Talk:Medic
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Assists
Is it actually true that you get assists for healing someone, and THEN them going and killing someone? That's what this site is implying but I don't know if that's so, I thought you only get kills when you're directly healing the killer. -keith
- I've not see that in the time I've played keith. --DNA.styx 12:54, 5 October 2007 (CST)
- Medic is my second most played class. From what I've seen you only get an assist if you are currently healing the player that scores the kill. If multiple medics are healing, only one will get the assist. It also seems that you get points for raw healing done, since I've noticed that kills + assists/2 + captures*2 + destructions doesn't seem to add up to my full score as a medic. It seems that somewhere between 500 and 1000 healing will net you 1 point. - Promii 2:16 PST October 5th 2007
- I've never noticed an assist when I'm not directly healing someone, but if assists can be earned that way it probably has something to do with them having health in excess of their normal maximum. So if their health is ticking down from my overheal then I would then get an assist. Don't recall any specific instances, however. --NeoLypse 15:04, 20 November 2007 (CST)
ÜberCharge targets
Regarding * 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.
- Does this mean that stopping the medi-gun would result in your target losing ÜberCharge, and starting it again on another friendly would give them ÜberCharge? I think this needs to be clarified. In previous testing, I noticed that your original target for ÜberCharge would remain in that state even if you changed healing targets, however that was a patch or two ago and may have changed. -- Nos 11 October 2007, 11:58 (CST)
- No, whoever you have targeted during the uber is who has the uber. If you have no one targeted, it will just uber you. You can even uber 2 people at once by alternating between them really fast. --WanderingFox 13:27, 14 November 2007 (CST)
- Yeah, this behaviour was changed in one of the patches, though I'm far too lazy to look up which one. Originally, starting the uber would leave the original target charged, even if you stopped healing that player. Now however, you have that ability to uber 2 (or as some said 3) at once. -- Nos 20 November 2007, 9:10 (CST)
- Does this mean that stopping the medi-gun would result in your target losing ÜberCharge, and starting it again on another friendly would give them ÜberCharge? I think this needs to be clarified. In previous testing, I noticed that your original target for ÜberCharge would remain in that state even if you changed healing targets, however that was a patch or two ago and may have changed. -- Nos 11 October 2007, 11:58 (CST)
Ive done this between three players closely grouped knock back is an issue if you dont stay close enough--Markd 06:03, 19 November 2007 (CST)
Health packs
I was looking for somewhere to add about leaving medi packs alone for your medic the ammount of times ive died on low health while holding a medi gum cause the medi packs are picked up by other players is most annoying.--Markd 06:03, 19 November 2007 (CST)
- Perhaps the general strategy page? --WanderingFox 08:00, 19 November 2007 (CST)
I've read somewhere (I'll try to find where) that 600 points of healing ended in 1 point for the Medic.
Should we translate?
Since the Medic is German and some of his lines are German, should we translate them into English? We'd put the translations in parenthesis. Any comments? --CountDOODOO 20:45, 12 November 2007 (CST)
He's really just speaking with a little mixed in, which is pretty easy to guess (schnell= quick!), though I suppose we could translate his entirely German reponses.--Wilsonator 01:43, 13 November 2007 (CST)
Re: Buff timing
The time to buff depends on the class. All times are very approximate.
- Weakest classes (125 HP to 185 HP): 1.25 second.
- Medic (150 HP to 225 HP): 1.5 seconds.
- Demoman, Pyro (175 HP to 260 HP): 1.75 seconds.
- Soldier (200 HP to 300 HP): 2 seconds.
- Heavy (300 HP to 450 HP): 3 seconds.
- Buff decay on ALL classes (full buff HP down to full normal HP): 20 seconds.
Buffing a player who has full health will take 1 second per 100 HP he has at 100% normal HP. The Medic is buffing at a constant rate; it just takes longer for the big guys. In contrast, the buff fades in an equal amount of time for all classes. A Scout's points will decrease slower than a Heavy's but the full buff will decay in 20 seconds on both of them.
