When playing as him:
-Heal wounded soldiers
A Medic should rarely, if ever, not be healing teammates. Not just because it's a nice thing to do, and not just because it helps the team out in the long run, but because healing teammates slowly builds his Ubercharge meter, which, when activated, grants ten seconds of invulnerability.
The Ubercharge meter also happens to heal faster when you heal wounded teammates, versus perfectly healthy ones. Finding and healing your wounded comrades (unless you're sticking with a Heavy, in which case you should probably stay near him and let your teammates come to you) is a win-win; they get healed to above 100% of their life bar, and you get closer and closer to the sought-after Ubercharge.
-Pay attention to cries of, "MEDIC!"
The "MEDIC!" button is a bit overused, thanks to its ease of access (just hit E) and its assumed usefulness. People hit E when they're barely injured, or when they want someone to switch to the Medic class, or if they're Spies and they want to try some complicated mind games on the enemy team.
As such, it's pretty easy to ignore the "MEDIC!" cries, even when you are a medic. Even the large, colored icon which shows up whenever a teammate presses E can be easily ignored by distracted Medics. Still, it pays to be watchful: train yourself to immediately respond to "MEDIC!" calls, and try to notice when a healing request icon appears on screen. In short, just pay attention -- nothing is more irritating than having only 2 HP left and running to a Medic, only to have to hit the E key over and over and over until the damned doctor turns around.
-Learn the etiquette of HW Guy partnership
As mentioned in a previous guide, a Medic and a Heavy Weapons Guy are a match made in combat heaven. The Heavy fires, the Medic heals -- simple.
Well, sort of.
As Medic, your job isn't limited to just healing your large friend at all times. A good Medic partner also watches his Heavy's back for Spies (far too often have I seen a gleeful Spy take down two Medics and a Heavy just because they all failed to turn around every once in a while as they ran forward), and should ideally communicate with his Heavy at all times concerning the status of his Ubercharge and his own personal health. Additionally, don't hesitate to use the Heavy as a large, mobile piece of cover; feel free to crouch behind him to avoid enemy fire whenever the need arises. The relationship between Medic and Heavy should be mutualistic, not commensalistic: healing should beget protection, not just improved assault capabilities.
-Let your partner know you're going to activate the Ubercharge before you use it
Either by using the voice command system or a headset, ideally. Typing is too slow.
The Ubercharge is extremely important to any good offense, and your Heavy partner needs to know exactly where and when you plan to use it; many a Medic I've played with have gotten their Ubercharges ready and then hastily activated them when there were almost no enemies in sight, thus wasting all our hard work.
The Ubercharge should ideally be used when attacking a room full of people or sentry guns, or when charging a major command point. It can also be used in a defensive capability, but this is much less effective as the attacking enemies will simply run away and wait for the Ubercharge to die down. If you primarily use the Ubercharge on offense, however, the enemies will either retreat away from a control point you wish to capture, or they'll have nowhere to run at all.
-Be prepared for short-range combat
Many Medics wrongly assume that their secondary weapons -- the syringe-gun and the bonesaw
-- should only be used as last resorts. These people probably haven't run into too many Spies.
Always be ready to hit the Q (last weapon) key at the slightest sign of trouble. Yes, it's important to continue healing your partner, but it's even more important to make sure that you stay alive. Don't hesitate to shoot syringes at approaching "teammates," or to take a bonesaw
to any opportunistic Pyros who might try to ambush you. That's why the weapons are there, and they're pretty darn powerful so long as you stay very, very close to your opponent (the syringe gun seems to have a range of roughly seven and a half inches).
Additionally, as Spies will often intentionally kill a Heavy and then run away without bothering to attack the Medic, consider it your personal duty to avenge your Heavy and kill the Spy. Not only will it make you feel better and net you some points, but it'll also prevent the Spy from making the same gamble again. You'll force him to be more careful next time, which means he'll move slower, which means you might have a better chance of spotting him before he gets too close.
