Team Fortress 2

Team Fortress 2

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Quick Medic Beginners Guide
By Lu7ky: poop slinging monkey
This is a guide on how to play medic on your first day, (Without getting yelled at).
   
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Weapons
The stock loadout for the medic consists of 3 weapons (as do most classes).

The first is the needle gun.
Difficulty of use: [1 of 10]
This is the closest you will get to an assault rifle in the game, for those who have played FPSs before, treat the weapon as such.


For those who have not, this is a fast firing small projectile weapon, the projectiles will arc towards your target, being dragged down by gravity. The projectiles do not do much damage so you should fill your opponent with them to ensure a take down.

You have a clip size by default of 40 and plenty of reserves.
Open fire upon close range.
At medium range fire near your enemy's head to ensure they hit. This may also be effective vs scouts as they tend to jump randomly.
At long range you will need to fire slightly above your opponents head, this is dependant on the range you are at.

As with most FPS games, premature reloading ('R') is highly recommended when you think you are safe, this will ensure you are at a full clip and ready for battle at anytime.

My personal strategy when trying to figure out the exact distance is to pitch up and down while firing, something is bound to hit.

Your melee weapon is a bonesaw.
Difficulty of use: [1-3 of 10]
This is usually a better bet than your needle gun at close range as random criticals can kill most opponents in one hit and there is no reloading or running out of ammo.


Your secondary and the most important weapon is the medigun / heal-gun.
Difficulty of use: [varies]


This weapon will allow you to heal allies by aiming at them and holding the trigger (check advanced options to set this to a toggleable [On and Off] state).
A good medic may never need to pull out the combat weapons for an entire round by keeping their target alive long enough to kill masses of enemies.
You have a secondary firing mode on this gun that will deploy a special timed charge on your heal target.
{These effects will be explained later in the tutorial.}

Ubercharges and How to use them
The medic has one of the most useful abilities in the game, the ability to grant invulnerability!!

  • The medic's default medi-gun has a meter on the bottom right.
  • This meter charges by healing allies.
  • The meter no matter how full is lost completely upon death (unless using the vita-saw).
  • Once full (100%), the alternate fire (default: right click) will make you and your heal target
    completely invulnerable to damage for a short time.
You can also switch targets while the uber is active, if you run into a situation where your target is ineffective, to slow to advance or you are in danger of losing a valuable team mate.
  • However, this will drain your charge faster.

  • Your ubercharge will never degrade (unless being used or when hit by the Pomson 6000).
This is true even when switching weapons! Take advantage of this to protect your uber from being lost upon death.

Why and when is this useful?

  • Sentries and opponents affected by the kritzkrieg can deal out near to, or instantaneous kills.
Your ubercharge can allow your target to destroy tough defenses and offensives as they can be hurt and you cannot.
  • You and your target are still affected by knock back from heavy fire.
To counter this a good medic runs infront of his heal target taking fire allowing the target to move closer, gaining accuracy and in some cases better damage. DO NOT WORRY! You will take NO damage until your charge is at 0%.
  • Note: your charge will build faster by healing damaged allies over those who no longer need it.
  • An enemy is always a solid object.
If you bump into enemies while ubercharged you can block their progress while taking no damage!
  • Close call rounds.
In the case that your team is on a point and there is little time left or the point is nearly captured your ubercharge (regular medi-gun only) will prevent capture until the uber is over, simply stop healing your target or switch your weapon. Alternatively you can keep your ubercharge active, stop healing your allies on the point, and charge into the incoming enemies right at the spawn door!

When to use this?

  • If your target is under heavy fire, your ubercharge can come in handy saving them from death and respawn time.
  • A good engineer and his level 3 sentry are a tough obstacle for the entire team always, always, when you know a sentry is up ahead trigger your uber a split second before your target 'rounds the corner.
  • Some skilled players will call out "Medic!" while advancing and you're healing them and they are already at full health. This usually signs that they want your uber now!
  • Demomen can put down 'sticky traps' this is a cluster of sticky grenades on surfaces at chokepoints.
If you see a trap of stickies assume there are more hidden on the non-visible walls.

