Medic
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Information
The Medic is the primary healing class in Team Fortress 2. They are typically found near the front-lines, healing wounded teammates while trying to stay out of trouble. The Medic carries mediocre weaponry (if mastered, he can fight as well as other classes), as his main focus is to heal other players using the Medigun. While the Medigun is focused on an ally, that ally gets an additional bonus of up to 150% of his maximum health. If the medic stops healing, that bonus health will slowly degenerate back to the maximum health for that class. This bonus is called overheal or buffing. While healing, the Medic's ÜberCharge bar will fill up to full, at which point he may make himself and an ally invulnerable or give his patient 100% crits for up to 10 seconds. The Medic was the first class to recieve an official achievements pack. For completing 10, 16, and 22 achievements, the medic receives one new weapon: the Blutsauger, the Kritzkrieg, and Übersaw, respectively.
Bio
Voice actor: Robin Atkin Downes
AKA: 'Doctor', 'Doc', 'The Übermensch'
Country of Origin: Stuttgart, Germany
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.
Taunts
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Strategy
- Main article: Medic strategy
- Always keep in mind who your medic buddies are.
- When damaged, the Medic will regenerate 1 health per second. Unless the Medic is damaged again, after 5 seconds his regeneration rate increases to 2 health per second. After 10 seconds, it increases one more time to 3 health per second. If at any time the Medic takes damage, it starts the timer over and reverts to 1 health per second. It isn't all that useful on the field, but if you are in a super safe place without any health packs, you'll eventually heal back up to full. This regeneration has nothing to do with whether or not you are healing someone else.
- Overheal
- If a Medic heals a character already at 100% health, it will take 1 to 3 seconds to raise them to 150% health (overhealed). The time it takes depends on the class; those with the highest starting health takes the longest to overheal.
- Overheal will fade away in exactly 20 seconds for all classes as long as the overhealed target takes no damage. A Heavy has more overheal health to lose than a Scout does but since 20 seconds is the rule, the Heavy's overheal ticks off at a faster rate.
- The HUD indicates overheal by a pulsing border around the health indicator of the heal target (both on the heal target's HUD and the Medic's heal target display). The border will diminish as the overheal decays.
- During set-up time or while approaching an objective, a Medic can keep multiple teammates on the front line overhealed instead of only their primary healing target. This also increases the ÜberCharge bar.
- During set-up, your uber meter charges at an increased rate nullifying the need to damage grind.
- An übered Pyro is incredibly dangerous, especially to enemy sentries and turtling foes. With only 10 seconds of ubercharge, a Pyro can do an astounding amount of damage, is much faster than the Heavy, and doesn't have to pause to reload like the soldier. A nearby Pyro can make a very useful target for your ubercharge, especially in more enclosed areas.
- A common problem for an übered team trying to destroy enemy sentries is the sentry's knockback. The knockback will prevent you and your ubered buddy from getting in close range. As an ubered medic, always try to walk in front of your uberee and draw the sentry's attention. That way your buddy will only get half of the knock-back, and it will be easier for him to destroy the sentry.
- The ÜberCharge bar fills up faster if the Medic heals wounded allies instead of focusing on healthy ones. (This leads to a Soldier/Demoman strategy of intentionally damaging oneself to build up a Medic's ÜberCharge.) This is called 'leeching' or 'übering up'. This is no longer necessary to do during set-up as the charge rate was increased in the December 20th patch, in 2007.
- The Medigun beam can bend around corners. Use this to your advantage to heal your target while being protected from fire.
- Once locked on with your Medigun, it doesn't matter what direction you face, so turn around frequently to watch for Spies, as Medics are one of their priority targets.
- Stay out of sight! The skill in playing medic is knowing where enemies are, and staying out of sight, while being able to still heal teammates. Corners work well for this; crouch a lot too.
- Spread the love! A common mistake is to heal only one person, but at a battlefront many people are getting wounded. Also after you heal someone, you get assist credit for their kills, keeping you near the top of the scoreboard, not to mention healing wounded people builds ÜberCharge faster.
