Talk:Medic match-ups

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Perhaps we could get a bigger section for each of the match-ups? This is a lot more strategy that can fit nicely into one of the boxes. Also maybe even some help with timing and movement from a pro battle medic could prove a good insightful page. - Meter1060 18:26, 9 November 2010 (UTC)

I completely agree. The current table format does not allow for detailed descriptions or the discussion of different weapons. The current language of this page could also use a clean-up. There are too many references to a Medic Buddy. This page should be explaining how players can deal with enemy classes themselves. - MCMackers 06:03, 30 January 2012 (PST)
You're replying to something written nearly 1.5 years ago. The page has been revised since then (massive compressing of everything written, if I recall correctly). I do agree that although the tables look fancy, they really hinder what information can be placed. It's a big job, so... -- InShane 07:29, 30 January 2012 (PST)
Thank you, I hadn't noticed that - Although I still feel the original statement applies. I'm no expert, so I don't know how exactly the table could be further improved, but I feel happier having raised the fact I think it does need improving. One major concern is that they allow no space for considering player or enemy loadouts. MCMackers 05:50, 7 February 2012 (PST)
As of now, I believe the Match-up pages are supposed to give basic advive regarding the class itself. The Anti-class pages cover enemy-specific weapons while Basic strategy covers player-specific weapons (but not specific loadouts, as there are too many combinations). But yeah, I'm not sure where the tables could be changed, either. I know that these Match-up pages have existed, in this format even before the wiki shifted to being official here. The pages themselves are iffy, given that TF2 is a team game, but shouldn't be deleted, as at the very least they cover counterpicks. -- InShane 07:57, 7 February 2012 (PST)

Dodging and self-defense.

Ok, how about we improve this page by focusing on dodging enemy fire? I have some experience with that, so I'll start here. The key is running away while remaining in an enemy's discomfort zone. Making himself hard to hit allows the medic to last longer. The goal is to make the enemy waste time and ammo on the medic. Hopefully, a teammate can intervene, or the target dies to the needlegun. This is what I think a Medic should do if a single enemy attacks, and no other players are around: Medics can't outrun scouts. It may be better to get close, and strafe and jump erraticcally to mess up the scout's aim. Spray needles if the scout moving equally erratic, and lead if he's not. Pyros, demoknights and heavies do more damage the closer you are. Run away, but make sure to get some obstacles between you and the enemy. It's over if the medic is cornered or unable to take cover. Some pyro's and demoknights move in a straight line to chase medics. Needleguns do serious damage on them if they're not strafing or knocking you back. Soldiers are dangerous at any range. Run away while jumping and strafing to minimize damage taken from rockets. Keep an eye on the soldier to track him and his rockets. Demomen do massive damage at mid range, but not at close range. He wants you at the distance where he can throw a sticky without charging the gun. The medic has to decide whether he should run away or close in. If the medic is forced to close in, he must use a needlegun or even the melee weapon to take out the demoman. Grenades are devastating as well, but can be dodged by moving erraticcally. Snipers and spies: Medics should always keep a keen eye out for these. If the are around, take cover and keep your back to a wall. Move erratically and minimize the time snipers can see you. Medics can heal and look for spies at the same time. Call them out and let the team kill them. Medics should keep in mind that some are capable of sidestabbing and headshotting. On a side note, it can pay off to be aggressive. Fighting back when in trouble does not make one a combat medic. Enemies that are giving chase may not expect you to turn around and bash them or fill them with needles. Medics may wait around a corner or hide to give themselves a slight advantage. This only works on targets that are on low health, and it won't work on classes that do more damage at close range than at mid range. K-Raider NL 04:42, 13 January 2013 (PST)

Fighting as a Medic

The match-up always says the same: stay behind your healing-target. However, as a Medic-main, I know that the Medic DOES have enough power to get rid of his target. Shouldn't we change the page with little combat tips, like "try not to turn, but walk backwards while shooting", or "a distracted heavy is a easy pick"? Shockblaster (talk) 08:00, 7 February 2016 (PST)

Hmm...yeah, lots of this isn't actually about the Medic doing the fighting. I will get to this eventually if someone else doesn't first. Feel free to add your own experience, too - I can take anything and make it blend in with the rest of the entry. -- InShane (talk) 15:08, 7 February 2016 (PST)

Demoknight

I have noticed that this matchups article is missing Demoknights for the Demoman section. Surely Demoknights aren't something to ignore as Medic, isn't it? Qwertyxp2000 (talk) 08:42, 23 November 2019 (UTC)