Team Fortress 2

Team Fortress 2

Not enough ratings
[Unfinished Abandoned Medic Guide]
By yattadaro
This was a guide I was working on a long time ago.

As I 1 - no longer play TF2, and 2 - no longer actively participate in the Steam Community, I have decided to release it for archival purposes.

Be warned; it's pretty ♥♥♥♥♥♥.
   
Award
Favorite
Favorited
Unfavorite
Introduction
Welcome to my first TF2 guide! This will cover multiple aspects of playing as a pub medic, including the basics, game mechanics, weapon choices, and more. I hope you enjoy this guide, and I hope it's of some use to you!
The Basics

As you've decided to take up Medicing, there are probably a few things you already know; overheal, uber build rate, the like. If you want to expand your effectiveness as a medic, here are a few tips I personally like;

Make sure to overheal.
This is a vital part in being a vital asset to your team. Make sure to overheal all of your teammates, You'll gain the advantage of a bit more uber then you'd get by pocketing and a much stronger team because of it. This is especially vital in holding a frontline; keeping a team well overhealed will make them much harder to take down then if they weren't, and that little boost can help hold the frontlines if you or your power classes die.

Don't be afraid to defend yourself.
If you're being chased down by a Pyro, pull out your syringe gun and retaliate! You will be a MUCH more difficult target to kill if you are as resistant as possible. Enemy on low health? Attack. You behind enemy lines and spot a sniper? Attack. Don't be afraid to get your hands dirty if the situation depends on it.

Don't squander your uber.
Or, as the cool kids say, pop it, don't drop it. If you be so conservative with your uber that you end up being killed with it, or you spend so much time holding it that you could have built another uber in the same period, you are missing a lot of opportunities, and you are wasting what could be a good push.

Understand your random crits.
As a Medic, if someone gets into melee range of you, they have an incredibly high chance of becoming buttered toast if you strike them with your melee. This is because Medic's random crit chance can not only increase with damage, but also with healing done, which gives his weapons insanely high random crit chances. At an optimal time, the medic can get a 60% random crit chance with his melee, and he can get it way faster then other classes. If you're not doing so well with your syringe gun, pull out your melee and hope for luck.
Medic Mechanics

Crit heals, (or what i personally like to call healing ramp up but never do because nobody else understands it) is a mechanic where your healing speed on a patient will rise depending on the time since they have been last injured. If they were injured in the last 10 seconds, you will have the lowest heal rate. If they were injured between 10 and 15 seconds, you will have a heal rate between the lowest and the highest, and 15 seconds and beyond, you will get full crit heal speed. This can come into play if your pocket is killed and you fall back to heal some resting team members. The most common scenario is overhealing in your spawn.


A full overheal will wear off in 15 seconds. This rate is the same for all classes. Even though a fully overhealed heavy has more overheal health then a scout, their overheals will wear off in the same amount of time. A Quick Fix overheal will last half that time (assumption). More facts;
  • Overhealing a Heavy who ate a Dalokohs Bar will still overheal him to 450HP rather then the 525 it would heal if it accounted for the 50 extra health the Dalokohs Bar gives. It will boost the overheal of the Quick-Fix, however.
  • All normal medigun overheal is rounded down to the nearest multiple of five. Quick-Fix overheal ignores this rule. In fact, quick-fix overheal as a whole works incredibly weirdly and I haven't been able to replicate it's overheal amounts with any mathmatical equation.
Mediguns

The stock medigun is a reliable, multipurpose medigun that has been tried and tested over the years. It's a staple in the medic's arsenal, and the default medigun. It's ubercharge ability is to provide you and your patient with eight seconds of invuln, where you and your patient will not take any damage. However, while under the effects of invuln, you are still vulnerable to knockback. Make sure you are catious about this, as sneaky pyros and juggling soldiers and demos will be able to knock you away from your patient and off cliffs. Use the medigun if you have no personal preference in gameplay style, enjoy a balance in medigun stats, enjoy the invuln or are just not sure what to pick.






