How does one play medic well?

Arbitrary

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Joined
Mar 2, 2008
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79
Ok, fine. I'm a primary medic. 60 points in a life, 26 assists, 120+ hours, etc. I think I'm fairly decent.
However, I'm not sure my tactics are necessarily most beneficial for my team, either, which is why I'd like to ask the community (and those people I heal) about how I should try and play medic. (Because stats for medic mostly show how good you are at staying alive and opportunistically healing people)

What should a medic do to best help his team? (Let's make a list) Some things, IMHO, are apparent.
1)
Heal priorities: Damaged before undamaged, in combat before out of combat, classes likely to get hurt over those less likely to be hurt, flaming persons before not, unless those flaming are high on health.
2)
Uber targetting:
Generally I go for demos, followed by (situationally) pyros, heavies (rarely) and soldiers (rarely). This may or may not be optimal.

However, for those on the recieving ends of healing, what can I, or other medics, do better? A few questions follow:
1) When should we use needles/Blutsaugher? Clearly, if no one is around, but what about of the rest of the team is overhealed, and there are still some enemies?
2) When should the bonesaw/ubersaw be used? I occasionally (actually, quite often) try to after spies to use the ubersaw on them, to try and get ubers faster. Good spies pistol me to death as I charge at them, bad ones are stabbing warpath tunnel walls as I get half an uber out of them. Should I just forget it, and use these tools only when necessary in self defense?
3) Uber timing: I'm often criticized for trying to perfect my uber timing, which often (well, not too often, but 1/4 times or so, give or take?) leads to my, and my patient's, death. So, how soon should I try and use uber? As soon as a threat deadly to my patient is oberved? As soon as my patient takes a beating? As soon as I see a sniper taking aim? Etc.
4) Self-preservation: How much should I put my life on the line to try and keep other classes alive? Chasing a pyro out into a multitude of red dots at chest and head height, without an uber? How about post-uber? I only rarely suceed in retreating there, but unless we've actually managed to push the enemy way back in the meantime, I'm leaving, or trying to do so. I give my patients the whole 10 seconds of uber, which makes my retreat even more hazardous. (The only reasons this is a question are that medics have life priority due to ubercharge, and support granted by healing)
So, my healees, any advice on how I can best help you in my healing? Advice not related specifically to these questions is also useful. (Actually, so is dodging advice, particularly against snipers)
 
Dear Arbitrary,

After seeing you play , most of us dedicated medics should be asking you advice.

People will tell you to change this or change that... just don't listen and keep doing what you do. If however you feel you're not helping your team enough, then it is time for you to play a different game because there is not many medics as good as you are. Bat-Bear and you are probably the two most competent guys out there.

I, for one, die alot in game because i only think about the players health instead of mine. I burn , i get gunned down, sliced open and blown up alot. The reason is that i dont take much notice of enemy presence, which is my major flaw.

I think that the most important thing a great medic needs to do is to remain medic for most of the game. Sad to say, that is the best way to help your team.

Keep people over charged with health as much as possible and only fight to save your life, or when the enemy has his back turned to you. Dont be shy about ubercharging a fraction of a second in advance to make sure you dont lose it and if you can organize a good uber push just to confuse the enemy to give your team time to strike, then go for it.

That's about what i have to say, also i like your sig, Lafinass done a good job for you. Have fun and see you in game.

Capt M
 
Bah, nonsense, the real job of being a medic is to keep yourself alive as long as possible for several reasons...

1. Uber: if you die, then you lose all that hard work of healing multiple teamates
2.Healing teamates: the more you are alive, the more you can heal!
3.Healing teamates:the more you are alive, the more you can heal, and the more you can heal, the more healing points you get, and the more pts. you get, the more bragging power you get

Also, if you need advice, Cap. Mental is the one to turn to, i've never seen a better medic other than you, and bat-bear :D
 
I feel I am fairly competent though there are things I need to work on. For an uber I rarely try and retreat to save myself. I feel I get more out of that extra two seconds and a respawn than trying to turn around and rebuild then. I occasionally like to play offensive medic for fun, but when healing I only fight when I see a spy and there is no time to yell over the mic. I feel the biggest thing to learn is how to use cover and how to strafe around enemies while healing. Also, I am recently discovering running in front of my uber target to take sentry hits. Not sure why it never dawned on me before people in the servers told me to.
 
I haven't played a lot of Medic since I joined eGO. I used to play a lot, but we gained so many as of recent, and I liked to fight a bit more than healing.