Please confirm / approve for article. Thanks. --Wipnum 01:52, 1 February 2008 (CST)
- Spot on i think the 20 second decay time is the most usefull, so as a tactic you could with 9 secs left buff a heavy for 3 and then another for 3 before latching onto the final one for the assualt phase im sure you get the idea. Nice work getting that info the to do can go now--mark"d"davis 04:52, 1 February 2008 (CST)
- Side question: Why do people call it 'buffing'? The definition for the word 'buff' doesn't mean increasing, healing, adding, supplementing, advancing, boosting, building, or improving. In fact in British English it can mean to hit but commonly means to shine or polish. You don't 'shine' or 'polish' someones health, but you may 'increase' the shine or 'improve' the polish. Healing, or Boosting would be more accurate. --Aurora 05:32, 1 February 2008 (CST)
- needs to be added to the medigun page and the tactiv added to the strategy page :unsure: removing todo--mark"d"davis 07:49, 1 February 2008 (CST)
- Buffing is an RPG term that was coined roughly around the everquest boom in the US. To be 'buff' in American English is to be bulked up or in shape. The term buff in RPGs generally refers to a temporary advancement in ability. For example in World of Warcraft, all positive status effects are called 'buffs' while all negative status effects are called 'debuffs' :P --WanderingFox (Talk • Contribs) 10:55, 1 February 2008 (CST)
- That's fair enough, but TF2 isn't a RPG, or WoW, and I don't like abasing the English language for the sake of colloquialisms introduced due to limited lexicons; "debuff" indeed, what's next "unkill"? :p --Aurora 12:35, 1 February 2008 (CST)
- Just telling you where it came from, I don't particularly like it myself, but like it or not, it's an American idiom :P --WanderingFox (Talk • Contribs) 13:23, 1 February 2008 (CST)
- Still not happy with the word 'buff' --Aurora 08:41, 1 February 2008 (CST)
- Hmm i wonder where it started Boost is a better word but may get confused with needle boosting ? maybe increased, health boosting, enhancing, improve, heighten, raising, augmenting --mark"d"davis 08:58, 1 February 2008 (CST)
- Health boost(ing), that seems more fitting to me. The rest suggest a permanent increase, whereas a boost suggests temporal. Let's see if anyone else has any thoughts on it, if not we'll go with that. --Aurora 09:48, 1 February 2008 (CST)
- I don't like the term "buff" either. The To-Do made me do it! I think I've heard the term "overcharge" applied to this, but health isn't a "charge". What about "overheal", as in, "The Medic can overheal a class to an additional 150% beyond its maximum health," eh? If not, I vote for "health boosting". --Wipnum 13:57, 1 February 2008 (CST)
- The term I'd use would indeed be overheal, especially with the new medigun variant being called the 'Overhealer' --WanderingFox (Talk • Contribs) 14:20, 1 February 2008 (CST)
- We're going to have to use the term "buff" because the other day I saw it in one of the loading tips, so it's Valves fault ;) --Aurora 09:32, 6 February 2008 (CST)
Motto and Job
Since the Medic was not included in Trailer 2, he has no official motto or tag (job). Should we take them out, list them as unknown, or leave in the community-contributed items? --Southpaw018 18:07, 19 February 2008 (CST)
Overheal vs. buff?
Do we have a preference between these terms, or are they just interchangeable? --Southpaw018 17:50, 29 February 2008 (CST)
- Valve uses the term "buff", see discussion above. I guess for consistency it should be referred to as just "buff" and not confused by interchanging the terms. (I still prefer 'overheal' though but that a personal opinion). --Aurora 18:04, 29 February 2008 (CST)
- Perfect timing. Thanks. --Southpaw018 18:49, 29 February 2008 (CST)
Overheal decreases chargeup time of ubercharge
Ive noticed that when you overheal someone to 150% health the ubercharge fills up faster probably as fast as if you were healing a injured teammate. It doesn't seem to be mentioned in the article so if someone can confirm it, it should be added to the article. Cheers --Sky 17:30, 11 March 2008 (CDT)
- It doesn't directly mention it no, but in the article it does say "a Medic can keep multiple teammates on the front line overhealed instead of only their primary healing target. This also increases the ÜberCharge bar." and in the Ubercharge article it adds "A way to build up charge faster without healing injured teammates is to overheal teammates, let the overheal wear off, and heal them again."
