Difference between revisions of "User:Lolimsogreat21/Sandbox2"

From Team Fortress Wiki
Jump to: navigation, search
m (Über tracking)
m (Healing)
Line 21: Line 21:
 
*'''When in combat''': The golden rule of healing states that when you are in combat, you always heal the person currently taking damage. Doing this will drastically lower their chances of dying, thus accomplishing the Medic's main task of preventing any allied deaths. This rule indiscriminately applies to all your teammates, regardless of which class they are playing. Meaning that even if a [[Spy]], who usually makes for a bad [[Medic buddy]], requires your immediate assistance, you are obliged to help him. However, if multiple teammates are in combat at once, then other factors such as: class, health and proximity to the enemy need to be taken in account. In this case, you will need to balance between healing whoever is in the biggest danger, and healing whoever is the most worthwhile. Sometimes, it might be more valuable to let that Spy die, if it means saving important classes like the: [[Heavy]], [[Soldier]] or [[Demoman]] from the claws of respawn.  
 
*'''When in combat''': The golden rule of healing states that when you are in combat, you always heal the person currently taking damage. Doing this will drastically lower their chances of dying, thus accomplishing the Medic's main task of preventing any allied deaths. This rule indiscriminately applies to all your teammates, regardless of which class they are playing. Meaning that even if a [[Spy]], who usually makes for a bad [[Medic buddy]], requires your immediate assistance, you are obliged to help him. However, if multiple teammates are in combat at once, then other factors such as: class, health and proximity to the enemy need to be taken in account. In this case, you will need to balance between healing whoever is in the biggest danger, and healing whoever is the most worthwhile. Sometimes, it might be more valuable to let that Spy die, if it means saving important classes like the: [[Heavy]], [[Soldier]] or [[Demoman]] from the claws of respawn.  
 
*'''When out of combat''': Of course, you will not always be actively fighting, so the previous heal order cannot always be applied. For situations when you are not engaging the enemy, you will follow the second rule of healing, which states that you should prioritize healing players which will leave you the soonest. For example, if you are travelling to the front lines with a [[Scout]] and a Heavy, you should first heal up the Scout, so that he may run away and do his own thing. Meanwhile, the Heavy is probably going to stick with you for far longer, giving you ample of time to top him off on health at a later date.
 
*'''When out of combat''': Of course, you will not always be actively fighting, so the previous heal order cannot always be applied. For situations when you are not engaging the enemy, you will follow the second rule of healing, which states that you should prioritize healing players which will leave you the soonest. For example, if you are travelling to the front lines with a [[Scout]] and a Heavy, you should first heal up the Scout, so that he may run away and do his own thing. Meanwhile, the Heavy is probably going to stick with you for far longer, giving you ample of time to top him off on health at a later date.
*'''Crit Heals''': Crit Heals are a powerful mechanic built into all [[Medi Gun (disambiguation)|Medi Guns]]. Similar to how regular [[Critical hits|Crits]] allow a weapon to deal 3X the damage, so do Crit Heals allow the Medic to heal 3X faster. As one can imagine, this ability is immensely powerful, since it circumvents the Medic's main downside of being able to heal only one person at a time. However, keep in mind that this effect only takes place ''when healing a patient which has not taken any damage in the last 10 seconds''. Meaning that Crit Heals need to be smartly utilized in order to achieve their fullest potential. For example: while you are healing someone who is in combat, the other teammates, who are currently not in combat, can patiently line up behind you. Then when your original patient dies or wins the fight, you can briefly turn around and quickly heal them up, making use of Crit Heals which should have been activated by now.  
+
*'''Crit Heals''': Crit Heals are a powerful mechanic built into all [[Medi Gun (disambiguation)|Medi Guns]]. Similar to how regular [[Critical hits|Crits]] allow a weapon to deal 3X the damage, so do Crit Heals allow the Medic to heal 3X faster. As one can imagine, this ability is immensely powerful, since it circumvents the Medic's main downside of being able to heal only one person at a time. However, keep in mind that this effect only takes place ''when healing a patient which has not taken any damage in the last 10 seconds''. Meaning that Crit Heals need to be smartly utilized in order to achieve their fullest potential. For example: while you are healing someone who is in combat, the other teammates, who are currently not in combat, can patiently line up behind you. Then when your original patient dies or wins the fight, you can briefly turn around and quickly heal up the reaminder of the team, making use of Crit Heals which should have been activated by now.  
 