I agree with you on many (if not all) of your tips and tricks. It irks me when a medic, whether it be on my team or not, comes out and leaves his target to syringe or bonesaw them to death or not. Granted, it looks like a good idea, but what if you fail? Healing is the primary objective of the medic. I find the medic to follow the rules of robotics.

1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law.
3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.


Not necessarily in that order, or entirely in that matter, but it is close enough.
 
Simple answer to your question...you play like Arbitrary does. You are my favorite medic to run around with and my worst enemy when you're on the other team.
 
Losing a second to get the uber going isn't going to nullify the entire effect but dieing when you tried to hold out will. Your methods are fine honestly, diversity in medics helps quite a bit, i detest seeing 3 meds heal one heavy while someone else runs around needing a heal.

my only thoughts in conflict with your own come to:

Don't suicide unless you know the other person will live, which is rarely. in a 2 on 2 you play a major roll, but 3-4-5 on 2 it's not the best of ideas for either of you to play hero, fall back and let back up arrive. It's a team game, help your team help you (man, that's cheezy.) *note: kamikaze runs are a different thing. if you're the only med around, don't do it, if you have 2 others with you, you can stand the death probably and the other 2 will pick up the slack until you return.

why the hate for heavys and soldiers? i understand that a smart demo will walk away with quite a few kills but ignoring 2 other classes seems odd. I'll uber anyone from a pyro to a heavy without a seconds guess so long as i'm assured they know what they are going to do.

dodging: don't stop moving and keep changing it up, don't let people predict what you're going to do.

Circle strafe is your best friend.
 
I normally tend towards Heavies, depending on the situation, because I am better at playing Heavy myself than the other two classes. Which means I understand better how the person I am using uber on is hopefully going to act.
 
I don't use heavies and soldiers much for a few reasons. Heavies are far too slow (esp on warpath) except in a few rare situations. Their range is moderate, beyond which they have difficulty. And their opponents can flee easily.

Soldiers... mostly because they're general purpose, and run out of rockets too fast. When I play soldier, if I get ubered, it seems like a waste, and though I haven't ubered many soldiers, they have the issue of being worse in most given situations than a demo or a pyro. If there are sentries, get a demo, or the engineer can tank the sentry from soldier fire (unless you get a concentrated barrage), if there are no sentries, the fear factor of the pyro comes to the fore.

Also, because Nutz has spoiled me :P

"Losing a second to get the uber going isn't going to nullify the entire effect but dieing when you tried to hold out will."
Agreed. The problem is, I don't like hitting an uber, having the uberee blow up 3 targets with a crit in a small hallway, then find no enemies left. It makes the entire thing rather a waste. The problem isn't the second of extra time, it's trying to judge if that will result in later time wasted.

Well, it's good to see that my healees are somewhat satisfied. I wouldn't say this is tricks and tips though, I'm asking people for judgement calls on some potentially questionable actions.
 
To me, simply the fact that you are sensitive to who needs more health (in your first point) as opposed to going blindly in and healing everyone, you are far ahead of the pack in terms of team-oriented medic smarts.

The only thing I would add is, when I play medic, I sometimes tell my partner that I will not do a suicide run, and if he is getting pounded by a heavy's cannon, and I can't keep up the health, he will need to fall back. Likewise, if I am getting pounded by rocket and grenade splash damage (say, in a Warpath tunnel), I will be falling back before long.
The reason for this is that it's better to live, for the sake of the Ubercharge.

Along the same lines... if I am down to 4 health, and holding out on the Uber charge, I'm gonna hit it, and it's your job to find some bad guys or just be glad we didn't get killed. There will always be more enemies, and I have heard enough moaning about premature Ubers in my day.
 
my theory with the uber, especially in a level such as warpath is this... holding out for the entire uber can be beneficial with a pyro which helps to push the enemy back almost to their spawn. However, with using a demo it helps to go in and destroy sentries. Once that is done, he doesn't have a significant purpose. Pull back and (if you have a smart team) heal people pushing in behind. The best aspect of an uber in the game is that it creates chaos. If you can help to overheal most of your team following your uber (assuming they are following behind you) is that you can more easily take the point. Plus most of them have full clips and don't need to reload. Also, be smart with who you uber. Take the most competant person around (Nutz seems to be the best that I know of). I hate wasting it on people who take out NOTHING!!!
 
