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The Furry Pound forums • View topic - 10 Points On Being a Medic Buddy

10 Points On Being a Medic Buddy

Don't know how to get out of spawn? HLSS plays sounds really slowly? Or you need a dispenser? Come here!

Postby Stormcaller3801 » Wed Jun 17, 2009 4:30 am

Allow me to preface this list by making something clear: I suck. I am a newb. I have been playing TF2 for ...38.2 hours. Total. The only thing I have played is a Medic, and I am quite certain there are other people who are capable of doing so better than I am. With that said, here's ten useful points for people who are playing on a team that includes Medics. These have been assembled after playing on several different servers, with a broad variety of people.

1. Yelling Medic Doesn't Heal You Faster.
Strange, I know. But you would be amazed at the sheer number of people I have encountered who will look at me, see the medibeam, and then proceed to start shouting "Medic!" over and over again.

2. You Do Not Have Turn Signals On Your Butt.
I die frequently. Often it's my own fault. However, there's been more than a dozen instances of a Medic buddy doubling back or turning a corner and disappearing, leaving me running frantically in the hope of catching up to get the medibeam going again... only to find myself staring at a group of the enemy. Your Medic does not know what you're thinking, or where you're off to. Please keep this in mind.

3. Ubercharges Do Not Give You Mind Bullets.
I have, in my infinite lack of wisdom, Ubered people immediately after they ran out of ammunition. That's my fault. But there are also those occasions where I have Ubered someone who simply decides not to shoot. They continuously swap weapons, decide to try and get up close and personal before spinning up the minigun, or just can't decide which group of enemies to chase after. The Ubercharge does not last very long. Please make the most of this, particularly with the Kritzkrieg, by firing as soon as you have a target within range.

4. You Don't Need To Dodge While Ubercharged.
A relative to number 3, this isn't quite accurate. Yes, there are things to keep in mind- juggling and getting stunned should be avoided. I'm not attempting to suggest you shouldn't. But there have been a number of occasions where I have Ubered someone and then watched them duck in and out of cover to avoid Snipers or Heavies. I have never seen anyone who was Ubered get killed by a bullet, so long as the Uber was still in effect. You can take confidence in this fine piece of equipment.

5. Please Stop Dodging The Medigun.
I understand that you are nearly dead. And I understand that Spies and Snipers are a constant threat. But the Medigun needs to be centered on you in order to fire. If I can't line it up long enough to click, I can't heal you- which does neither of us any favors. Please stop dodging for the brief moment I need to start the process.

6. Spies Can't Heal You.
To the best of my knowledge, Spies are unable to attack without revealing themselves. Furthermore, they are unable to disguise their attacks as anything other than their own weaponry. While I fully appreciate the need and utility of spychecking, it is more efficient in terms of both time and ammo to assume that the medibeam connecting us is not merely some clever trick.

7. Medigun or Medipack. Pick one.
Healing, particularly for the tougher members of the team, and particularly immediately after injury, takes time. I can fully appreciate your interest in returning to the fight as quickly as possible. However, it is counterproductive for everyone if you request a Medic escort you halfway across the map to pick up a +100% health boost. Similarly, it is highly unlikely that you will require a Medic accompany you to the cabinet in the spawn bunker. Please decide at the outset whether you wish a Medic to attend you, or if you'd rather self-medicate.

8. Ubercharges Don't Make You Run Faster.
Having charged many Ubers in my short time in Team Fortress 2, I can assure you: being Ubered will not allow your Heavy to chase down that Scout. If you are intent upon his demise, my professional opinion is that something other than the Killing Gloves of Boxing would be a good choice.

9. Ubers Charge In 20 Seconds.
According to the TF2 wiki, the Medigun charges fully in 20 seconds or less, dependent upon the health of the target. The Kritzkrieg reduces this to 15 seconds or less. The setup phase lasts in excess of one minute. While I appreciate your enthusiasm, it is entirely unnecessary to blow yourself to kingdom come to speed things up.

