I've written an in-depth article about my experiences as a Medic with
over 300hrs experience. Hopefully you'll find this informative and
beneficial to your time on the battlefield. In time, you may see other
guides written by other members of our clan for the different classes
in TF2.
YOUR FRIENDLY NEIGHBORHOOD MEDICThe
Medic is the 2nd fastest class (behind the Scout, and a smidge faster
than the Pyro) He is armed with a 40pack Syringe Gun (with 150 in
reserve for a total of 190 Needles) that fire in an arc and scatter
slightly with distance. He is also equipped with unlimited Medi-Gun
capability and has a bone saw for a melee weapon.
MEDI-GUN 101The
Medi-Gun(MG) has a decent reach on it, and though it does bend around
corners, you'll need to keep Line of Sight (LoS) with your patient or
the beam will break. Few Medics realize that you don't have to be
looking at your patient for the beam to stay connected, you just have
to be in a position where if you WERE looking at your patient, you'd
have a clear path to him. To this effect, you can actually look to your
patient's 6 and the beam will stay on. Do not get in the habit of
facing always where your patient is, because danger can come from any
direction.
Be weary too of being too far from your patient -
they can round a corner and your beam can break before you establish
it. Also, due to the beam's glow, it often attracts attention, and
competent teams will call out that a medic and _____ are nearby and
will get addressed by hostile forces.
SYRINGE GUN 101Due
to the firing method of the Syringe Gun (SG), you are actually able to
hit objects that aren't in your LoS. I have used this tactic many times
to take out sentries from a long distance. The more you practice with
the arcing, the quicker you'll find the sweet spot. Then just let it
rip, and the gun will be no more. This doesn't work well when there is
an Engineer actively fixing the gun because the amount of damage done
by all 190 needles is less than a 200-metal Engineer can repair. So
only do this on solo sentries.
Due to the game design, when you
get a CRITICAL shot with the SG, keep the button down to start a flurry
of shots. If you can make them connect in a relatively short time, each
one will be a critical, doing more and more progressive damage. Where a
Heavy can take 40 needles to die, 15 or so critical needles will do him
in as well.
The SG is also used quite efficiently to "de-cloak"
spies. If you see a spy kill someone and start to cloak, shower the
area with needs. If a stray one hits, the Spy will become more visible.
As you hunt down the Spy, you'll be able to affix the crosshair to his
actual position as he comes into view and do more damage while he is
passively making an attempt to escape.
MORE PATIENTS, THE BETTERThough
it's score-wise smart to stick with good players, you should never be
affixed to one and only one. Don't get into the mindset that "I'll heal
someone else, they just have to come to where me and my patient are" If
someone barks for a Medic, they need your help. The game is TEAM
fortress 2, so your responsibility to your team is to keep them ALL
alive, and not just a select couple.
When you gain experience,
you'll better be able to quickly heal someone who's doing immediate
damage in order to "leech" some assists. If you're healing a demo man
who has no charges laid and an ally pyro runs by you and sets 3 people
afire, start healing the pyro (unless the demo needs it) to get the
assists and points. It's symbiotic. You're not TAKING kills from the
pyro, he still gets them, but you get points too, AND you're making the
Pyro more resistant to damage.
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