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Sinkularity's MvM Medic Guide - Response, Addenda, and Errata from a top ranked potato.tf medic
By np_sub (dm for mvm carry)
As one of the top ranked mvm medics on potato.tf, this guide covers my reaction, response, addenda, and errata regarding Sinkularity's MvM Medic Guide.

The guide can be found here https://youtu.be/EwR8HL6Lk_0
Sinkularity's Youtube channel can be found here https://www.youtube.com/@Sinkularity

There are 5882 words in this thing I wrote, which is apparently about 13 pages.
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A Credit to Sinkularity's Video
https://youtu.be/EwR8HL6Lk_0

I initially found out of Sinkularity's video from a friend who posted it in one of our mvm group chats. I watched through it and it's definitely a change of direction from what I usually see from what mvm medic guides typically consist of. I commend Sinkularity for his decision to appeal to the success of the global mvm medic versus the mission, map, or tour specific mvm medic guides.

Although there are a few concepts that weren't quite complete, it's generally the thought and effort put into making mvm accessible for all players of all skills levels that really matters.

Below is a terribly formatted timestamped list of all comments, responses, additional information, and error corrections I have regarding the contents of Sinkularity's medic guide. (I literally wrote this in notepad as I paused through the video multiple times lol).

There are more than 5882 words in this thing I wrote, which is apparently about 13 pages.
0:00 to 4:14
0:16 "..enable a team to do anything"
This is very true. What I've found from my experience is that teams can often deal enough damage to beat anything. It's just the survival and coordination that teams struggle with.

0:39 The term "viable" is a tricky term to use in mvm. If the threshold for viability is if a team can win, then any and every item is viable. If it means that it opens doors for strategies, then yes the uber saw is the most viable (useful) melee.

1:02 This is only useful if the player that the enemy is aggro'ed on is able to out heal the damage the player is receiving. If he can't then the player dies and the enemy is successful and tries to kill another teammate.
Watch out for crit giants as they can often out damage a teammate's milk healing, especially without crit resist.
This is also completely useless if the enemy is targeting a building such as a sentry. The sentry cannot self heal from milk.

1:13 Using overdose to specifically move fast can be useful. But straight up buying movement speed upgrades is infinitely more beneficial because your movement speed dictates how wide your area of operation is for healing teammates. You can also often out maneuver giant scouts and melee them as max speed medic to catch up with them.
Using overdose with max move speed stacks though. So max move speed + overdose speed is faster than just max move speed.

1:26 It's true that Kritz is the most used in Valve 2c but this is also true for every mission that's been repeated over and over.
Missions that are repeated over and over for hundreds of thousands of times will be easily studied, and kritz benefits the most when you can anticipate enemies and basically instantly obliterate them.
In a reactive and dynamic setting of mvm, it may be more beneficial to not dump into pure damage because you don't know what's going to happen (kritz is useless if everyone's dead).

1:45 "The [QF] is shield's best friend"
This is one of the most repeatedly misinformed strategies of the way shield operates. If it was pure shield build time, Vaccinator can quite literally build a shield in 1 frame (0.015 seconds) without using exploits, and regularly too.
I will say that using traditional non-mvm strategies, quickfix would be the fastest. But given that this is mvm, mvm strategies will be used.
A medic with a stock or kritz can definitely out build a quickfix given the gameplay mechanic that your patient's damage output also generates shield. Yes, your teammate doing damage to help you build a shield is situational but when is a teammate never shooting and dealing damage.

2:12 "[The Vaccinator has] very low base heals.."
This is irrefutably wrong. Vaccinator has the same non-overheal heal rate as every medigun except quickfix. For overhealing, yes this is true but my stance is that everyone having high overheal at the same time really indicates that everyone is not struggling or there's so much downtime that the mission is slow, so much to the point that medic might not be necessary to beat the mission or subwave.
If one or few are overhealed then thats average gameplay, but if everybody is always overhealed then nobody is really taking damage. So the overheal penalty that vax has doesn't hinder much of the gameplay.
On top of this, I would like to absolutely mention that the Vaccinator has the highest skill ceiling in mvm as a medic, and from my experience is often the only factor that contributes to the "hyper carrying" I often do in random lobbies such as bootcamp experts and custom expert+ missions.

2:18 I'm not sure what you mean about "lanes", do you mean bomb paths? For giving a teammate a resist bubble then running away, I agree it's a good strategy because vax uber mechanics allow you to stop healing while continuing the uber. This is great for scouts going in deep, or pyros going for the phlog. You can even upgrade your uber duration (thx Valve for fixing it) to give someone a resist bubble that lasts an extremely long 8.5 seconds long when you can go run across the map.
But furthermore, if you keep healing while vax ubering, you'll build uber as the current uber is active. Healing the same patient and holding down right click will give you an uber that lasts quite literally 1 minute and 13 seconds. I timed it. If your patient is taking damage so the overheal penalty doesn't occur, then the uber will last forever.

