医生伙伴

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Best Buddies.
可是由医生协助的谋杀!
医生

游戏中术语医生伙伴(Medic buddy),指的是无论在进攻或防御情景中同样都能与医生良好配合的职业。医生的“伙伴”不同于简单的“治疗对象”,后者更多情况下只是简单地被医生治疗,而前者则可作为超能冲锋对象的优先选择。

典型 医生的“伙伴”

以下兵种均为医生的理想队友,他们通常有着较高的生命值、较高的输出,或有着一次性对多名敌人造成伤害的能力。医生最需要学会的战术便是在任何情况下随机应变。要注意的是,一些兵种在特定的情况下,作用要远远高于其他职业。例如,士兵或爆破手可以比机枪手更轻松在远距离的摧毁步哨。当要问候敌方工程师时,上述两个职业便是目前的最佳医疗伙伴。

士兵

士兵高血量高输出的特点搭配上医生的持续治疗,将使该组合的危险性十足。医生的超量将协助士兵通过火箭跳快速、安全的抵达战场。另外,使用快速医疗枪将允许医生模拟士兵的火箭跳,共同推进。医生与士兵的组合,通常适用于中远距离的战斗,溅射伤害将有效的清理聚在一起的敌人,或是单个目标。另外,医生需要确保在士兵弹药充足的情况下开启超能冲锋。

作为医生伙伴的士兵,通常情况下应当选择携带火箭发射器,这种不会在开启超能冲锋时造成负面效果的武器。反例如:精准打击者的爆炸半径缩小属性,将会导致在超能冲锋的情况下难以击中敌人,黑匣子的弹匣负面属性,将延长装弹的时间,自由推进炮的伤害降低难将难以对付多个目标,而绞牛机5000无法完全利用闪电战医疗枪的爆击效果(以及对建筑的伤害降低),以及乞丐的火箭筒的精度问题,但在装弹完毕后对近距离目标伤害可观这一点,致使该武器依然算作可选的方案。

爆破手

所有职业中,爆破手的爆破物有着最为优秀的潜在伤害,。与士兵一样,爆破手可以通过粘弹跳来大幅增加机动性。爆破手的所有爆破武器都可在瞬间清理掉大片敌人,这使得爆破手同样可以作为医生的闪电战爆击超能冲锋释放目标的绝佳选择之一。粘弹有着很大的爆炸半径,这使得每一颗粘弹都着有消灭大片敌人的可能性。由于爆破手可以在引爆前部署下多颗粘弹,这使得爆破手与医生的组合可以轻松捣毁工程师的建筑。如士兵一样,为了不浪费超能冲锋的那短暂几秒,医生必须注意在爆破手装弹完毕后再使用超能冲锋。

但要注意的是,爆破手骑士在通常情况下并不适合作为医生伙伴,虽然冲锋盾辉煌盾牌或是阿里巴巴的尖头靴的确可以提高一定的生存能力,但论摧毁建筑方面,在远距离使用榴弹和粘弹永远要比近距离近战要好上许多。

在武器选择方面,主武器使用原配榴弹发射器通常适用于任何类型的超能冲锋;而双管榴弹发射器舍弃的两发弹药却只换来20%的伤害加成将使得装弹更为频繁20%,而脱缰巨炮 造成伤害的效率也算作一面问题。副武器方面,通常原配的粘性炸弹发射器将作为最佳选择,苏格兰防御者的粘弹负面属性将使敌人更易避开爆炸伤害。

机枪手

机枪手的高血量将使他可以轻易的挡下大量的伤害,尤其在被超量的情况中。但是,机枪手的体型以及移速将易于被敌人发现并追击。携带紧急逃跑手套的机枪手将更加容易跟上医生,当在战斗中,机枪手近距离的火力将十分有效的保护医生,但同时,由于机枪手在战斗中的移速缓慢,敌人可以轻松的对其造成击退,当在释放标准的无敌超能冲锋的期间,医生有时需要站在机枪手的前方为其挡下敌人的部分击退。当释放爆击超能冲锋时,机枪手将在片刻撕碎视线内的敌人。不过在超能冲锋释放前,医生必须等待机枪手预热机枪。

进攻时,机枪手最好选择更为灵活的主武器,例如转轮机枪汤姆斯拉夫。尽管黄铜猛兽有着毁灭性的伤害,但机枪手无法灵活的应对敌人的危险,并且无敌期间一旦被迫移动,就有可能浪费掉整个超能冲锋的释放。副武器方面,机枪手需要考虑携带散弹枪用于保护医生,或是携带三明治扔出作为血包,副武器的选择取决于多种因素,两者有着各自的优势。