*'''Additional tips''': Some minor strategies to improve one's healing potential
 
*'''Additional tips''': Some minor strategies to improve one's healing potential
 
**''Overheal'': Overhealing is an act where you give an already healthy teammate even more health, buffing them up to 150% of their original healthpool. In most cases, you do not have time for overhealing, since you should prioritize injured teammates first over anything else. But if you are in a non-combat situation, you can take some time to overheal everyone and prepare them for the next team-fight. Of course, do this by first overhealing the classes which will leave you the soonest, as per non-combat heal order. Overheals work great in combination with Crit Heals. Since Crit Heals also apply to freshly spawned teammates, you can use them to instantly overheal any allies coming from spawn, thus giving them a big boost right before they enter battle.
 
**''Overheal'': Overhealing is an act where you give an already healthy teammate even more health, buffing them up to 150% of their original healthpool. In most cases, you do not have time for overhealing, since you should prioritize injured teammates first over anything else. But if you are in a non-combat situation, you can take some time to overheal everyone and prepare them for the next team-fight. Of course, do this by first overhealing the classes which will leave you the soonest, as per non-combat heal order. Overheals work great in combination with Crit Heals. Since Crit Heals also apply to freshly spawned teammates, you can use them to instantly overheal any allies coming from spawn, thus giving them a big boost right before they enter battle.

Revision as of 18:57, 2 March 2022

General strategy

Survivability

The most important skill for a Medic to learn is how to stay alive. Dying as a Medic deprives your team of their primary source of health, greatly weakening the team as a whole. Not to mention that Medics lose all of their ÜberCharge upon death, requiring yet another 40 seconds to be spent on building up that Über again. This is especially problematic if the enemy Medic has an ÜberCharge of their own. Due to all of this, you are often enemy team's number one target. So take note of the following tips.

  • Stay with your team: Medic's self-defense options are very limited. As such, your only defense against hostile attackers are usually your teammates. So make sure to stick to them at all times and all cost. Never allow yourself to be isolated from their support, as this will most likely result in your swift demise. If the group of teammates you've been accompanying die, do not be afraid to retreat.
  • Gamesense: Having good teammate support is always desirable, but of what use is it if you are not aware of your surroundings? Certain classes, such as Spy or Sniper are able to completely nullify your team's protection, while certain situations, such as an enemy Kritzkrieg charge, can completely wipe out your team in an instant, and you alongside it. All of these problems can be avoided with good gamesense aka. knowing what is currently happening on the map and where. For example, knowing how much ÜberCharge an enemy Medic has can allow you to predict future pushes, and subsequently not be surprised by them. Knowing what are your team's strengths and weaknesses serves as a good indicator as to where an enemy attack might happen, and thus which areas need to be reinforced or avoided. Gamesense also allows you to decide which positions are best to occupy, and where to strike the next blow. Because of this, being aware of the general situation on the battlefield is very important, especially if you want to increase your survivability.
  • Do not overextend: Avoid straying to far past your team's frontline, even if you are with a teammate or two. Pushing too far forwards enables the enemy to either flank you, or cut you off from support. And if those two teammates accompanying you happen to die, then you are right in the middle of hostile territory, completely alone.
  • Avoid direct combat: While a Medic is not completely defenseless, he is still heavily outclassed by the other eight classes. Attempting to directly attack your foes will often get you needlessly killed. And even if you miraculously survive, there is still a big chance that another opponent will come around the corner and finish you. Remember, it is always better to retreat, then to stay and fight.
  • Always be ready to retreat: No matter where you are, you should always take note of all possible escape routes and be ready to utilize them at a moment's notice. So that when things take a turn for the worse, you can get out alive and save that precious ÜberCharge. In addition, memorizing the locations of Health and Ammo pickups, as well as Sentry Gun emplacements is also useful, as they provide an additional layer of protection during a retreat.
  • Additional tips: Here is a list of some other minor, but still quite useful tips for maximizing one's survivability.
    • Communication: It's important to maintain a good communication link between you and your teammates. Since you should be constantly turning around and checking your surroundings, you will often be able to catch and see things that your busy teammates may have missed. As you can't deal with enemies yourself, use the voice chat or text chat to alert your team to Spies, Snipers, or enemies trying to flank you, so that they can deal with these problems themselves. In return, your team will be able to effectively protect you, while also staying alive themselves.
    • Avoid Sniper sightlines: Snipers are your biggest threat on the battlefield, as their single uncharged Headshot is enough to instantly take you down. Make sure to always respect their sightlines and avoid making yourself visible. If you really need to cross a sightline, move as unpredictably as possible and jump constantly in order to make it more difficult for a Sniper to land his shot. Alternatively, you can wait for the Sniper to fire, and then cross while he is reloading.
    • Watch your back: Your Medi Gun does not require you to actively aim at your target to function after the initial connection. Due to this, you should make the effort to constantly be aware of your surroundings at all times and in all situations.
    • Rocket surfing: This is a very tricky, albeit rewarding technique to pull off. In essence, Rocket surfing is utilizing the Knockback from an enemy rocket to propel yourself towards a desired direction. To do this, you have to wait for a Soldier to fire a rocket at your feet. Then, just before it explodes underneath you, Crouch-jump forwards and let the explosion launch you away. This can be pulled off by any class, but it is most commonly performed by Medics, who are much better of running away rather then fighting. Once in the air, make sure to let go of the forward (Default: W) key, as this will only slowly you down. If you want to change directions mid-flight, you should use the strafe keys (Default: A and D), accompanied by slight movements of your mouse, in order to steer yourself left or right. For example, if you wish to go left, you hold down the A key and move your mouse slightly to the left.
    • Make use of Engineer Buildings: Friendly Sentry nests are often your best friends, since they act as a secure oasis where you can respite and rearm. Unlike your teammates who are subject to human-error, Sentry Guns themselves shoot with 100% accuracy, ensuring that your opponents think twice before chasing you into one of them. Dispensers, on the other hand, are not only useful for healing, but also serve as excellent shields. Their large Hitbox, accompanied by voluminous health pool, mean that you can comfortably hide within one of them, thus buying time for your team to arrive and cleanup your attackers. This works especially well against Scouts. Because of these numerous benefits, make sure to keep your Engineers alive, they will certainly make up for your gratitude in the future.