1. Know your objectives first before deciding who to uber, though it may take a wasted uber or a fallen kamakazi comrade to figure this out first. If you have buildings such as sentry's to destroy, use a soldier or demo. If you have to take out sentries in close areas where you can't get a soldier/demo out of the opening then take a heavy. If you're pushing them back because there's no buildings to destroy, take a pyro, also good to use a pyro when you're clearing out areas, other than pushing them back (the ridge areas on warpath).

2. Use the add-ons to your skill level and how you play. If you're a medic that likes to uber but isn't fighting a lot, use your blutsaughter and your uber-saw. The thinking is this, you use the blut to draw health as you run away and use the uber-saw in closer quarter situations. If you're a medic that is more aggressive, the Kritz is going to be more beneficial to you and your patient. Don't play to other people's styles...play to your own and equip it for that b/c you need to stay alive to be as effective as possible for your team.

3. Do not be afraid to pull back when you're uber is waning unless you and your patient are after an objective and they won't get it unless you both risk your lives. What I mean is that sometimes the sentry's on warpath are built on the other side of the bridge, the only way to blow them up is to really risk your life by following your demo/soldier. And if you had to blow a more closely placed sentry first then you will have to risk your life by waiting it out with your patient for the benefit of your team. Remember to use the gaps/holes in the areas to your advantage. Let's say your uber runs out but you're on bridge with people behind you, drop down into the canyon and flee back through the caves with your uber-saw or blut/needles ready.

4. It's okay to play favorites. It's better to go uber that demo you always play with (Nutz!) rather than that demo you've never played with and doesn't have a mic.

5. Try to uber people with mics, your communication is vital and everything you can do to help each other out is important. In fact if you're a medic without a mic, you probably shouldn't be a medic.

6. Practice, practice, practice.

7. Arbitrary I can't believe you're the one that started this thread...you're ridiculous. :D
 
Hey, I'm never sure. I could do my own responses to my questions, but I worry about some of my responses. Hm. I could put a guide in here somewhere, add it into the first post... wait, there's a character limit here, isn't there?

One thing I recently figured out is that medic isn't quite a physical skill class. It requires 3 things, all of which are applicable everywhere in this game. It requires situational awareness, dodging skill, and judgement calls. Unlike say, sniper, where skill in aiming, and speed, are important (as well as target selection), rarely are such skills needed as a medic. You just have to get the crosshairs on the target, and hold the mouse. Done. However, you also have to know what's around you, or you get stabbed/shot/blown up/etc. You also have to be able to dodge weapons fire fairly well, (sniper fire. Must resist urge to jump, since they 1 hit you with charged body shots), or you also die. Lastly, you need to prioritize who to heal, who to uber, when to uber, etc. Of course, these are general skills, and you can partially be taught judgement calls.

If you really need some skilled aspect of medic, it's tactics. Tactics, and maybe figuring out how to aim the AIDS gun of DOOM. But that's not necessary.

Hm. I think I'll try write a medic guide as well. :? Opinions?
 
It's easy, you don't stay on the heavy ALL the time...like some medics. Or even uber the heavy ALL the time.
 
1. For general rampage the Medic is best paired with a good Heavy or Soldier.
Heavy is great because he can tank a nice amount of damage, given that the enemy Soldiers and Demomen aren't lucky crit factories. They have the ability to mow down such dangerous targets as overhealed Soldiers or other Heavies in seconds. They can be great if you travel to the enemy flank with them (ninja Heavy is everyone worst nightmare).
They are also perfect for support fire - if some other Medic picked up a more mobile frontline fighter and is wrecking havoc in the enemy area (mostly with the help of some other mates, for example Demoman, who provides indirect fire) then they usually forget about the Heavy, who can sneak up from a flank and get some free uber kills. It also works another way around - Heavy + Medic going first are a juicy target and chance the enemy will concentrate all their efforts on them is high, giving the rest of the team the time to prepare a strike.
Also...play with a Heavy who doesn't travel half of the distance spinning his gun. A better choice is a Heavy who jumps+spins around the corner to negate speed and ceases fire when needed to retreat.
Soldiers have the 4 rocket "problem", although most of them reload after 2-3 rockets and pull of the shotgun in critical situations, which is quite awesome against targets who aren't overhealed. The powerful splash crits really help too.

I usually think that a Heavy + Medic paired with Soldier + Medic with some Demoman in the background is the most effective offense. This combo is used nearly all the time in league EU matches, opposed to US matches, where everyone seems to use Soldier + Medic paired with another Soldier + Medic...