火焰兵

火焰兵便是专门为近距离作战而生的兵种,火焰兵必须在接近敌人的情况下才能发挥出最大的伤害。当配合医生的持续治疗时,火焰兵可轻易的接近敌人并焚烧敌人。但医生的医疗枪射程有限,跟随火焰兵也有可能让自己陷入危险之中。因此,在风险较低的防守情况中,治疗火焰兵将会是更为明智的选择。当医疗兵与医生的组合在超能冲锋未就绪的情况下遭遇敌方的火力,火焰兵通常应该选择掩护医生一起后撤。当超能冲锋释放期间,火焰兵可以轻易的摧毁建筑并杀死敌人。但由于火焰喷射器较短以及火焰兵一样易被击退的问题,除非步哨就处于拐角位置,否则医生应该如上面所述为火焰兵抵挡一部分的伤害击退,以便于火焰兵接近步哨。而另一种闪电战医疗枪的超能冲锋释放期间,由于医生与目标依然处于易受伤状态,所以火焰兵通常并不能作为爆击超能冲锋合适的人选。

虽然火焰兵的装备对于作为医生伙伴来说并不是十分重要。但火焰兵依然可以在副武器方面,优先选择霰弹枪保护医生。并且在进攻使用超能冲锋时,使用燃素喷射器将轻易击溃敌方(失去压缩空气保护医生的能力)。在近战方面,火焰兵可以考虑使用拆迁者增加对敌方建筑的造成的伤害,但通常并不会被认作效率高于火焰喷射器,因为后者可以在拆除步哨的同时,对工程师造成伤害。

典型 医生的“坏伙伴”

It is generally unwise to choose the following classes as a Medic buddy. These classes are usually not found on the frontlines of the battlefield, where most healing is needed, due to their low health and specific roles. They all lack the crowd control capabilities of the more ideal Medic buddies, making defending the Medic more difficult.

侦察兵

The Scout’s low health and aggressive playstyle usually mean that he will die easily, even when being healed. While a Medic can use any of the available Medi Guns to match the Scout's fast speed, the Scout cannot provide the same degree of protection that a typical Medic buddy can, especially if he is using a primary such as the Force-A-Nature or Soda Popper. Still, he will often be injured and run back to be healed. These brief periods of time where the two are together are when most Scout/Medic pairs work together. All of the Scout’s weapons run out of ammunition relatively quickly, making a sustained offensive push on the front lines unfeasible. A good Scout is capable of avoiding most damage without an ÜberCharge, making him one of the last candidates to receive it. Should this happen as a last resort, the Scout should stay near the Medic so as to keep the ÜberCharge. Because the Scout’s damage output is so high at close range, he can be a surprisingly good Kritzkrieg target in tight quarters or defensive positions. Even so, an unbuffed Scout may have difficulty dealing with clusters of enemies, making him a poor Medic buddy.

工程师

Because Engineers will build Dispensers and stay away from the front lines, having a Medic nearby does not accomplish much. A Medic specifically healing an Engineer would only occur in special situations, such as when an Engineer is trying to repair a Sentry Gun under enemy fire. An Engineer on the front lines that is using the Wrangler bears much destructive potential but is even more immobile than the Heavy, making him an unfavorable ÜberCharge candidate. A more unconventional tactic would for a Medic to ÜberCharge an Engineer as he deploys his Sentry Gun in a key offensive position; the pair can use their invulnerability to shield the Sentry Gun from enemy fire. Engineers with the Widowmaker or Gunslinger can be decent partners in desperate situations, thanks to the increased on-demand firepower provided by these items.

狙击手

The Sniper tends to sit at the back of the battlefield, so it is rare that a Medic will heal him. Still, there are situations where healing a Sniper may be beneficial to the team. If locked in a Sniper duel, an overhealed Sniper cannot be killed with a fully charged bodyshot or even an uncharged headshot, giving him a strong advantage. A Sniper carrying the Huntsman will often fight close to the front lines and will require healing. Even when at the front lines, the Sniper’s lack of strong close-range weaponry and the long intervals between shots make protecting the Medic incredibly difficult. Because of these reasons, the Sniper is a poor choice for any type of ÜberCharge. It is notable that when under the influence of the Kritzkrieg, the Sniper can effectively deal headshot damage with a bodyshot, and does not even need to use his scope to do so.