2:22 "[Vax will help to] survive everything".
This is a little misguided. Vax bubbles are extremely high resistance but only against specific damage types. The medic has to be able to choose the correct resists to use, but more importantly, there are some attacks that cannot be resisted with Vax uber bubbles.
Melee for one, enemy explosive headshot is another, and enemy shield collision damage is also another.
There are also enemy stun and slow attacks too such as baseballs, slow jarate, and slow milk. Reminder that bison and pomson are bullet type. Also don't get crushed by a tank.

2:35 "[Stock uber can let you] freely exist next to things."
Just keep in mind that you may be sent flying due to knockback, which is demonstrated here too.

2:40 I'm not sure what you mean by stock lets teammates "stand on things."
Maybe he means that it can be used to uber a sniper taking long range fire, which is a good strategy to pocket the sniper. Just also keep in mind that he can be knocked back to, so it's not quite literally standing still.

2:52 "Uber will also speed up the revive speed."
Furthermore, Vaccinator uber adds 95% progress to the revive, essentially turning it into an instant revive. It's also essential to point out that 2x of the health revived is also added to your shield charge meter. With this knowledge, Vaccinator can be used to build the fastest shield (literally instantly from 0% charge).
Also, keep in mind that with every successful revive, the revive health increases by 10hp until the wave ends. It will take longer to revive the same player every time that player dies, even for revives during setup phase.
There is no limit on revive health so it can technically be increased up to 999999hp required to revive the player depending on number of successful previous revives (and vax can instantly heal 950000hp using an uber, granting an instant free shield on the way).

2:59 Yeah this is true, using ubersaw is exactly for the same purpose as casual. Except that now in mvm, the number of enemies and opportunities to saw increases dramatically, leading to its drastically increased effectiveness.

3:34 Movement speed is a critical upgrade that should be immediately prioritized and maxed out along with other critical upgrades. This is because as a medic, AI is defined by TF2 game mechanics to target you if you are pocketing someone they initially seek to target.
Furthermore, medic is a close range class, a lot like a pyro. Your effectiveness is only within a short range, so the way to get to someone to heal them from far away is to physically move closer (dictated by movement speed) or use the crossbow, which was an item specifically added to address this from a gameplay balance standpoint.

3:40 Jump height is very handy *as long as you know the map's possible red paths or parkour spots.* Maps that don't necessarily feature such paths don't make jump height effective enough to buy.

3:49 Jump height is cheap but it also should not be prioritized as an always-buy because it still costs money which can be put to better things.
If you can anticipate where the battle will be, you can still preemptively position yourself in the area using movement speed.

4:14 Learning how to properly air strafe is infinitely useful because you will almost certainly be launched at some point where you need to be able to convert that push away into quickly reinserting yourself back into the battle as soon as possible.
This is especially true for medic as you will be taking the aggro most of the time.
Additionally, learn how to air strafe going backwards.
4:35 to 11:03
4:35 Having the ability to get through red paths doesn't mean that your team will be able to as well, but you can get to players that are already there which is still good.

4:52 Resistances can be substituted for pure movement speed and dodging. Aggro against you is almost always from whoever you're healing, so simply not healing that person can save you, but temporarily healing them can get around being targeted while still healing them.
If foregoing resistances, keep in mind that there may be more instant kill hazards to worry about, such as projectile spam.
I generally get blast more often than bullet resistance because you can surf bullets away from the enemy.

5:20 Fire resist is tends to be either you don't upgrade it or you max it immediately. Because fire goes through shield and you'll probably want to tank that if you want to shield the bigger things that exist during pyro sections. If it's only some pyros, then just push through.

5:21 There are times where health regen would be superior to healing mastery (more points in that also increase passive health regen) when your play style is not using the medigun to heal such as if you're a pure milk or revive only medic.
Health regen is a more cost efficient way to increase health regen than healing mastery.

5:40 Very true, if running syringes then the only upgrade is pretty much milk. The rest are kind of a waste unless you're drowning in cash. Higher fire rate makes milking worse because you have to reload more often (unless you have a reason to increase your volume of fire such as keeping a far distance).

6:11 Healing master should absolutely be asterisked here (indicating that it is a critically important upgrade). Healing mastery increases your self healing rate, and this is how you survive.

6:13 Canteen specialist being asterisked here is tricky because the best strategies are the most sustainable. Canteen spam is not 100% sustainable because it being consumable is the sole reason why canteens exist. They consume for a temporary buff.