The Quick-Fix is a medigun that specializes in fast healing, frequent pushes and team preservation. It's extra heal rate and fast uber build make it a fast-paced medigun. Now, you shouldn't attempt any powerful pushes with the Quick-Fix; the fast self healing won't protect you from burst damage, so play Quick-Fix ubers wisely. The Quick-Fix gets a reduced overheal, from 50% of max health to 25% of max health. It still works as a pocket medigun due to the extra healing speed, but sometimes it's better to use another medigun instead for such a purpose. The Quick-Fix also has the ability to mirror the blast jumps of patients you heal, which is a great supplement to your ability to get around the map. Make sure to, assuming you aren't on a pocket, keep healing as many teammates as you can to keep them alive. The extra healing rate helps supplement this, helping you get done with one target and switch to the next much quicker. Pick the Quick-Fix if you enjoy fast paced gameplay, or if watching your teammates health bars fill up before your very eyes gets you off.


The Kritzkreig is a simple medigun. It has a 25% faster uber build time and gives crits on uber. If you need to quickly clear a crowd of enemies, say for example while on a KOTH or CP map, uber a Soldier or Demo and let their blast damage weapons wipe out the opposition. As well as Soldiers and Demos, you can uber Scouts for quick one-shot meatshot kills, Pyros for lethal close-range damage, and Heavies to help compensate for their damage falloff. However, make sure to pay close attention to who you're ubering, and make sure they're good. If you uber a bad player, unlike the stock medigun where you could compensate for their awfulness and get a bit of use out of them, you will DIE if you uber a bad player. They will miss their shots, you will be targeted and you will be shot down. Make sure to farm overheal often to make the most out of that juicy uber build rate. Use the Kritzkreig if you have reliable friends, or you just love seeing people explode in showers of blood. I don't blame you.

The Vaccinator is by far the most confusing medigun. It has a mess of stats, and requires a lot of multitasking on the Medic's end. Utilizing it well, however, can make it very rewarding. You'll want to make sure you heal more injured patients, as the vaccinator gains penalties on overheal, with a slug speed overheal and a 33% slower uber build rate whenever a target has any amount of overheal (not listed on this summary card).
Syringe Guns

The stock syringe gun is a tried and tested classic in the Medic's arsenal. It's very basic, made for standard Medics who are as agressive as they are passive. Due to the fact that it's outshined by it's competitors, there is not much to say about the basic syringe gun. Use this if you aren't willing to sacrifice any element of a Medic's primary or you're on a budget.











The Blutsauger is regarded to be one of the most classic weapons in the Medic's arsenal as being the first ever weapon apart from stock to be released in the history of TF2 (along with the Ubersaw and Kritzkreig; the Blutsauger is the reward for the first achievement milestone, however), and is well known for increasing the Medic's direct combat abilities. It's ability is fairly simple; the Blutsauger gives you three health every time one of your needles hits an enemy at the cost of passive health regeneration. In order to use this ability to it's fullest potential, make sure to use the blutsauger in ways that maximises the amount of needles that hit your opponent in the shortest amount of time; e.g, catching a W+M1 Pyro down a corridor, or jumping on a distracted enemy. The passive health regeneration can be a huge downside, however, as if you aren't planning or end up not in direct combat a lot, your passive recovery abilities will be heavily crippled, which can get you in trouble if you wander across a prepared enemy while at low health. Use the Blutsauger if you are an agressive Medic and plan on getting in trouble often. Due to said agressive playstyle requirement, this is not a reccomended weapon for competitive play.








The Overdose is a weapon for the more passive Medic. A Medic using the Overdose will have his speed increase based on how much Uber he has stored up. If you are using a Kritzkreig or Vaccinator, and can't pop uber to quickly save yourself, you can use this instead to escape. Alternately, you can move around targets and key areas, keeping a spread-out team alive. Decide when you should use this, and not heal a nearby scout. When fleeing with the Overdose, remember to backpedal while firing. The damage penalty is minimal, and you won't see a huge loss out of it. Use the Overdose in more conservative Medic playstyles.








The Crusaders Crossbow is the team syringe gun. It is the only syringe gun that gives you a healing ability, making it incredibly powerful in team play. You can heal your teammates from distances that you otherwise wouldn't be able to. Syringe gun health/damage scales the farther you are away from your target; a form of reverse damage falloff. The longer your shot, the more healing you give, the more damage you deal. This however makes the crusaders crossbow a very weak self-defense weapon; as it deals little damage and has low spammability. Make sure you have a reliable melee.
3 Comments
scarl2t Apr 24, 2017 @ 5:58pm 
Best Medic guide I've seen.
scarl2t Apr 24, 2017 @ 5:46pm 
hOnK
Wing CommanD3r FAD3d K1lLsT3aler Apr 20, 2017 @ 11:27pm 
Overdose doesn't make the Medic very fast, only few hammerunits. keep that in mind.