While there certainly are many things to be aware of while playing Medic, it is also important to not be a coward. Yes, your life is precious and dying can make a difference between a win or a loss. But this does not mean that you should sit at the back of the map, too scared to fight on the frontlines. A good Medic heals as many people as possible, prioritizing those in the biggest need. So its clear that you will have to take certain risks in order to fulfill your duty successfully. You just need to realize when that risk outweighs the reward and vice versa. So keep your eyes open, recognize the flow of the game and make sound decisions. That is all which you need to stay alive.

Healing

As a Medic, you provide the delicacy of being able to heal your team at any time, at any place and for an infinite duration. And while this ability certainly is powerful, it still has its limitations. For one, you can only heal one person at a time, usually at a fixed rate of 24 hp/s. This downside becomes especially apparent in situations where there are multiple injured teammates asking for your help at the same time, requiring you to prioritize the ones in the biggest need.

  • When in combat: The golden rule of healing states that when you are in combat, you always heal the person currently taking damage. Doing this will drastically lower their chances of dying, thus accomplishing the Medic's main task of preventing any allied deaths. This rule indiscriminately applies to all your teammates, regardless of which class they are playing. Meaning that even if a Spy, who usually makes for a bad Medic buddy, requires your immediate assistance, you are obliged to help him. However, if multiple teammates are in combat at once, then other factors such as: class, health and proximity to the enemy need to be taken in account. In this case, you will need to balance between healing whoever is in the biggest danger, and healing whoever is the most worthwhile. Sometimes, it might be more valuable to let that Spy die, if it means saving important classes like the: Heavy, Soldier or Demoman from the claws of respawn.
  • When out of combat: Of course, you will not always be actively fighting, so the previous heal order cannot always be applied. For situations when you are not engaging the enemy, you will follow the second rule of healing, which states that you should prioritize healing players which will leave you the soonest. For example, if you are travelling to the front lines with a Scout and a Heavy, you should first heal up the Scout, so that he may run away and do his own thing. Meanwhile, the Heavy is probably going to stick with you for far longer, giving you ample of time to top him off on health at a later date.
  • Crit Heals: Crit Heals are a powerful mechanic built into all Medi Guns. Similar to how regular Crits allow a weapon to deal 3X the damage, so do Crit Heals allow the Medic to heal 3X faster. As one can imagine, this ability is immensely powerful, since it circumvents the Medic's main downside of being able to heal only one person at a time. However, keep in mind that this effect only takes place when healing a patient which has not taken any damage in the last 10 seconds. Meaning that Crit Heals need to be smartly utilized in order to achieve their fullest potential. For example: while you are healing someone who is in combat, the other teammates, who are currently not in combat, can patiently line up behind you. Then when your original patient dies or wins the fight, you can briefly turn around and quickly heal up the reaminder of the team, making use of Crit Heals which should have been activated by now.
  • Additional tips: Some minor strategies to improve one's healing potential
    • Overheal: Overhealing is an act where you give an already healthy teammate even more health, buffing them up to 150% of their original healthpool. In most cases, you do not have time for overhealing, since you should prioritize injured teammates first over anything else. But if you are in a non-combat situation, you can take some time to overheal everyone and prepare them for the next team-fight. Of course, do this by first overhealing the classes which will leave you the soonest, as per non-combat heal order. Overheals work great in combination with Crit Heals. Since Crit Heals also apply to freshly spawned teammates, you can use them to instantly overheal any allies coming from spawn, thus giving them a big boost right before they enter battle.
    • Communication: Believe it or not, communication can go a long way in maximizing your healing potential. Wounded players can tell you their location, so that you do not have to waste time searching for them. Teammates can also signal you when they are ready to receive Crit Heals, in case keeping track of that yourself was too hard. You can also tell your team when you are temporarily retreating out of an area, indicating to them that they should not expect any healing.
    • Other Medics: In general, the best way to keep your team healthy is to simply have another Medic who can spread out the massive workload more evenly. In addition to that, the two Medics can also work together to keep each other alive, ensuring that they are both alive and healing instead of dead and respawning. So if you see another Medic on the battlefield, make sure to fully buff him up, and thank him for his service.