- You are unable to capture a point while ÜberCharged. The receiving player is also unable to capture. However, you will both receive capture points for being on the point while ÜberCharged as a fellow teammate captures it.
- After activating your ÜberCharge, you must keep the Medigun on the player you wish to receive its effects. You may also change your target while the ÜberCharge is active.
- While ÜberCharged you can switch between players. If you do this quickly enough you can have more than one ÜberCharged team mate at the same time as there is a delay before they lose the ÜberCharge after you switch. (As of the april 1st update, this drains your ubercharge faster than ÜberCharging only 1 person.)
- Communicate with the person you are healing about upcoming dangers and enemy Spies, for they are your lifeline and may not see that soldier coming up from behind. A quick shout out may make all the difference.
- Inform your teammate when you have your ÜberCharge ready. Even though there is a sound that plays in the game, they may not notice it. A lot of the time they will tell you when they are ready for you to use it, otherwise use your best judgement.
- When it comes to an ÜberCharge, make sure you know who's calling the shots- Ask your Medigun target if they will call it or if you should deploy it at a time of your choosing. If they don't respond when you ask them, then it's all up to you!
- Be aware that enemy Spies in disguise can also call for heals. It may be a good idea to have your team communicate over voice chat in conjunction with the game's built-in voice functions to verify the identity of those calling for heals.
- Distance is not a factor when it comes to healing. That means you don't have to be standing right next to your partner. Give yourself some space away from the action, preferably around corners or behind stationary items.
- When capturing a control point that is being contested you don't have to be the one standing on it. Duck behind an obstruction and heal your allies that are capping. Reserve the option to hop on if there is no enemy threat.
- A useful candidate for your Medigun can be an Engineer. By healing an engineer who is under attack you can allow them to repair their turret continually without worrying about death, making his sentry gun that much harder to take down. This can work especially well when an engineer is under attack by a Soldier, Demoman, or Heavy.
- You don't always have to hide. Sometimes (especially when facing a Demoman because of his Sticky grenade launcher) you should be out in the open but moving around frantically, which will make you harder to hit.
- Watch your back! Be aware of all allies around you, as well as any enemies and potential spies that could sneak of behind you. If you catch an enemy or spy about to sneak up on you, run infront of your medic buddy and warn him of the enemy.
- An extremely deadly flanking combo is a Medic,Pyro,and the Backburner.Once overhealed,the Pyro has more health than a regular Heavy!An UberCharge also makes him invincible,and as long as your behind the enemies,he`ll always Crit!
Weapons
Note: Weapon damage is approximate and measured at point blank range. See individual weapon pages for details.
Standard
| Type | Weapon | Ammo Loaded | Ammo Carried | Damage Range |
|---|---|---|---|---|
| Primary | Syringe gun | 40 | 150 | 10-15 per syringe (30 crit per syringe) at 10 syringes per sec = 100-150/sec (300/sec crit) [fast reload] |
| Secondary | Medigun | N/A | N/A | N/A |
| Melee | Bone saw | N/A | N/A | 43-87 (195 crit) [a little more than 1 hit per second] |
Unlockable
| Type | Weapon | Ammo Loaded | Ammo Carried | Damage Range | Special Ability |
|---|---|---|---|---|---|
| Primary | Blutsauger | 40 | 150 | 10-15 per syringe at 10 syringes per sec = 100-150/sec [fast reload] | Syringes steal 3 health for each syringe that hits an enemy. Does not crit. |
| Secondary | Kritzkrieg | N/A | N/A | N/A | Gives target 100% critical hits for 8 seconds instead of invulnerability. Charges Über 10% faster than Medigun. |
| Melee | Übersaw | N/A | N/A | 43-87 (195 crit) [a little less than 1 hit per second] (20% slower than the Bone saw) | Each hit on an enemy charges any secondary Medic weapon by 25%. |
See also
- Medic match-ups
- Medic buddy
- Medic achievements
- Obtaining medic achievements
- Medic responses
- Medic voice commands
- Medic strategy
- Medic scripts
- ÜberCharge
| Classes |
|---|
| Scout • Soldier • Pyro • Demoman • Heavy • Engineer • Medic • Sniper • Spy |
