Difference between revisions of "Medic weapons (competitive)"

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! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Syringe Gun]] <br>[[Image:RED_Syringe_Gun.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Syringe Gun]] <br>[[Image:RED_Syringe_Gun.png|70x39px]]
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Point-Blank: 12'''
 
* '''Point-Blank: 12'''
 
* '''512 units:''' 10
 
* '''512 units:''' 10
 
* '''Over 1024 units:''' 5
 
* '''Over 1024 units:''' 5
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 30
 
* '''Critical:''' 30
 
* '''Point-Blank Mini-Crit:''' 16
 
* '''Point-Blank Mini-Crit:''' 16
 
* '''Over 512 unit Mini-Crit:''' 14  
 
* '''Over 512 unit Mini-Crit:''' 14  
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.1s
 
* '''Attack:''' 0.1s
 
* '''Reload:''' 1.6
 
* '''Reload:''' 1.6
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
 
* If equipped, Medic passive regen will be 3-6 health/second.
 
* If equipped, Medic passive regen will be 3-6 health/second.
 
* Regenerates 27-48 health during a single-target Übercharge.
 
* Regenerates 27-48 health during a single-target Übercharge.
Line 50: Line 50:
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Blutsauger]] <br>[[Image:RedBlutsauger.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Blutsauger]] <br>[[Image:RedBlutsauger.png|70x39px]]
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Point-Blank:''' 12
 
* '''Point-Blank:''' 12
 
* '''512 units:''' 10
 
* '''512 units:''' 10
 
* '''Over 1024 units:''' 5
 
* '''Over 1024 units:''' 5
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 30
 
* '''Critical:''' 30
 
* '''Point-Blank Mini-Crit:''' 16
 
* '''Point-Blank Mini-Crit:''' 16
 
* '''Over 512 unit Mini-Crit:''' 14  
 
* '''Over 512 unit Mini-Crit:''' 14  
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.1s
 
* '''Attack:''' 0.1s
 
* '''Reload:''' 1.6  
 
* '''Reload:''' 1.6  
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* Gives shooter +3 health on hit.
 
* Gives shooter +3 health on hit.
 
** Hits on disguised Spies don't give health.
 
** Hits on disguised Spies don't give health.
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! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Crusader's Crossbow]] <br>[[Image:Backpack Crusader's Crossbow.png|140x78px]]
+
! style="background-color:#FFF4CC;" | [[Crusader's Crossbow]] <br>[[Image:Backpack Crusader's Crossbow.png|140x78px]]
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Point-Blank: 38 / 75
 
* '''Point-Blank: 38 / 75
 
* '''512 units:''' 56 / 112
 
* '''512 units:''' 56 / 112
 
* '''Over 1024 units:''' 75 / 150
 
* '''Over 1024 units:''' 75 / 150
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Point-Blank:''' {{tooltip|113|Critical}} / {{tooltip|51|Mini-crit}}
 
* '''Point-Blank:''' {{tooltip|113|Critical}} / {{tooltip|51|Mini-crit}}
 
* '''512 units:''' {{tooltip|168|Critical}} / {{tooltip|77|Mini-crit}}
 
* '''512 units:''' {{tooltip|168|Critical}} / {{tooltip|77|Mini-crit}}
 
* '''Over 1024 units:''' {{tooltip|225|Critical}} / {{tooltip|101|Mini-crit}}
 
* '''Over 1024 units:''' {{tooltip|225|Critical}} / {{tooltip|101|Mini-crit}}
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 2.3
 
* '''Attack:''' 2.3
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
 
* Fires arrows that deal damage or healing based on distance.
 
* Fires arrows that deal damage or healing based on distance.
 
* -75% Crossbow ammo
 
* -75% Crossbow ammo
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! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Overdose]] <br>[[Image:Backpack Overdose.png|140x78px]]
+
! style="background-color:#FFF4CC;" | [[Overdose]] <br>[[Image:Backpack Overdose.png|140x78px]]
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Point-Blank:''' 11
 
* '''Point-Blank:''' 11
 
* '''512 units:''' 9
 
* '''512 units:''' 9
 
* '''Over 1024 units:''' 5
 
* '''Over 1024 units:''' 5
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 27
 
* '''Critical:''' 27
 
* '''Point-Blank Mini-Crit:''' 14
 
* '''Point-Blank Mini-Crit:''' 14
 
* '''Over 512 unit Mini-Crit:''' 12  
 
* '''Over 512 unit Mini-Crit:''' 12  
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.1s
 
* '''Attack:''' 0.1s
 
* '''Reload:''' 1.6
 
* '''Reload:''' 1.6
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
 
* -10% damage penalty
 
* -10% damage penalty
 
* Speed increases by 1% for every 10% of Übercharge that is gained
 
* Speed increases by 1% for every 10% of Übercharge that is gained

Revision as of 18:20, 19 February 2012

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.