2. For clearing multiple enemies in 1 uber you use Heavy and Pyro, first getting to them as close as possible. Like ambush, jumping from a higher ground, sneaking up on them etc.

3. For destroying 1 sentry in uber you can use a good Heavy or Soldier, but only if you run towards it first. Heavy can get close enough to shatter it, even if the engy is repairing it. Soldier has harder time..in 10 seconds he needs to abuse splash damage to kill the engy rockets and the sentry, he probably wants to switch to shotgun in one point.

4. For destroying a sentry nests without Spy help you uber a Pyro or Demoman. If we are talking about a small nest it can be Pyro. Large nest (or if sentries are spread) - Demoman.

5. For destroying a sentry nest in uber with Spy help (while he does his sapper spam) you can use a Heavy or Soldier as well. People should try this sometime. I hate how people are struggling the whole match and saying "get ubered Demo ffs!". It's ten times easier when you just tell a friendly Spy to go trigger happy with sappers and just jump in with Heavy or Soldier. But I guess it's too hard, since it requires...you know...TEAMWORK?

6. If you are pinned down on some map and defending...a good Heavy is your choice. His biggest weaknesses are minimized - Spies aren' that dangerous on friendly territory, enemy Snipers won't get him, his speed is just fine, because you patrol a smaller piece of land. If you have uber ready on each larger enemy push then you can be pretty much unstoppable. Pyro is second choice as he can push the enemy back.

7. If you (or the friendly Medic) have Krtiz, then you best pair it with regular uber on Heavy, Soldier, Pyro (in this order). It's fantastic for wiping out the last line of defense after sentries are down (Goldrush, Dustbowl especially) or destroying a big push.

8. Valve patched bunnyhoping, but it's still in the game in some form. If you keep jumping while going forward you will gain speed each jump, but it resets after you land. This means, each jump gives you greater speed for a second. If you jump constantly you actually move quicker then normally. It's hard to explain, but it works.

9. Use mike. I can protect you during travel, another story if I'm shooting enemies ahead. Then it's YOUR job to watch our six and inform me of enemies Spy or anyone for that matter. This way I can send them a quick burst. People say that it's the patient's job to protect his Medic ALL the time...no, it's hard to shoot someone ahead and turn your back at the same time. If I shoot - you are aware. I we travel, that's my job. Also, if you plan to leave me and uber someone else...tell me. If you want to uber me, tell me.

10. If you or I are near death pop uber.

11. Don't expect some of those nifty tricks on Warpath. It's a horrible map. But this is just my opinion.

Expect a friend request from me soon. I'm a Heavy player and I hope to go on a killing spree with you sometime. I always respect good Medics.
 
I've also spent some considerable time as medic, although I won't say I'm awesome or my stats are just through the roof as medic.

I think the medic has to be the strategist in many situations. I think the kritzkreig is an interesting wrinkle... but I don't think most medics understand how to use it tactically without getting people killed.

I have wanted for a while to do a "Medic Manifesto" which tells people what a medic should and should not do in various situations. I too, am tired of being accused of playing medic 'wrong' because I didn't behave in a manner that my patient expected. I may start a thread to do just that... I'm sure people here could both appreciate and contribute to such a document. Don't want to step on any toes though...

Here's a sample of what I had in mind:

As a medic, it is NOT my job to...

- Heal you first. I am not your private doctor.
- Follow you into combat when I don't have uber and/or the odds are heavily against us. Getting myself killed because you rushed in is not my job.
- Use uber when you want me to. I have the button for a reason. I must use my judgment on when to use it, and I will occasionally be wrong.
- Heal the person who spams MEDIC the most. Once in 5-10 seconds is enough to get my attention.

As a medic it IS my job to...

- Rotate among injured teammates, or rotate among full-health teammates to keep their overheal up. Healing a single teammate to the expense of others is not a good way to stay alive.
- Prioritize healing so that those close to death or those most important to the survival of the team are healthy.
- Respond to requests for healing in a timely manner, whenever possible.
- Stick with and uber a person when we agree that we will use uber together whenever possible.
- Uber the appropriate class for the situation at hand (demo for sentry far off, pyro for many enemies close by, heavy for storming a small area, etc)
- Switch off from medic if we have too many (I generally try for the number of heavies + 2 max, just as a guideline for most situations - heavies tend to need the most healing)
 

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