6:26 Yes, projectile shield is critically essential. It is so powerful that it is often banned when judging the difficulties of custom missions. It is in the same realm as explosive headsht for sniper. Canteens are not essential but make things temporarily easier.

6:35 I would always rebind my shield button to a button that I can activate using my non-mouse hand. This is due to the camera mechanics regarding the shield.
Furthermore, there are many moments where I need to initiate healing on someone, uber them, then immediately pop a shield. One frame after another.
By splitting the two buttons from being pressed by one hand, I can coordinate both hands together to get the sequence done as soon as possible. Two fingers can press two buttons faster than one finger can press two.

6:36 Your active patient dealing damage also charges your shield, and it can potentially charge it extremely quickly depending on the amount of damage your active patient deals. See this moment where I charge a shield in about 2 seconds without using uber: Go to 1:01:39.
https://youtu.be/DC1Gp1WcaFY?t=3699

7:16 "The shield cannot block..melee attacks" is completely false. See this video:
https://youtu.be/6i0Nakft3wc
You should always be prepared to look down when faced against samurais as they will rush into your face and melee you extremely quickly. This is how most medics die and shield is the 100% counter against this to stay alive.

7:18 The shield cannot block fire and buster explosions, true. Additionally they cannot block bison projectiles and other bullet projectiles with the projectile penetration upgrade (penetrating bows, penetrating crossbows, penetrating rescue ranger). Reflected ones too!

7:18 Regarding sentry busters, you can survive sentry busters with enough resistance, and even make your patient survive too, using vax.
I like to perform sentry buster jumps by blast jumping as medic using the sentry buster explosion to go across the map.

7:43 The graphic should include that the high value buffs are limited to 3. So they should be used but not regularly wasted to be a shortcut to win.

7:55 Recall canteens are extremely useful for anticipated preupgrading (when you don't have enough but can upgrade after some cash is picked up) or upgrade redirection (you don't know what's in the wave but you're able to use a recall as a safety net to quickly upgrade as the wave is in progress->extremely useful for any endurance mission)

8:30 True, ubersaw exists but only if you're able to take some time away from supporting your teammates to grab some.

9:04 Healing Mastery also increases your self heal rate. This is EXTREMELY important to your own survival.
0 Mastery = 3 - 6hp/s
1 Mastery = 4 - 7.5hp/s
2 Mastery = 4.5 - 9hp/s
3 Mastery = 5 - 10.5hp/s
4 Mastery = 6 - 12hp/s

9:08 "The goal is to not let your team die in the first place."
There are some strong cases where allowing your team to die may save the playthrough. Your heavy running out of ammo is one, where a quick revive will resupply him with full ammo including sandvich.
Same for ammo on tanks or giving scout another milk if needed for some reason.
However, this is greatly categorized as last resort alternative strategies. (I often see heavies running out of ammo on missions)

9:17 "There are niche cases where health on kill [on ubersaw] is useful."
No. There are no cases where health on kill via ubersaw is useful unless you're playing medieval mvm or some other battle medic strategy.

9:34 "Canteens are a super powerful *temporary* buff."
Yes, but don't forget they are consumable and you have 3 to use before you have to get more. Sustainability is the key to constant pressure.

10:02 Canteen swapping is definitely a useful strategy but only when done under reactionary circumstances (done during a wave).
Prepping the canteens to swap to before the wave starts is not saving much time because buying canteens is EXTREMELY fast.
All you need to do is swap to a different canteen to store what you previously had, then immediately buy the desired new canteen. Canteen swapping should not be anticipated and not be prepared before the wave starts.
However, swapping can be worth it if you are working with a second medic that can revive you, then preparing canteen stashes is useful. But there are very few cases where a second medic is beneficial if not harmful to the overall medic effectiveness (sharing healing = sharing shield charge).

10:34 "Using [syringe gun] will allow you to apply mad milk when you want to"
Milk syringes should not be used as a primary means of healing your team. Except if you are playing with red bots on your team but that's a different story.
You don't build any shield with it; you're more likely going to build more uber charge just healing (unless your team is healing from extremely low health for some reason); and if they are healing off the milk, then they aren't overhealed or are in serious need of support (outhealing the dps from the enemy required to survive).
It's more effective to just shield the damage source away from your team's harm.
The times milk syringes are extremely useful are when you're playing with red bots on your team and need to keep them alive. Red bot are custom friendly red team bots supplied by the mission. This is even more effective the more red bots your team has.

10:45 These 4 "play styles" are NOT mutually exclusive. You can do all using the same weapons and same upgrade path. Body blocking, shielding, and surviving can all be achieved with minimum 600 credits but commonly with 1200 credits. I would probably say that it takes precise decision making to figure out which one is the best to perform at any given situation.