- Now, from my experience what you are saying didn't used to be true, it would have been better to heal other people instead of remaining locked on to a 150% team-mate. It could have changed in one of the updates though so is defiantly worth verifying, I didn't notice it when I was playing Medic earlier but to be honest I don't check how fast the meter is going up, only what level it's at.--Aurora 21:58, 12 March 2008 (CDT)
- I don't know if this helps, but in the recent March 1, 2008 Xbox patch, both the Medic and the dispensers heal at a slower rate but the ubercharge builds faster when they are overhealing. However, once it gets to 150%, it goes back to its slow rate as if before the full health. I don't know what console/version you are talking about Sky.--CountDOODOO 05:39, 13 March 2008 (CDT)
- I did a quick test 'fore work. Staying on one Heavy the entire time, it takes 1 minute 20 seconds to fill Ubercharge. If you have a room full of undamaged 24 Heavies and you run around overhealing each one and never stay on one, it takes 46 seconds to hit 100%. I'd say overhealing counts as healing and makes for a quicker Ubercharge build. --Wipnum 07:59, 13 March 2008 (CDT)
- Can you run a test on the time difference between healing a bunch of badly injured Heavies and overhealing undamaged, that would be really interesting if the overheal was quicker. --Aurora 09:04, 13 March 2008 (CDT)
- I was talking about the PC version. But id say its probably the same in pc/console version. Cheers --Sky 09:29, 13 March 2008 (CDT)
- After more testing, I conclude the following:
- Healing injured teammates builds full Uber in 40 seconds.
- Healing one player during SETUP TIME builds full Uber in 40 seconds.
- "Buffing" several players and not staying on any one player longer than necessary builds full Uber in 40 seconds.
- Healing one player outside of Setup Time builds full Uber in approximately 80 seconds (1 min 20 sec).
- Performing console command
ent_fire Player SetHealth 1on a room full of Heavy bots is silly.
- Testing is fun! I'll add these findings to the Ubercharge article. --Wipnum 20:15, 13 March 2008 (CDT)
- After more testing, I conclude the following:
- Nicely done mate. This should calm down all the angry discussions about the ubercharge time:)(at least till the next update:P). Cheers --Sky 08:14, 14 March 2008 (CDT)
- Good work Wipnum, not such a fail Medic after all ;) --Aurora 09:42, 14 March 2008 (CDT)
General cleanup
The article is getting a bit redundant with information regarding the medigun's increased charge rates during certain conditions.
Bold text
Blutsauger damage
I couldn't imagine the Blutsauger only deals 3 dmg per syringe, so I tested it. Its actually 11 per syringe. --Hzzzln 03:07, 4 May 2008 (CDT)
- Who said it was 3?--MrTwoVideoCards 03:30, 4 May 2008 (CDT)
- Look in the article, damage range for blutsaguer: 3 per syringe at 10 syringes per sec = 30/sec [fast reload]--Hzzzln 08:43, 8 May 2008 (CDT)
Heal Rate on multi-heals?
I -may- have discovered a game mechanic where, if you heal someone, you get a boost on healing rate on the next person you heal. However, I would like it if someone could come up with a more systematic method of confirming this, as I only have battlefield recognition of this, and don't quite have people I could test this with.
A simple tap seems to be enough, at times, and then alternating to someone else would then make their health bar go up faster. I think it could be a good thing to add to the article, if it were true. (By Tally)
