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Coordinating with medics?

#  Jun 20, 2009 at 2:26 PM
Join Date:
Apr 28, 2008
Post Count:
23
 
Baldr 84486
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Specialty: Medic
Clan: [PoE]
 
My primary community is having an internal tournament in six days.  Between the six teams of twelve players, mine has the best medic (me) and spy; our other players range from 400+ hours in the game to less than 20.  Given the first map (swiftwater) and the composition of the first opposing team, I'm expecting a lot of sentry farms.

I've heard of spies coordinating with medic teams to do things like sap a sentry right as a heavy-medic pair comes in, but I haven't had many opportunities to try it out.  I know there are a lot of great spies here, and I was wondering if any of you have done this.  If so, I had a few questions:

1) Which tactics have worked well in the past?

2) Do you prefer that the medic pair up with a slower class like the hwguy so you have more time to get into position, or a faster class so they reach you more quickly?

3) Is there anything in general that medics can do to make your life easier?
#  Jun 20, 2009 at 3:40 PM
Join Date:
May 17, 2009
Post Count:
902
 
Specialty: Sniper
Steam ID: theharorider
 
Well I haven't done this too many times, but generally heavies/demos are the best choice, soldiers and pyros don't work as well. As a spy there are two options, sap and stab while the combo shoots, or spam the sapper while the combo attacks, the second option seems to work well.
#  Jun 20, 2009 at 5:55 PM
Join Date:
Nov 10, 2008
Post Count:
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2nd option is safer for the spy id think
tournament of 12v12? interesting.  gl
#  Jun 20, 2009 at 7:09 PM
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Aug 04, 2008
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Drake Matter 87141
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Specialty: Medic
Steam ID: drakematter
 
Quote:
Originally Posted by Baldr
3) Is there anything in general that medics can do to make your life easier?
They should be stepping in front of the sentries and drawing their fire so that the slower classes can move up. Also, I would advise not using a spy, but simply using a combination of demos and pyros. Pyros can close in and take whole farms down by themselves with the help of the medic, and demos can pretty much place their sticky stuffz all over the place and then blow it all at once. Works wonders.
#  Jun 20, 2009 at 7:15 PM
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Oct 12, 2007
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kankle king 78269
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Steam ID: b_myne
Clan: {TF2F}
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In a map like swiftwater whats worked best for us to have the spy sap, and then have the demo come in behind him. The sap/demo/krtiz combo can DESTROY SG nests as well as everyone sitting on the dispenser. Demos just seems to work better b/c he can take out more than 1 SG if the spy goes on a sapping spree. But yeah, your best bet is to have the spy get in position, wait there til you guys are in position, then sap and have you come in and clean it all up.    
#  Jun 20, 2009 at 7:43 PM
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Jul 10, 2008
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Jäger Zero 86541
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Steam ID: Try the wine.
 
You could have the spy distract while the scout flanks, or the other way around.
#  Jun 20, 2009 at 7:54 PM
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Jan 16, 2008
Post Count:
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lilgamefreak 82232
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In a map as condense as swiftwater, the spy might be too fragile to go in first.

Using the final cap area as an example, my suggestion would be to push in first with an uber, and have the spy sneak in behind while the enemy is distracted. Then just have him sap everything he can see continuously, even if the uber wears out (ESPECIALLY if the uber wears out). This is mostly to reduce knockback you'll definately be experiencing as well as the effectiveness of the airblast. For an extra layer of coordination, have a non-ubered class (like demo, soldier, heavy, pyro etc) come in after the spy to assist while the sentries are still sapped. The more people that follow, the better.

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