10. Mediguns Do Not Have A Burst Fire Setting.
Teams typically range between twelve and sixteen members. Typically this will include one or two Medics. This means that at any given moment, on average 80% of the opposing team will be attempting to kill 100% of your team. Please be patient; while your Medics are quite aware that you are unhappy with anything less than 150 % health, they will need to divide their time appropriately between teammates, and will likely find it necessary to prioritize. If you are concerned that the Scout will not be extinguished quickly enough, please consider medipacks or pain relievers. Continuously requesting treatment will simply slow the process.

None of the above are intended to be directed at any specific individuals. Nor are they intended to be universal. If you feel that they are unfairly being applied to you, or you can think of a point in the past where you have done these things but had a very good reason or exception, in all likelihood you are correct and the points above are not intended to apply to those specific circumstances.

More than anything else this is intended as a useful guide to attempt to improve efficiency and teamwork between Medics and Medic Buddies.
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Postby Ayeaka » Wed Jun 17, 2009 7:30 am

Medic was my first class. :) I don't play him as much now, about 130 hours as him or so...


You're rather spot on. You have NO idea how often I deal with each and every one of the problems listed. D:
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Postby NikkyVix » Wed Jun 17, 2009 12:39 pm

First thing's first: Welcome to the Pound!

Secondly: For a player who's only had thirty-even hours as a Medic, you've picked up the particular quirks and nuances of life as the Homicidal Healer rather well. As someone with 130 hours of Medic behind them, I can testify to each and every situation you raise a point with, and hope that other class-players (including aspiring Medics) will take those notes to heart on improving their Medic-Patient relations.

Nicely-articulated list of concerns, there. Medics are most effective when their team works with them, not against them.
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Postby Stormcaller3801 » Wed Jun 17, 2009 4:06 pm

Thank you both for the welcome; I'm not sure whether I should be happy to hear these things are common afflictions. I'm also not sure whether I'm a quick study or just easily annoyed.
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Postby Ayeaka » Wed Jun 17, 2009 7:31 pm

Frau Chimäre~
The doctor will see you now.
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Postby Purplecat » Wed Jun 17, 2009 11:41 pm

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Postby Angry_Squirrel » Wed Jun 24, 2009 3:08 am

You forgot one thing:

11. Ubercharge grants invulnerability to damage, not moving!
When you go in to destroy that sentry, lead the charge! The damage is prevented and absorbed by the Medic, who runs the 2nd fastest, allowing for the Heavy or Demoman to get closer to the Sentry while they're firing. The result is the ubercharge closes in quicker, defeats the sentry quicker, and your duo has more time to kill other players / if slowed down by other players en route to the sentry, you two will have a better chance at destroying it! (In the worst case scenario, ubercharge runs out, and Medic becomes a decoy to allow your teammate an extra second or two to pepper the sentry with fire.)

Unfortunately, I don't have any advice about countering airblasting pyros (and I have almost NEVER met a sandman to the face when ubercharged/charging.)
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Postby McFuzzButt » Wed Jul 15, 2009 11:30 am

ooooo Good tips :3 I'll take this in mind when im a heavy.


xD Im not the best of players damn spys, I wish the heavy had a razor back.
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Postby Austin » Fri Jul 17, 2009 9:40 pm

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Postby Stormcaller3801 » Fri Jul 17, 2009 9:52 pm

Two ways to beat the airblast: the first is as mentioned- the Buddy (or anyone other than the Ubering Medic) kills him. The second is simple: the Medic gets right up next to his Buddy. The Medigun has a good range, and the airblast doesn't. If you stay close to your Buddy, the Pyro can't disrupt the connection unless terrain conspires against you. This can be generally dealt with via keeping in mind where you are, and what's around you. Just make sure you can't get blasted off a ledge (avoid giving the Pyro a favorable angle) and stay close to your Buddy.

As for the Sandman, there's not really anything that can be done about it to deal with the effect itself- the stun will remain until it ends, period, and Heavies in particular aren't fast enough to dodge it. Your only real alternative is going to be having a backup- be ready to swap to another person who can make use of the Uber. However, this will reduce the duration of the Uber beyond the lost time on your first Buddy, so you may be better off waiting for the stun to wear off. Given that the Sandman stuns longer the further away it's used from, this is a case by case situation that you're really not going to be able to figure out save with practice.
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