Now, the biggest question of all!

Who to heal?

My answer: Everyone!!
  • Do not let your team die, spread your heals around. Most human players will call out for medic when they feel they need it.
  • Spread your heals around?
This means that once a player is at full health and is not under fire, switch to a different target who is not.
  • Most medi-guns can 'overheal' targets giving them more than their normal maximum.
150% to be exact. This can be extremely useful to start a round, giving your whole team extra health will allow them to last much longer, securing an easy win.
  • When a player calls out for medic, they have a cross icon above their head, this will change to pink and red hues depending on their percentage of health remaining, heal the weak first then move up from there.
  • Players on fire are always in danger as they slowly lose health, healing the target for approximatly 5 seconds will put out the fire faster.
  • Players with explosive weapons
Demos and Soldiers can use their weapons to jump higher and farther, but doing so costs health. Give them some overheal before their jump!

Most people ask what class do I heal? The answer, depends on your situation.

  • A strong demo-man can take out multiple sentries at once with his sticky bombs, preventing the engineer from repairing his sentry during the assault.
  • A soldier can be useful against both buildings and human players from afar, taking out sentries from beyond their reach.
  • A heavy is the strongest medic friend. He can deal out massive damage and take massive damage from all sides.
  • A pyro can clear out just about anything at close range and can use his airblast to push back enemy uber charged opponents allowing your team to advance without fear.
  • Hats have become a status symbol in TF2, often indicating skill by time played to acquire such items. A good looking pyro vs a heavy with no special cosmetic pieces may be more skilled even if he has a lower score.
Some hats however are free and easily obtained. The more fancy the hat the better!
  • Other Medics cannot heal themselves, although they have health regeneration, they cannot turn a medigun on themself.
Keep your fellow Medics alive, saving their uber charge and making your job easier.

Demoknights (demos with shields and melee weapons out) are usually fine on their own as they have weapons to heal themselves, save your uber for those with longer range and heavier weapons.

Before ubering make sure your target has ammo in their clip / at all. Experienced players with microphones often will tell you if they are out of ammo or are reloading. Likewise, if you see an ally reloading they arent going to be very effective.

Keep your medigun up, I can't be sure but I believe it is easier to maintain the link by aiming up slightly while healing.

What do I do when I have no one to heal?

The short answer : RUN! If your team is nowhere to be seen it is best to find them, they either died and are at spawn or are up at the front fighting.
  • Return to spawn to pick up an ally to heal, anyone will do till you find the perfect target.
  • Hold 'Tab' see if your allies are still alive!

USE IT OR LOSE IT!

  • If you are near death and being chased, any uber target is a good target, use your uber so you dont die, anybody can get a kill.
  • You can change target while ubering an ally at anytime, two heavies advancing with you? Give one the uber and change targets when the other is low on health!
  • You can pick up a target at anytime during your uber, if you need to get away and are at low health you can trigger your uber and start healing the first player you see.

If your target turns the opposite team color while ubered, that is an enemy spy! Stop healing them and immediatly pick up another target.
Being the medic everyone loves!
Teams of all kinds love a good medic. This means that you must fight to avenge and protect your allies.