-Stay out of sight
In order to maintain a healing beam from his medigun, the Medic must (A) be relatively close to his target and (B) maintain a line of sight with him. He does not need to expose himself to the same dangers that his partner jumps headfirst into.
Staying the hell out of sight not only prevents you from dying (thereby making it much more difficult to enemies to kill the person you're healing), but puts you in a good position to stay alert and keep an eye on your buddy's back. It's much, much easier to look out for enemy Spies when you don't have to deal with rockets and bullets smacking around your body from all directions.
-Don't forget to get some healing of your own
Medics slowly gain their health back over time. The key word in that sentence was "slowly." The Medic's self-healing powers* aren't sufficient for long-term survival; a hardworking Medic will almost constantly be attacked, in some form or another, whenever he moves from place to place. As such, it becomes necessary to beg, borrow, or steal every piece of health you can get your hands on. As stated before: the longer you live, the longer your partner lives, the better the team performs. Which brings us to my next point:
-One Medic good, two Medics better
Two Medics centering around a single offensive teammate not only makes said teammate much more difficult to kill, but expontentially increases the life expectancy of the Medics themselves.
Instead of having to stop healing the Heavy in order to run and find healing of your own or combat an incoming enemy Spy, these jobs can be left to only one Medic while the other continues to heal their assault buddy. When one Medic gets hurt, he can immediately be healed by the other; very much a win-win situation.
-Make sure your team has a Medic during the Sudden Death rounds
The hasty, dumber members of your team will always forget that "sudden death" means "you can't refill your health at the goddamn spawn point anymore." There's a case to be made that these guys deserve to die if they can't remember this fact after a few hours of continuous play, but remember the Hippocratic oath -- do no harm.
During a sudden death round, your team needs at least one Medic and one Engineer, both of whom stay the hell back and support everyone else.
UPDATE: Nyteshade is way better at being a Medic than I am:
"One MAJOR trick I've learned as a Medic is to have a Soldier or Demo blow themselves up at the start of the stage. On any stage that starts with a 60 second "setup" phase, you can easily get an fully charged Uber before the round starts, leading to some massive early killing.
Just have the Soldier or Demo get their health low (stickys work best, but rockets are also good) and then keep it low while you heal them. The quickest way is to have the Demo or Soldier put their back to a corner and shoot the ground (or sticky). It'll stop them from flying away and makes for a quick Uber. Remember, the lower the health, the faster the charge, if the Soldier/Demo is any good, they can reload between blasts and fire fast enough to keep their health in the red, and charging an Uber in under 30 seconds.
Another good Medic tactic is to dance... aka always keep moving. Not only can you "feel" an invisible spy by moving into him and being stopped, it makes it next to impossible for said evil spies get a back-stab on you. It also makes it harder for the Soldiers and Demos to get that lucky one shot gib (direct hit), leaving your Heavy for dead.
Yet another nifty trick I've learned spending way to much time as a Medic is taking down enemies/turrets from angles and distances that other classes have trouble with. The needles fired from the needle gun have a very fast downward arc, which can be used to take out people and turrets from over a barrier/wall, or from weird angles. You can also aim way up and take advantage of the arc and distance to take out turrets well out of their range. The needle gun is your friend."
When playing against him:
As the Medic doesn't have a particularly high amount of health and that his own personal weapons, while good in a short-range fight, are intentionally weaker than the weapons of every other class, the real key is simply getting to him rather than learning how to best him in single combat. So long as you catch him by surprise and don't let him bonesaw
you to death, you should be okay.
To get to the Medic, a crafty Spy or a superfast Scout are useful, but risky. The Pyro may be the ideal class for taking out Medics; if you hide around a corner or behind a doorway and let the guy whom the Medic is healing walk through without firing at him, then the Medic will naturally assume that the way is perfectly safe and run right after him, thus giving you the chance to ambush and torch his ass.
