Team Fortress 2

Team Fortress 2

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My All Encompassing Medic Guide Pt. 2: Highlander and Sixes Specifics
By crime (Tenj)
So I've noticed that I missed a lot about medic as far as comp goes, so here's my sequel, hopefully I help many highlander and sixes medics out with heal order and such.
   
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Available Weapons
So going off of UGC 2015 blacklists, which may not be what your division uses, all of your arsenal is available except the vita saw in highlander, in sixes however, your options are a bit more limited. You still can't use the vita saw, and the quick fix is also banned. This may not seem like much, but since few people are creative or tollerant enough to allow you to use the vaccinator, despite how much it'd flourish in sixes (aside from rollout), you're left with two mediguns being used usually, and that's stock and kritz. As for your melees, everyone and their mom uses the ubersaw, and unfortunately, there's not much benefit to being a hipster in this case, and finally, for your primaries, I'd suggest the crossbow or the overdose. Most people use the crossbow, and I'm a bit alone in my idea that the overdose is amazing in sixes, and sometimes highlander. Of course, you can use whatever you want, but those are PROBABLY your best options when you're dealing with very skilled and organized enemies.

I also want to point out that there's a game of rock paper scissors going on with medigun ubers. Stock beats Kritz because crits are uselss against invulnerable people, Krtiz beats Quick Fix because you can do enough burst damage that it won't matter how much healing per second they have, and Quick Fix beats Stock because it ubers MUCH faster and is about as effective. Also, but I could be wrong about this, I believe the Quick Fix can flash multiple allies at once while ubered without having your ubercharge drain faster, unlike stock. Of course, do note that one, Kritz ubers faster than Stock, and Quick Fix Ubers even faster than that, so if you can fully ubercharge and kill the enemy medic before he ubercharges, you'll make full use of your medigun's ability. Two, the Vaccinator stands outside all of these mediguns in that it can counter all of them. It almost always has that cheap little pseudo-uber, and it can let you survive and ubercharge, even Kritz, because the Vaccinator negates crits.

Generally, if you're on offense of a payload map, you'll want to run stock always, MAYBE quick fix in an emergency. If you're on defense of a payload map, you'll want to run stock at first so you can counter the initial uber that the enemy will have, and then you can switch to krtiz if you want, especially if they have an uber advantage (they have more uber built than you). On KotH your choice simply comes down to advantage. Should you stick with stock or try to catch up with one of the faster ones? As for 5CP, I wouldn't have much information on that, but as I believe (and please correct me if I'm wrong here, I haven't played much meic 5CP) you'll want to run stock at first, because if you win the fight for the middle control point (midfight), you'll have a distinc uber advantage, and if you lose, then you'll probably die anyway. After that it comes down to time left and uber advantage.
Heal Order
Highlander
-Heavy, he does the most damage, takes the most damage, and covers you from the most damage. Keep with him at all times.
-Demo, he does about Heavy's damage, but needs more healing since he has less health and converts his health to mobility by sticky jumping. He's also usually going to be by your side, just like the heavy.
-Sniper or Pyro, Pyro should be with you spychecking and protecting you by extinguishing and reflecting and blowing back ubers. If he's alive, you'll probably be alive. As for sniper, it seems weird to give a sniper so much healing, but it helps TREMENDOUSLY in Sniper Vs Sniper fights to have 185 health instead of 125. That way, he can better keep the enemy sniper dead, and you'll stay alive longer.
-Soldier, he uses health to move, is a powerclass, and does a lot of damage. He'll probably be roaming a lot though, so don't worry TOO much.
-Scout, he does a lot of damage, and will be hard as hell to kill if he's good at dodging AND has 185 health. Not a big deal, of course.
-Spy, he has a cloak, and shouldn't really be near you anyway. Don't worry too much, but if he needs heals, heal him!
-Engineer, engie should be at his dispenser, and he's not really a fighting class, so he's not really in danger. If he's hurt, help, but don't focus on keeping him fully overhealed if you have other things on your plate.

Sixes
-Pocket, he's your pocket for a reason. He does a ton of damage, has a ton of health, and can keep you alive. Do NOT let him die easily.
-Demo, he has the most dps and uses health for fuel. You need to make sure he's your second most healed.
-Roamer and Scouts, a lot of sixes medics neglect their scouts. Do NOT do this! Scouts are so important to have alive. They'll destroy if you keep them healthy. Your biggest luxury in sixes is not being swarmed with dying people. Use the fact that you have 3 less people to heal to make sure that your scouts are always ready to take a headshot and live.