The Medic's role in the standard competitive lineup is solely for support and the weaponry at his disposal compliments this. Although he does have some forms of self defense, these are considered very weak and so the employment of a pocket, usually a Soldier or Heavy, are allocated towards defending the Medic. Barring the Mediguns, a majority of the Medic's unlockable weapons have purely passive effects and do not alter direct combat much.

Primary Weapon

The Syringe Guns take up the Medic's primary weapon slot, although it is less frequently used than the medi gun, it is the medic's primary source of damage. Different Syringe Guns may affect the Medic's passive regeneration.

Syringe Gun

RED Syringe Gun.png

The Syringe Gun is the stock weapon for the Medic's first weapon slot. The weapon is relatively weak in terms of its ability to offer damage output and self defense for the Medic. It has no affect on the medic's passive regeneration, leaving it at 3-6 per second, based on time since damage taken.

Weapon Damage Critical Damage Function Times Special
Syringe Gun
RED Syringe Gun.png
  • Point-Blank: 12
  • 512 units: 10
  • Over 1024 units: 5
  • Critical: 30
  • Point-Blank Mini-Crit: 16
  • Over 512 unit Mini-Crit: 14
  • Attack: 0.1s
  • Reload: 1.6
  • If equipped, Medic passive regen will be 3-6 health/second.
  • Regenerates 27-48 health during a single-target Übercharge.


Blutsauger

RedBlutsauger.png

The Blutsauger is an alternative to the Syringe Gun, offering itself as a somewhat more effective means for a Medic to defend himself. It grants the Medic three health per hit, at the cost of his passive health rate, being brought down to 1-4 health per second, depending on how much time has passed since he was last hit.

Weapon Damage Critical Damage Function Times Special
Blutsauger
RedBlutsauger.png
  • Point-Blank: 12
  • 512 units: 10
  • Over 1024 units: 5
  • Critical: 30
  • Point-Blank Mini-Crit: 16
  • Over 512 unit Mini-Crit: 14
  • Attack: 0.1s
  • Reload: 1.6
  • Gives shooter +3 health on hit.
    • Hits on disguised Spies don't give health.
  • Regenerates 12-32 health during a single-target Über.


Crusader's Crossbow

Backpack Crusader's Crossbow.png

The Crusader's Crossbow does not fire syringes, but instead fires arrows which deal damage or healing based on distance. This makes it a viable target for healing friendly targets, as it can heal up to 150 health at long range. The reduced ammo tends to be a minimal issue, as the speed of reload is very slow. This weapon can be used to spycheck, as enemy spies will not be healed on hit.

Weapon Damage / Healing Critical Damage Function Times Special
Crusader's Crossbow
Backpack Crusader's Crossbow.png
  • Point-Blank: 38 / 75
  • 512 units: 56 / 112
  • Over 1024 units: 75 / 150
  • Point-Blank: 113 / 51
  • 512 units: 168 / 77
  • Over 1024 units: 225 / 101
  • Attack: 2.3
  • Fires arrows that deal damage or healing based on distance.
  • -75% Crossbow ammo


Overdose

Backpack Overdose.png

The Overdose is useful for Medics who have allies who need him all around the map, as it gives the player a slight speed increase for every 10% of Übercharge, making maneuvering and escaping a breeze. However, its damage penalty reduces the Medic's one major source of damage. This primary will not change the Medic's passive regeneration.

Weapon Damage Critical Damage Function Times Special
Overdose
Backpack Overdose.png
  • Point-Blank: 11
  • 512 units: 9
  • Over 1024 units: 5
  • Critical: 27
  • Point-Blank Mini-Crit: 14
  • Over 512 unit Mini-Crit: 12
  • Attack: 0.1s
  • Reload: 1.6
  • -10% damage penalty
  • Speed increases by 1% for every 10% of Übercharge that is gained
  • Will regen 27-48 health during a single-target Über.


Primary Weapon Usage

The choice all depends on how competent the Medic is at avoiding the enemies' firing lines. Skilled Medics that can avoid fire, and utilize hiding spots effectively will have no need for standard passive regeneration, and will instead opt for the extra offensive power of the Blutsauger. It is generally suggest that players of a low skill level and those new to competitive games stick with the Syringe Gun at first so any mistakes during matches can be minimized with the extra health regeneration offered.

Secondary Weapon

Although the Mediguns take up the Medic's second slot, they are considered as his most important weapons because these are the main reason he is valued in competitive teams and also his most used weapon during matches.

Medigun

RED Medigun.png

The stock Medi Gun is the best choice to keep your team in the action. It can provide overheal to soldiers and scouts who want to push ahead and harass the other team. It provides an eight second Übercharge, which halves in duration for each additional teammate affected.


Weapon Damage Critical Damage Function Times Special
Medigun
RED Medigun.png
  • Min Heal: 24 per second
  • Max Heal: 72 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 2.5% per second (40 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.25% per second (80 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • Heals at 24 health/sec if target took damage in the last 10 seconds.
  • Heals at 72 health/sec if target took damage over 15 seconds ago.
    • If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly.