Additionally, a cleverly placed Sniper -- and I mean really cleverly placed -- might be able to see into the nooks and crannies behind walls and doorways where Medics tend to hide whilst their Heavies are doing the dirty work for them.
It's tough to write a lot about how to kill a Medic, as it really has more to do with training yourself to go after him first. He's not powerful enough to withstand a sustained assault from anyone with a decent gun, so just find a way to get to him, and remember that you gank him first, then his friend. Unless you're a Spy who feels that the potential damage caused by the Heavy he's healing is more troublesome than the Medic himself, of course; in that case, just backstab the Heavy and either run for your life, or turn and face the Medic. You'll probably die, but taking out the Heavy might have been worth your sacrifice.
*Dare I call it...regeneration?
RA needs a new graphiccard :\
Macho Man Randy Savage is BONESAW!!!
Awesome article as usual, I find myself playing Medic a lot so yah... tips are always good
Ahhh... IMHO the best (and most underused) class! Excellent write-up!
One MAJOR trick I've learned as a Medic is to have a Soldier or Demo blow themselves up at the start of the stage. On any stage that starts with a 60 second "setup" phase, you can easily get an fully charged Uber before the round starts, leading to some massive early killing.
Just have the Soldier or Demo get their health low (stickys work best, but rockets are also good) and then keep it low while you heal them. The quickest way is to have the Demo or Soldier put their back to a corner and shoot the ground (or sticky). It'll stop them from flying away and makes for a quick Uber. Remember, the lower the health, the faster the charge, if the Soldier/Demo is any good, they can reload between blasts and fire fast enough to keep their health in the red, and charging an Uber in under 30 seconds.
Another good Medic tactic is to dance... aka always keep moving. Not only can you "feel" an invisible spy by moving into him and being stopped, it makes it next to impossible for said evil spies get a back-stab on you. It also makes it harder for the Soldiers and Demos to get that lucky one shot gib (direct hit), leaving your Heavy for dead.
Yet another nifty trick I've learned spending way to much time as a Medic is taking down enemies/turrets from angles and distances that other classes have trouble with. The needles fired from the needle gun have a very fast downward arc, which can be used to take out people and turrets from over a barrier/wall, or from weird angles. You can also aim way up and take advantage of the arc and distance to take out turrets well out of their range. The needle gun is your friend.
Damn Nyteshade that's useful as hell
Bonesaw is REAAADEY!! lol... how did i see that comming
That's an awesome idea for that start up period Nyteshade.
I like playing as a medic, it's fun when everyone is trying to kill you.
@Nyteshade
Good tips, and yeah, the needle gun isn't bad once you learn how to use it.
Also, I've found that a lot of people don't expect the medic to attack, so sometimes, instead of running away when they kill whatever I'm healing, I can get a kill by attacking the enemy with the bonesaw. It does depend on what class is the enemy and how many are around, but sometimes the risk is worth it, and like i said, it usually takes them a second or 2 to realize that a medic is attacking them, and by that time they're usually just 1 hit away from being dead.
Does this mean no more infecting the enemy with disease like TFC? What about conc grenades? So much for medic as the ultimate flag cap class.
To expound on Nyteshade's strategy: Remember, you can start off as a soldier or demo to build up the uber and then switch to your desired class before the match starts.
Badass tactics, Nyteshade -- I've added your tips to the article.
Great writeup, and great add-ons here in the comments :) Medic was my first class in TFC and I'm glad to see he has a bit more oomph in TF2.
oh yeah!
Good article but don't underestimate being a healing buddy to other classes.
The Soldier's faster movement, the Demoman's ability to pepper areas with explosives, or the pyro's ability to absolutely dominate whole teams in confined areas (especially with uber) also make them the perfect healing targets under certain situations. Knowing when healing a lumbering brick wall isn't going to get you anywhere is important as a medic.
