Difference between revisions of "Anti-Medic strategy"

From Team Fortress Wiki
Jump to: navigation, search
m (General)
m (Primary weapons)
Line 40: Line 40:
 
* Needles fired from Syringe Guns are slow to travel and arc significantly. Keeping your distance can make dodging them easy.
 
* Needles fired from Syringe Guns are slow to travel and arc significantly. Keeping your distance can make dodging them easy.
 
* Syringe Guns are better designed for dispatching a retreating Medic's pursuers than for facing enemies in direct combat. Ambush the Medic or attack him from long-range; avoid underestimating a Medic by rushing towards him.
 
* Syringe Guns are better designed for dispatching a retreating Medic's pursuers than for facing enemies in direct combat. Ambush the Medic or attack him from long-range; avoid underestimating a Medic by rushing towards him.
 
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"

Revision as of 08:40, 9 October 2016

Velcome to the 've lose vonce again'-fest.
Your doctor is dead!
The Heavy

The enemy Medic tends to be highest priority target on the battlefield due to his ability to heal teammates and deploy ÜberCharges. While he moves quickly and has a decent amount of health, his poor combat weaponry means he relies on the protection of his team to survive. The Medic's unique ability to overheal teammates means that a team without an active Medic is at a severe disadvantage, as the bonus health and constant healing guarantees that his team will outlast the other in a long battle. A Medic who manages to stay alive long enough to build an ÜberCharge can then grant invulnerability, 100% critical chance, resistance to a selected damage type, or a powerful healing buff for eight seconds. As such, it is generally a good idea to kill the enemy Medic at any cost, including your own life, as his death will affect his team far more than your own.

General

Attributes Anti-Medic strategy
Medic emblem RED.png Role
  • Killing the Medic should always be top priority when fighting multiple enemies so that the enemy team cannot recover from injuries.
  • The Medic is typically found behind his teammates, but can be ambushed and defeated easily to any combat class.
    • In particular, the Pyro's Flame Thrower reduces the Medic's healing by 25%, should he manage to safely approach.
  • The healing connection a Medic has to his partner can be broken using Knockback.
Leaderboard class medic.png Health
  • The Medic has a moderate pool of health and natural health regeneration. Combined with his speed, he can flee quite easily.
  • The longer the Medic is out of combat, the faster his health regenerates. Consistent damage will keep his health regeneration rate low.
Leaderboard class scout.png Speed
  • The Medic has the second highest base speed of all classes, making him quite agile in firefights.
  • If he flees, you'll have to use alternate movement options such as explosive jumps or a take a shorter path to chase him down.
Leaderboard class soldier.png Power
  • The Medic is quite weak when trying to defend himself, as his weapons are ineffective at medium to long range.
  • Most classes should be able to take out an unassisted Medic with little trouble.

Weapon-specific

Main article: Medic weapons

Primary weapons

  • Needles fired from Syringe Guns are individually weak, but can quickly stack up for huge amounts of damage. Try to avoid as many as possible.
  • Needles fired from Syringe Guns are slow to travel and arc significantly. Keeping your distance can make dodging them easy.
  • Syringe Guns are better designed for dispatching a retreating Medic's pursuers than for facing enemies in direct combat. Ambush the Medic or attack him from long-range; avoid underestimating a Medic by rushing towards him.
Weapon Anti-Medic strategy
Syringe Gun
Syringe Gun
  • A Medic will often use his Syringe Gun when there are no teammates to protect him. Keep your distance and strafe to avoid the needles, then close in as the Medic reloads.
    • A Medic will also most likely retreat soon after he pulls out his Syringe Gun; while it is often advantageous to pursue and kill a Medic to debilitate his team, consider the risk of him killing you or leading you into overwhelming backup.
  • The Syringe Gun uses the same sound as the Blutsauger, making it hard to distinguish one from the other. Be sure to know what you are dealing with before attacking the Medic.
Blutsauger
Blutsauger
  • The Blutsauger allows a Medic to replenish health; avoiding the Blutsauger's needles is just as important as dealing damage to the Medic firing them.
  • The Blutsauger decreases a Medic's regeneration rate, making him more susceptible to afterburn and bleed.
  • The Blutsauger uses the same sound as the Syringe Gun, making it hard to distinguish one from the other. Be sure to know what you are dealing with before attacking the Medic.
Crusader's Crossbow
Crusader's Crossbow + reskins
  • The Crusader's Crossbow deals more damage the further away a target is; close the distance to reduce the damage a bolt will deal.
  • The Crusader's Crossbow has a slow firing rate, giving you many opportunities to retaliate.
  • The bolts fired from the Crusader's Crossbow heal the Medic's teammates; most classes fully recover health when hit by a friendly bolt from long-range. Keep the Medic's attention on you and your team to prevent him from aiding his teammates instead.
Overdose
Overdose
  • A Medic with the Overdose can be harder to catch up to, especially if he's had time to build up his Übercharge. Pursuing this Medic may not be worth the risk of leaving your post and/or running into enemy forces.
  • A Medic using the Overdose is slightly easier to attack when he is separated from his team, as the weapon does 10% less damage than the default Syringe Gun.

Secondary weapons / ÜberCharge

Weapon Anti-Medic strategy
Medi Gun
Medi Gun + reskins

See Defense against ÜberCharge.

Kritzkrieg
Kritzkrieg

See Defense against Kritzkrieg.

Quick-Fix
Quick-Fix

See Defense against Quick-Fix.

Vaccinator
Vaccinator

See Defense against Vaccinator.


Melee weapons

Weapon Anti-Medic strategy
Bonesaw
Bonesaw + reskins
  • The Medic's above-average movement speed allows him to chase retreating foes with his Bonesaw. Knocking back or stunning the Medic can help you deter or eliminate him without taking much damage.
Ubersaw
Ubersaw + reskins
  • Engaging a Medic equipped with the Ubersaw in melee should be a last resort, as any hit he lands on you with the weapon gains him 25% more ÜberCharge. Attack him from outside his melee range to prevent this.
  • Scouts using Bonk! Atomic Punch should keep their distance from Medics with the Ubersaw; they can still gain Übercharge from striking phasing Scouts.
  • If a Medic manages to score multiple hits with the Ubersaw, He might use his Übercharge to retreat safely. If he attempts this, use knockback to deny him from retreating.
Vita-Saw
Vita-Saw
  • A Medic using the Vita-Saw may be able to fill his ÜberCharge sooner upon respawning, but he has 10 less health than a Medic without the Vita-Saw. Attack the Medic as you would if he had the Bonesaw.
Amputator
Amputator
  • A Medic with the Amputator out may be preparing to heal his team with the weapon's taunt. Either attack the Medic to prevent him from taunting or allow him to, rendering himself immobile for a few seconds.
  • The Amputator increases the Medic's regeneration rate, making afterburn and bleed less effective at finishing him off. Use teamwork and strong weaponry to prevent him from retreating; engaging the Medic in melee combat is also an option, as Amputator's damage penalty puts him at a disadvantage.
Solemn Vow
Solemn Vow
  • The Solemn Vow allows a Medic to see his enemies' health, making it easier for him to pick off weakened targets. Stay away from him when you have low health so he and his team don't single you out. If you engage the Medic in melee, fight him as you would a Medic using the Bonesaw.
  • The Solemn Vow has a 10% slower swing penalty. It will be much easier to win a Melee fight with him due to a longer pause between his melee swings.

See also