary.

Anticipate when a Soldier might rocket jump towards you and take countermeasures. Stay near a reliable Medic buddy or Sentry Gun, and position yourself near escape routes where the Soldier can't easily follow you, such as building entrances.

Useful weapons:

  • If you decide to stop healing for your own safety, the Overdose's speed boost can help you dodge rockets and reach cover.
Medic.png
Medic
vs. Pyro.png
Pyro
Relative merits: The Pyro's Flame Thrower uses fire, which can pass through teammates and burn you as well. He must fight at close range, while you can watch for ambushes while healing and slightly outrun him. His compression blast can forcibly reposition you away from teammates to cut your ÜberCharge link.

Tactics: When dealing with a Pyro and his flames, stay farther away from your patients to avoid being conflagrated. If a Pyro manages to light multiple teammates on fire, spread out your healing so that you can quickly extinguish them all. Out in the open, your Medic buddy ideally should be able to eliminate him before he comes within lethal range. If a Pyro manages to ambush you, backpedal while firing your Syringe Gun and search for a Medkit to extinguish the afterburn. Your natural health regeneration can offset some, but not all of the damage done by afterburn.

When using the ÜberCharge from either the Medi Gun or Kritzkrieg, the Pyro can use his compression blast to forcibly reposition you, even in your buffed state. Try to have your teammates kill any nearby Pyros before you deploy the respective ÜberCharge.

Useful weapons:

  • The Crusader's Crossbow can heal from a distance, so you can safely perform your duties while teammates handle the Pyro.
  • The Quick-Fix's fast heal rate is effective against afterburn, while its ÜberCharge renders you and your patient immune to all knockback, including from the compression blast.
  • The Amputator grants extra health regeneration when held, which can negate afterburn damage as you retreat.
Medic.png
Medic
vs. Demoman.png
Demoman
Relative merits: The Demoman’s array of explosive weaponry can damage both you and your patient at the same time. Out in open areas, a Demoman can Sticky jump to bypass your teammates and attack you from above. You can outduel him at close range, where your Syringe Gun is strongest and his explosions can damage himself.

Tactics: When facing an enemy Demoman, have your patient take point so they take the brunt of his grenades and Stickybombs. Stay away from your patient to minimize the splash damage you take and remain at medium range to reliably dodge the Demoman's projectiles. If the Demoman Sticky jumps to dive-bomb you, take cover as your patient fights him off, breaking your healing connection if necessary. If you must face a Demoman yourself, move into close range, where he can damage himself and will find aiming difficult.

Useful weapons:

  • If you decide to stop healing for your own safety, the Overdose's speed boost can help you avoid the Demoman's slow projectiles.
Medic.png
Medic
vs. Heavy.png
Heavy
Relative merits: Team up with an ally who has the firepower to wear the Heavy down as you heal off any residual damage. Without backup, your Syringe Gun does not deal enough damage without getting close, which is a terrible idea against the Heavy's Minigun.

Tactics: Encourage your Medic buddy to use cover and tactics properly, and avoid following teammates into a position that exposes you. If your Medic buddy is killed, flee behind cover unless you are certain you can finish the Heavy off.

Useful weapons:

  • Grant critical hits to an ally using the Kritzkrieg's ÜberCharge to help them break through an enemy Heavy's high health pool.
Medic.png
Medic
vs. Engineer.png
Engineer
Relative merits: You and a patient can wear down an Engineer and his Sentry Gun by forcing him to retreat or spend all his metal on repairs. The Engineer's Shotgun gives him a slight advantage away from his Sentry Gun and your teammates, but that rarely happens.

Tactics: Heal a teammate as they duck in and out of cover to safely destroy a Sentry Gun. You should avoid being within range of the Sentry Gun yourself, as the Syringe Gun would take a few seconds of concentrated fire that would attract enemy attention.

Your standard ÜberCharge is one of the best tools for taking out Sentry Gun nests and is the reason you are an important indirect counter to the Engineer. If your team is having trouble getting past a particular Sentry Gun, deploy your ÜberCharge on an high-damage class like the Soldier or Demoman. During the ÜberCharge, stand in front of the Sentry Gun to draw its fire and knock back so your patient can close the distance and deal more damage.

Useful weapons:

  • Switch to the stock Medi Gun and its invincibility-granting ÜberCharge if your team is having trouble with a Sentry Gun.
Medic.png
Medic
vs. Medic.png
Medic
Relative merits: Most likely, both you and the enemy Medic will have your own Medic buddies.

Tactics: The battle between you and then enemy Medic won't be about fighting one another. It will come down to who can more efficiently help out each others team and who can execute a better ÜberCharge quicker. Make sure to stay focused on helping your team and building Über instead of chasing cheap kills. Its also important to know the enemy Meidic's Übercharge percentage, as that information can help you decide whether is it good to play it safely or aggressively. You can know this by using the Über counting technique explained in the Community Medic's strategy section about Übercharge.

Its a good idea to instruct your pick classes (Sniper and Spy) to specifically target the enemy Medic. Overhealing friendly Spies will ensure their survivability and increase the chances of them reaching the enemy Medic.

Useful weapons:

  • The invincibility-granting ÜberCharge powers through other ÜberCharges but charges the slowest.
  • The Kritzkrieg and Quick-Fix's ÜberCharges charge faster and can instantly give your patient an advantage that forces the enemy to retreat.
  • If you can get vision of the enemy Medic, the Solemn Vow lets you see his ÜberCharge percentage, which helps you decide whether to attack or retreat.
Medic.png
Medic
vs. Sniper.png
Sniper
Relative merits: You are one of the highest priority targets for any Sniper, who can kill you with a single headshot or a fully charged bodyshot, which both deal 150 damahe. Even if your Medic buddy falls, you can outduel the Sniper at close range.

Tactics: Move erratically and avoid entering open areas that give the Sniper a clear view of you. Ask your patient to lay down suppressive fire at the Sniper’s location to prevent him from getting a clear shot. Don’t be afraid to ditch your teammates and find cover if you know you’re being targeted.

Overhealing an allied Sniper lets them survive a single uncharged headshot, a huge factor in a Sniper duel.

Useful weapons:

  • Attuning the Vaccinator to bullet resistance lets you survive an uncharged headshot or fully charged bodyshot.
Medic.png
Medic
vs. Spy.png
Spy
Relative merits: Your ability to heal and deploy ÜberCharges makes you a prime target for any Spy, especially while you are healing an assault class such as a Heavy or Soldier. In a one-on-one fight, you have the advantage, as your weapons outdamage his at any range.

Tactics: Your Medi Gun works even if you’re not facing your healing target, so check behind yourself often for anything suspicious. If you are sure a “teammate” is a Spy, kill him yourself or alert your allies. Be wary of chasing an enemy Spy yourself, as your teammates still need healing. Keep in mind that an enemy Spy may attempt to trick you into healing him.

The best counter to a Spy is clearly a Pyro. Help your Pyros stay alive so that they can deal with a Spy for you.

Useful weapons:

  • The Crusader's Crossbow can Spy-check at a distance, as a hit on a disguised Spy makes the same squelching sound as hitting an enemy normally would.


See also