Also about the syringe gun, at close ranges it will actually land a little right of your target (go and test it out to see) since the syringes leave the barrel of the gun not the center of your screen. The further away from your target the less noticeable the effect is.
Also for countering medics snipers can do a great job of it just by picking off who the medic is healing (especially a heavy). The instant-kill headshot makes all the healing effort in the world useless. Once the heavy/other class is dead just have your team rush in and take out the medic. Demomen can also be good at taking out the medic by firing around corners/long distance and hitting both the medic and the healing target at the same time.
Another uber-uber tactic that people don't realize, is that when you're uber, whoever you're healing is uber. You're not stuck to a single person. I like running in with 2 people as a medic. Uber as I get there and they start killing me and my buddy being healed. Once I go uber, they all focus on the remaining non-uber guy. When he's almost dead, point and aim at him instead. He'll instantly become uber, saving him from the brink of death, and the other guy will likely be healed well above full by then. And you'll be invincible the entire time.
Great read as usual.
When playing defense on a map, the best thing a medic can do is encourage offense. There is a line of scrimmage on any server with a sufficient amount of people for the map. You need to verbally encourage your pets(they are on a leash, after all) to push out at all times during which the cap point/flag is not in immediate danger. This constant outflow has the ultimate goal of pushing back the line of scrimmage. This line is crucial for victory because it is effectively a weapons platform from which ubercharges are launched, and it must pushed to a point where an enemy ubercharge will not compromise the core defense. The idea is to get the enemy medics to waste their ubercharge to grind against non crucial objectives.
If you are healing engineers and snipers near the cap point, you're doing it wrong, and defeat for your team is imminent. Yell at your pets, taunt them, and latch on the the brave ones who like to harass the oncoming horde.
Thanks RevAnt. Glad I could add something useful! I'll see you all in some TF2.
I've got over 2.5 hours logged as a medic compared to 15 minutes for my next most used class (soldier I think). I was anticipating learning much leet secrets from this guide, and was surprised to see how many of the suggestions I'm already following. The most important one is KEEP MOVING. As a medic you should never stand still for more the 2 seconds. Watch your back at all times. You should be paranoid. Really. Never trust anyone that you haven't seen fire a weapon and has been in plain sight since that time. I usually give anyone asking for a medic a good syringing/bonesawing before healing them.
I'm doing the pee-pee dance for this game.
Thank you for helping me to avoid future humiliation.
quote: "we've only got one medic and he's clueless"
i'm new, jerks! gfy!
cookie for the doctor who quote =)
if you're pretty good at backstabbing, you can go for the medic first, then the heavy. a lot of times (unfortunately) heavies don't worry about their medics like they should, so by the time they realize they arent being healed anymore, it's too late and they also have a knife in their back
HEY FREAKSHOW! YOU'RE GOING NOWHEEERREEE. I GOT YOU FOR THREEEE MINUTES. THREEEE MINUTES OF PLAYTIIME.
Mediiiiiiiic! DOCTOR!
I am patiently awaiting your spy post so that I might poke and prod at it with my butterfly knife.
Isn't the bonesaw the most powerful melee weapon for normal attacks, aside from the fire axe?
Also, there is a voice chat option for saying your ubercharge is ready. I think it's X, 8.
Also, it's easier than one might think to go on a medic killing spree, if your healing targets are all gone. Especially on 2Fort, if my heavy or soldier dies, I just take out my Bonesaw and run up to the battlements to catch spies.
"I LOVE THIS DOKTOR!"
And managing to bonesaw enemy heavies is a rare but fun treat.
The Medic is my most played class, the needle-gun and bonesaw are pretty decent and there can often be a lack of medics on a team.
Returning Dtoiders: login now to post a comment
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just Create an avatar now - it's fast and free: PLUS you also get your own gaming blog and begin posting stories and uploading videos in our open community area that may also appear on our home page. Sign up and we'll guide you through it, it's easy and 100% anonymous.