Sixes Rollout
Once the sixes game starts, heal your demo all the way. Then heal your roamer soldier. NOT YOUR POCKET. Then heal your demo again, as he'll have sticky jumped a little. Then heal your scouts. DO NOT TOUCH THAT ♥♥♥♥♥♥♥ POCKET SOLDIER. Make sure to buff everyone frequently. Then finally, once you're near the middle point of the 5CP map (where most rolling out happens), your pocket should be waiting there for you to heal him. You see, he ran half of the distance with an escape plan instead of rocket jumping the rest of the way. Sure, it slowed him down, but now he hasn't been hurt in ten seconds, and you can heal him very quickly. If you had healed him in the beginning, he'd have to rocket jump more to get to low health and run fast with the escape plan, and then he might not have crit heals.
Configurations
You might want a high mouse sensetivity, so that you can look around a lot, and see what's going on, to help with your situational awareness. You'll definitely want to go into your video settings and make your FOV as high as possible so you can see more to your sides, and not get snuck up on as easily. Finally, while it's not too important as medic, you can go into advanced options and drag your viewmodel FOV as far down as possible so you don't have your weapon getting in the way of you seeing.

Here are some things I like to have in my medic specific auto exec folders. If you don't have an auto exec folder, it's a bit much to explain. You'll have to look it up, I'm sorry. :(
cl_interp .0152
bind x "voicemenu 1 7"

The first thing helps so rockets view models (where you see them) fit better with where they actually are. (Sort of). It's very hard to explain, and I barely understand it myself, but keeping your cl_interp at .0152 if you're an explosive class, pyro, or medic. Medic so you can dodge, pyro so you can reflect, and soldier/demo so you can aim.

The second thing makes it so every time you hit X (you can change it to whatever you want), you'll make the medic shout that he is fully charged. You can change what he shouts, but I like to shout this often to make the enemy confused as to when I do and don't actually have uber. You could make it something like "need a dispenser here" to mask the medic shouting that he's charged too, but be careful, because if they just hear the enemy medic shout something random, they might guess that it's because you're charged. Play mind games with them.

Here are some things I like to keep in my auto exec folder for all classes.
alias +crouchjump "+jump; +duck;spec_mode"
alias -crouchjump "-duck; -jump"
bind "space" "+crouchjump"
echo "Crouch Jump Loaded Properly."
(makes it so you always crouch when you jump. There's no reason not to do it, and it'll make you harder to hit when you jump.)

rate 120000
cl_updaterate 68
cl_cmdrate 68
cl_smooth 0
(More ♥♥♥♥♥ about cl_interp. I couldn't explain it if I tried. All I know is that it helps.)

// Null-cancelling movement script
// (prevents you from pressing two opposing directions, which causes you to stop moving)

bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright

alias +mfwd "-back;+forward;alias checkfwd +forward"
alias +mback "-forward;+back;alias checkback +back"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
alias +mright "-moveleft;+moveright;alias checkright +moveright"
alias -mfwd "-forward;checkback;alias checkfwd none"
alias -mback "-back;checkfwd;alias checkback none"
alias -mleft "-moveleft;checkright;alias checkleft none"
alias -mright "-moveright;checkleft;alias checkright none"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""
(Makes it so if you move in one direction, and then try to move in the opposite direction, you actually will, as opposed to just stopping, like what normally happens. So if you're going left and you hit right, you'll move right. Great for dodging by strafing quickly.)

hud_combattext_batching 1
hud_combattext_batching_window 1
(Makes it so if you do a lot of damage to one target by using a lot of little bits of damage, like a flamethrower, minigun, or syringe gun, it'll add up the damage, as opposed to just seeing thousands of 25s flying everywhere. Great for tracking enemy health.)

tf_dingaling_pitchmaxdmg 50
tf_dingaling_pitchmindmg 150
(Makes your hitsound lower when you do more damage, and higher when you do less damage.)
Farewell!
That's everything I can think of for now. Good luck out there! I'm sure you'll find plenty of people eager to help you learn so you can help them kill.

The scout and pyro guides are coming soon, I promise.
3 Comments
slickrick36 Oct 27, 2015 @ 10:44pm 
Plz another guide
multi VAC jack Oct 25, 2015 @ 11:30pm 
Pls make mor medic guides im trying to get good at medic and this has helped alot
Phishy Mar 18, 2015 @ 11:01am 
Another nice guide. Well done sir.