另一名 医生

Although Medics do regenerate health over time, they cannot use their Medi Gun to rapidly heal themselves. While it is important that Medics heal each other to stay alive, it is unwise for them to accompany each other as Medic buddies in an offensive push. The Medic, with his moderate health pool and fast speed, has above-average survivability but low damage output. Unless in a desperate situation, time spent fighting would be better spent building ÜberCharge for use on another class.

If the Medics are feeling particularly ambitious, they may be able to pull off the Chain ÜberCharge strategy.

间谍

Because the Spy relies on stealth and disguises, healing him while he is disguised as an enemy will usually blow his cover (unless he is disguised as an enemy Spy). Medics should use discretion and heal offensive classes before the Spy. However, since fire negates the Spy’s disguise and Cloak, he should be one of the first classes a Medic extinguishes after encountering a Pyro. Not counting backstabs, the Spy has the lowest damage output out of all nine classes, making him a terrible choice for a frontal assault using any ÜberCharge. Should the situation be sufficiently desperate, an Übered Spy can sap a Sentry without needing to disguise and allow another teammate to quickly take it out.

超能冲锋释放对象

ÜberCharging another player is typically done with a certain goal in mind. Different situations will call for different classes.

输出以及区域控制

When attempting to rid an area of multiple enemies, a Heavy or Pyro would be a favorable choice for an ÜberCharge. The Heavy deals respectable damage from short to mid-range, shredding anything nearby. However, his slow speed limits his effectiveness at longer ranges, especially if the enemy retreats or uses cover. The Pyro can deal massive damage when ambushing, meaning that an ÜberCharge can only increase the chaos. While the Pyro is faster than the Heavy, the Flamethrower’s short range renders him even more ineffective against opponents from afar.

达成目标

To gain an immediate advantage by taking out a specific target, a Soldier or Demoman make good choices. While slower than the Pyro and weaker than the Heavy, both classes have a range advantage and can still damage multiple enemies at once with their explosive weaponry. Their mobility and firepower can allow a team to gain and keep momentum in an offensive push.

摧毁步哨

Depending on the location of the Engineer’s nest, all four favorable Medic buddies can excel at destroying Sentry Guns. The Soldier can fire rockets at buildings from any range, as buildings do not suffer from damage falloff, but is more easily thwarted by an Engineer repairing the Sentry Gun. At close range, the high damage output offered by the Pyro and Heavy allow them to destroy a Sentry Gun and kill the Engineer repairing it. Demomen are typically the best choice for destroying difficult Sentry Guns, as they can negate a repairing Engineer by detonating multiple Stickybombs to destroy the gun in one blast. At slightly farther ranges, it may be necessary for the Medic to run ahead of the patient to draw Sentry Gun fire and prevent knock back. Because critical hits do not affect buildings, the Kritzkrieg is useless against Sentry Guns.

通常防守

A typical way to counter an enemy ÜberCharge is to deploy another one on any teammate under fire, as one ÜberCharged player can completely block another’s progress. Remaining charge time after the enemy loses their invulnerability can be used to drive them back, making it more advantageous to deploy the counter ÜberCharge later. An ÜberCharge is a good way to handle an overwhelming number of enemies and can be used on any class as a last resort. It is better for a Medic to deploy an ÜberCharge and waste it than to die while fully charged.

如何成为一名优秀的医生伙伴

The most important thing about coordinating with a Medic is communication. A Medic buddy should use a microphone or voice commands to warn or direct the Medic. If the Medic does not give orders, his patient should take charge of the situation and speak about how and where to use an ÜberCharge.

When being healed, the patient shouldn't rush ahead of the Medic or run off to the Resupply area, especially when he's the only other teammate nearby; a Medic needs to be healing a teammate in order to build his ÜberCharge meter. The patient should always remain near the Medic unless a more viable Medic buddy arrives to fill his place.

Being constantly healed does not make a patient invincible, especially when under heavy enemy fire. A Medic buddy typically should not push too far forward into enemy territory and know when to retreat, especially if the Medic could easily be flanked. If the Medic is behind cover, a Medic buddy should not move very far away, as the Medic’s Medi Gun has limited range. While the Medic does regenerate health, he cannot heal himself. Priority to receive health packs should always go to the Medic, who can then proceed to heal everyone else.

Keeping the Medic alive allows all team members to easily access a source of healing. In return for healing, a Medic buddy is expected to protect the Medic. A Medic will often die rather than pull out their Syringe Gun, as they trust their patient to eliminate any nearby threats. Because of their importance to the team, Medics will often be targeted by Scouts, Pyros, Snipers, and Spies, classes that rely on ambushes or opportunities. It is necessary to keep moving around while looking for any potential threats.