Kritzkrieg

RED Kritzkrieg.png

The Kritzkrieg is the main alternative to the Medi Gun. Although the two share identical healing and overhealing charactaristics, the Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff for any players ubercharged. Although it can be shared between team members, similar to the standard charge, since this does not have lasting effects, it will only help one teammate at a time. Ubercharge duration halves identically to the stock Medi Gun. The Kritzkreig's taunt heals him for 11 health, allowing him to survive near death, or better counteract afterburn.

Weapon Damage Critical Damage Function Times Special
Kritzkrieg
RED Kritzkrieg.png
  • Min Heal: 24 per second
  • Max Heal: 72 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 3.125% per second (32 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.56% per second (64 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • Heals at 24/sec if target took damage in the last 10 sec.
  • Heals at 72/sec if target took damage over 15 sec ago.
    • If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly.
  • On taunt, the Medic heals himself for 11 health.


Quick-Fix

Backpack Quick-Fix.png

The Quick-Fix heals targets much faster than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. The Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix allows the medic to run at the speed of a scout, provided that scout is the healing target. The Quick-Fix cannot overheal players, but can maintain overheal on a player if they already have it.


Weapon Damage Critical Damage Function Times Special
Quick-Fix
Backpack Quick-Fix.png
  • Min Heal: 34 per second
  • Max Heal: 101 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 3.125% per second (32 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.56% per second (64 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • Heals at 34/sec if target took damage in the last 10 sec.
  • Heals at 101/sec if target took damage over 15 sec ago.
    • If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly.


Medigun Usage

In competitive play, the Quick-Fix is rarely used. The other two vary in usage, as although the stock Medi Gun beats the Kritzkrieg in a one-on-one fight, provided the Medics don't die, the Kritzkrieg's increased recharge rate will help it slowly pull ahead in the frequency of one teams' Übercharges. If both Medics die, there is a significant advantage to switching to the Kritzkrieg, as that team's medic will have built up an Übercharge faster.


Melee Weapon

Medics tend not to fight with their melee weapons, resorting to their syringe gun if cornered. However, some melee weapons will have an effect on the medic as a whole.

Bonesaw

Bonesaw IMG.png

The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but there are some melee weapons which are strictly better than this weapon.

Weapon Damage Critical Damage Function Times Special
Bonesaw
Bonesaw IMG.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


Übersaw

RED Ubersaw.png

The ubersaw provides an additional 25% ubercharge on every successful enemy hit. Although it has a slower firing rate, it can save a medic's life if he has a large ubercharge percentage; by hitting a few enemies, popping an ubercharge, and running, the medic may thus save himself. If a player is hit by an enemy medic's ubersaw, he should inform his team so that they are better aware of the enemy team's ubercharge percentage.

Weapon Damage Critical Damage Function Times Special
Übersaw
RED Ubersaw.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.96s
  • Gives attacker +25% ÜberCharge fill on hit.
    • Non-lethal hits on disguised Spies don't give Charge.
  • Taunting performs the Spinal Tap, which can fill a medic's Übercharge meter if it hits an enemy.


Vita-Saw

RED Überneedle.png
Note: The Vita-Saw is banned in most leagues for acquisition time.

The Vita-Saw is another alternative to the Bonesaw. This weapon will preserve up to 20% of the Übercharge from a previous life and grant it onto the Medic when he respawns. This is not a scaled percentage, so dying with 19% Übercharge will provide 19% Übercharge on respawn. The vita saw costs the medic 10 maximum health.

Weapon Damage Critical Damage Function Times Special
Vita-Saw
RED Überneedle.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • While equipped, preserves ÜberCharge on death (caps at 20%).
  • Reduces max health by 10hp while equipped


Amputator

Backpack Amputator.png

The Amputator functions identically to the default Bonesaw, with the added functionality on taunt, which will heals all nearby allies. The taunt will not heal disguised spies, will not overheal, and will not add to the Übercharge meter.

Weapon Damage Critical Damage Function Times Special
Amputator
Backpack Amputator.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Upon taunt, it produces a Medicating Melody which heals all nearby allies.


Solemn Vow

Backpack Solemn Vow.png

The Solemn Vow functions identically to the Bonesaw, except that it allows the medic to see the health of all enemy players. A medic with this weapon may remove the necessity of a situational Spy.

Weapon Damage Critical Damage Function Times Special
Solemn Vow
Backpack Solemn Vow.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Allows the player to see enemy health.


Melee Weapon Usage

The Übersaw is the most commonly used melee weapon for the Medic. The ability to gain Übercharge, despite the slowed melee speed, is highly valuable. The Vita-Saw provides a significant Übercharge advantage if the medic dies. The Solemn Vow or Amputator should always be used instead of the Bonesaw, since both are strictly better than it. The ability to see enemy health can be very useful in competitive play, as the Solemn Vow does not need to be active for the effect to work. The Amputator's taunt is useful to heal a large quantity of injured players, although it will not grant overheal.

See Also