Threats
While healing, your target is pretty much a big tank, he wont be taken down easily allowing you to focus on supplying the 'heals'.
  • Spies! Spies are an extreme threat, they can take out a fully overhealed heavy in one hit! My personal strategy to counter this is to simply every few seconds (while still healing) spin around and look for suspicious characters coming right at you. Note: you can still move in the forward direction by adjusting your 'W'A'S'D' movement to be the inverse of what you were using. Another way to counter spies is again, my personal method: when you find a target off in the distance, move towards him. Allies are always non-solid objects and you are able to pass right through them, if you cannot, its a spy!
The best thing to do when you see / suspect a spy is to:
1. Open your call out menu ('Z'X'C') specifically X. Then hit the number '2'. By default this is the callout for SPY! This will alert your target and team that there is a spy somewhere within your view. If you have a headset make sure to say what class they are disguised as and where they are exactly ex. on the cat walk, left side, or on the bridge, or on capture point C in the corner by the sentry.
2. Do not for any reason face away from the spy, you will lose all of your ubercharge and your target will slowly lose his overhealed health or die from the spy.
3. If your target or your team do not fire upon the spy immediatly stop healing by switching to the bonesaw (or needle gun at mid-far range) and take out the threat.
4. Resume healing.
  • Scouts. Scouts are fast and at close range can kill some classes with 1 or 2 well placed shots. If you see a scout keep healing your target if possible and move towards your target for protection. Alternatively move erradically until the scout dies or take them out with the needle gun, do not concern yourself with ammo. completely
  • Massive amounts of enemies. When confronting a large force, if you have it use your ubercharge, this will clear the way for allies while you remain completely unharmed. Or run.

Have faith in your heal target. A player / team who knows they have a medic healing them are less likely to retreat and will fight to the bitter end.

Learn your team mates names and keep track of their class. This will give you a better idea of who is a spy ex. I just healed Mr.So and So and he was a in area A, he was heavy. Less than a minute later: I just healed Mr.So and So and he was a sniper in area B.
Hit 'Tab' every once in a while to see what your team mates are (best to do when you are dead or have just respawned), a good player that was a spy may have just changed to heavy or demo, making him a good heal target.
Fun facts. Special thanks and My other guides.
http://steamcommunity.com/profiles/76561197993330948/myworkshopfiles/?section=guides

Above is a link to my other guides, in progress.

Did you know?
"
The Medic movement Speed is 107% of most other classes!

What does that mean?

That means you are tied for the second fastest class in TF2. You could outrun any class except the Scout and Spy. (Without the aid of items).
"

Special thanks to smooooch・∀・, for the above fact!
Special thanks to Kittenpox , for pointing out my poor wording!
Special thanks to Great Jaggi , for correcting my spelling!
Special thanks to The Wizard Of Yendor for the faster uber drain while switching targets!
115 Comments
Lu7ky: poop slinging monkey  [author] Dec 4, 2015 @ 12:13pm 
oh hey sry daanaha i saw your add i was wondering where it came from
Daanaha Dec 4, 2015 @ 11:55am 
Cant comment on ur profile, just please add me, got an really quick question ;p:balloonicorn:
HoneyCombCombat-TTV Feb 22, 2013 @ 12:31pm 
it's crazy because i do all these things even before i read this page. This isn't a guide it's how to be a pro medic!
Wazezel Feb 2, 2013 @ 9:42am 
wow thanks for tips im a medic but i waset a good one
williamsimington Jan 30, 2013 @ 7:44pm 
now i can de a better medic :D
Lu7ky: poop slinging monkey  [author] Jan 26, 2013 @ 7:15pm 
I could do that, but I'd need to put in how to check that.
For the people this is designed for, going to someones profile and showing where to go from there to get their hours would take quite a bit of time on both our parts.
To simplify I used hats as an example because its a quick 2 second top to bottom look. When you heal someone its never a bad thing and there is almost always the chance to uber/heal someone else on the next uber.
Pinguin Jan 26, 2013 @ 6:42pm 
Author, you should also check how long they've been playing :3
But not if you're just quickplaying.
Timmy Jan 26, 2013 @ 8:45am 
Good
Lu7ky: poop slinging monkey  [author] Jan 25, 2013 @ 5:51pm 
Good point Walrus. I'm having a hard time coming up with an answer to that.
THE SOUP NAZI Jan 25, 2013 @ 5:49pm 
Nah the weapons are ok. If they are starting medics they shouldn't be trying to dm much. Maybe recommend to change to ubersaw as soon as they get it (plus it's useful for checking dead ringer spies, if you trigger a fake dead, won't give you the 25% uber)