Healing can be a stressful job. Ensuring that your entire team is alive and well, while also keeping yourself from dying requires at least some mental fortitude. Factor in the additional frustration of constantly being let down by your team despite doing your best; and there is real potential for a Salt factory to develop. This is not good for a Medic, who needs to keep a calm head so that he can make sound decisions. If you find yourself being ever increasingly annoyed while playing Medic, it might be wise to take a small break from him. The point of TF2 is having fun, not raging at teammates.

ÜberCharge

ÜberCharge is the Medic's most powerful ability, and is one of the most horrifying tide-turners to pull from your sleeve. A well-timed ÜberCharge can singlehandedly wipe an entire group of enemies, prevent them from passing through a choke point and keep them from taking control of an area. However, ÜberCharge can only be used once your ÜberCharge meter is full (which in most cases takes around 40 seconds); therefore it is very valuable to you and your team.

ÜberCharge effectiveness

  • The stock Medi Gun's ÜberCharge is best used on Soldiers, Pyros, Demomen, and Heavies due to their high-damage output allowing them to make short work of the enemy team. Scouts are also a surprisingly effective ÜberCharge target, as the stock uber's complete invincibility negates the Scout's main downside of low maximum health.
  • The Kritzkrieg's ÜberCharge works well on Soldiers and Demomen, as crit-boosted explosives can potentially demolish entire enemy positions with only a few well-aimed shots. Pyro's Flame Thrower can also melt through entire clusters of enemies in an instant. However, the Pyro's short range, combined with a lack of invulnerability, usually result in Pyro dying before he can reach his targets. Heavy's already-high maximum health helps with the Kritzkrieg's main downside of not providing full invincibility, and since critical hits do not have damage falloff, the Minigun's normally-short range is greatly extended, making the Heavy a threat to almost every enemy within their line of sight.
  • The Quick-Fix's ÜberCharge should be treated as a less powerful stock ÜberCharge, with the additional benefit of full knockback immunity. Heavies work best with the Quick-Fix ÜberCharge due to their high maximum health increasing the amount of damage they can absorb and their slow movement speed making them vulnerable to knockback.
  • The Vaccinator's ÜberCharges, due to their quick charge speed and the ability to store up to four, should be used on teammates in combat as needed to keep them alive. Alternatively, you can use all four charges on one teammate to make an offensive push, but it is better to reserve a stock ÜberCharge due to the Vaccinator only providing partial resistance to one damage type.

Über tracking

Über tracking is the act of trying predict an enemy Medic's Über percentage. Mastering this skill is important, since it allows you to make confident predictions about future enemy pushes, thus preventing any unpleasant surprises. Since both you and the enemy Medic should build Über at a similar pace, you simply need to use your own ÜberCharge meter as reference to his. So if you have 100% Über, then it is highly probable that the other Medic has 100% as well. If the other Medic dies, wait until he respawns (Which you can determine by using the kill reporter at the top of the screen) and then start counting to 40 seconds. At 40 seconds, assume that the other Medic has ÜberCharge, since 40 seconds is the minimal amount of time necessary to build an ÜberCharge. If you die, take the Über percentage which you had at the moment of death, and then assume that the enemy Medic will have at least 50% more of that when you respawn. This is because most respawn times take around 20 seconds, which equates to around 50% of build time. Of course, if you have a shorter respawn time, then you should adjust correctly. A respawn time of only 10 seconds, for example, will result in your rival gaining "only" 25% additional Über. If both you and the other Medic die, then, when you both respawn, you can go back to directly comparing Über percentages 1:1. Keep in mind that certain weapons, such as the Ubersaw or the Vita-Saw can heavily skew the numbers here. Be aware of what your opponent is using.