Medic buddy

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A Medic buddy is the player term to refer to a class that is particularly compatible with the Medic in an offensive scenario or maneuver. Any Medic buddy is also considered a strong candidate for an ÜberCharge. Medic buddies are different than "patients," who are simply the character a Medic is healing at any given moment.

Contents

List of classes considered to be Medic buddies

The following are the ideal choices for Medic buddy, listed in general order of preference. Keep in mind that some classes may be more useful than others in different situations. So, when you have a choice between possible Medic buddies, consider the current situation carefully. Remember that buffing classes up makes them harder to take down (they are buffed to 150% of their maximum health).

List of classes considered to be "Medic baddies"

It is generally unwise to choose one of these classes as a Medic buddy. Of special note is the Spy: healing a disguised Spy in enemy territory can blow their cover! In particular, these classes' low health makes them poor choices as Medic buddies. A Scout buffed to 150% of his health will still fall quickly under fire.

Healing other Medics

Healing other Medics is a very important duty of the Medic class. They are neither good Medic buddies, nor are they an unwise choice as a patient.

Planning for ÜberCharges

ÜberCharging another player involves a certain amount of decision making, personal preferences and consideration of the team's tactical goal. While a simple list of criteria for choosing Medic buddies cannot be defined, here are some guidelines for a few general scenarios.

  • Raw damage: If your goal is raw damage, you'll want to select a Pyro or Heavy. If you want to take down a Sentry gun nest at close range, choose a Pyro rather than a Heavy. Pyros can be more effective in taking out Sentries in close quarters, and will continue to cause damage to enemies even after one side retreats. If there is no Sentry nest to destroy, then the Heavy is probably a better choice. Map geography generally dictates which class is more appropriate.
  • Tactical targets: If you want to take out a specific target or need to gain a tactical advantage, you'll want to select a Soldier or Demoman. Soldiers can leverage their versatility to kill more people in a shorter amount of time than a Demoman unless several opposing players are grouped together. Soldiers can take out unattended Sentries at long range, but often don't need a medic to do so. Demomen are generally better at taking out Sentries at up to medium range, but they do need time and a certain degree of focus to set up the Sticky bombs. When they are ÜberCharged, they attract a lot of attention and firepower which can cause them to lose both.
  • If you must take out a difficult sentry gun protected by an engineer, Demoman is the best choice because they can use stickies to destroy the gun in all at once. This prevents the engineer from repairing it, which they can often do between a Soldier's rockets or Heavy's minigun fire. A classic example for this is the first control point on the third stage of Dustbowl, where there is often a sentry gun in the window near there.
  • A Scout has rapid fire and can unleash devastating damage at close range, but their Shotgun clip runs out very quickly, and reloading wastes priceless ÜberCharge time. In addition, the difference in movement speed between the Scout and Medic can make it difficult to stay together if ÜberCharging outside of close quarters combat.
  • Ensure your patient has a full ammo clip and has reloaded before activating an ÜberCharge.
  • On a Sniper map, an ÜberCharged Sniper can take out a few of the opposition while charged. It should be noted, however, that this is a specialized use, and ÜberCharge used on a Sniper is generally a waste.
  • As a last resort, ÜberCharge yourself and run to find another team-mate and fight another day rather than lose a full charge.

Being a Medic buddy

There is one sure way of never getting followed by a Medic, and that's by being a poor Medic buddy!

  • The most important thing is communication. If you have a mic, use it.
  • The Medic does regenerate health, but if you see a Health pack in front of you, step aside and let him take it.
  • Listen for the "I am charged!" announcement and take charge of the situation. Check your ammunition and talk to the Medic about how and where to use the charge. Make sure to let him know to wait if you need to reload first.
  • Defend him! Medics will often die rather than pull out the Syringe gun, as they trust you to do their killing.
  • Keep moving! The Medic relies on movement to stay alive. If you stand still, he becomes a painted target for every Spy, Pyro and Sniper in the vicinity.
  • If your Medic is in cover, don't move too far away unless you are going somewhere new. He needs to be able to keep that healing beam on you while staying out of the line of fire.
  • Being constantly healed does not make you invincible, especially under very heavy fire. If you see your health going down rapidly, retreat and protect your Medic.

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