11:03 Vaccinator fulfills all of these with the exception of true sustainable crit spam (but only kritz can do it sustainably). If you're shielding then you're body blocking and surviving. If you're surviving, then you can quickly build a shield.
11:18 to 12:40
11:18 "You should know how to do [all strategies] to some degree"
This is very true but remember to seek to combine all strategies and not just pick one path to follow. The ideal medic would be able to perform all strategies given the slightest moment they are possible and to the greatest extent.

12:08 "Buying back is generally not worth it."
No. Buying back is absolutely always worth it unless your team happened to somehow completely wipe or the rest of the mission is so simple that you don't need to play anymore (last few straggling bots).
When you die as a medic, your team will struggle and be overwhelmed, just like in competitive play.
A fundamental concept of mvm medic I ALWAYS follow is the concept of maintaining momentum. If you die then the team's momentum starts to die, leading to a dying team and the bomb massively pushing towards the hatch.
By buying back and getting back to your team as quickly and effectively as possible, you maintain the momentum to keep the front line.
If anything, use the buybacks as your canteens. Usually at minimum, buy back at 10 credits (or 5 if you're sharp) to speed up your return to support your team.
If you forego upgrades such as overheal expert or jump height, you'll have an extra 1000 assuming you always maxed it.

12:28 "..or wait on healing some more safe teammates [to charge your shield]"
This is very strategic but it is often better to just revive as soon as possible because your teammates may contribute vital roles. Especially the engineer, get that guy back asap unless he says to not revive to get build canteens. Another one would be a soldier to get his battalion's banner back up if it is a very crit heavy weapon. Or sniper to demedic the next medics.

12:40 "..there is nothing wrong with looking up [when using a shield"
Looking up puts you at a massive disadvantage than looking down for 3 major reasons.
When you're looking down, you can see where you're going so you can avoid certain terrain hazards. If you look up, you don't have many reference points to have context of where you're going.
Looking down also allows you to target certain enemies because you can see their legs.
And when you're looking up then your mouse is physically extended forward from your wrist which gives you much less control over your mouse. If is easier to pull your mouse back than it is to push your mouse forward from your hand's center position. This means you can react to incoming samurais a lot faster to save yourself from an instant kill hazard.
12:43 to 16:34 (award-winning diagram)
12:43 The demonstration shown in the gameplay is inadequate usage of the shield.
The goal is to damage as many enemies as possible with the shield while also blocking their fire and surviving, so you would want to be able to precisely control exactly where your shield is.
If you look straight down and only straight down, then the shield's movement is only bound by your character's movement speed.
Your camera angle determines how far the shield is from your character. You can use you camera to slightly look up and down to push the shield out to collide with more people, as long as you don't look so far up that you expose yourself to being hit.
This is also combined with the fact that you can snap your camera to any angle as fast as you can. Camera angular rotation speed can be infinitely fast.
It's just that you need to be able to recognize that your shield can be moved out a bit when colliding with certain organizations of enemies.
And if the enemy moves closer, then just look down more to bring the shield back a bit, while you follow with your movement (another reason why max movement speed is good).

12:59 This is very true and very good to understand. Your back is not shielded.
A lot of medics tend to not back away from enemies when falling back and instead turn around to then get hit in the back despite their shield being up.

13:27 The beam cutting demonstration in this clip is slightly flawed because the giant crit heavy is continuing to attack your teammates leading them to potentially die very quickly.
There is a way to shield the giant heavy while simultaneously cut the heal beam by using the arc of the shield to bend around the heavy's front and back.
You would be hugging the giant without a shield to protect you, but the giant would not be targetting you, so you stay alive.
Here is a crude ms paint drawing:

13:59 The demonstration shown in the clip is slightly misinformed. Giants are able to jump over people standing still without doing anything.
In order to prevent this and body block with them even trying to jump over you, you need to jump yourself as well (combo this with a shield for extremely easy shield blocking, just make sure you don't get hit in the back).
Alternatively, have a soldier repeatedly stun them in midair so they can't jump that high anyways.

14:10 "This is a lot of knowing how to manipulate aggro.."
This is one of the key skills to understand as a medic player due to the way AI targeting works. The AI will always look for a medic that is healing its chosen target and adjust its aggro to the medic instead.

14:12 "[know how to] sit close enough without being in danger."
I would actually advise against staying close to the action unless your sole intention is to tank/shield damage to protect something. This is because it is very easy for aggro to shift on to you, and the closer you are to the danger, the faster you will die unless you can carefully heal to not obtain the aggro or dodge the attacks.
An example of me staying distance in danger close situations can be found here:
https://youtu.be/K5GL8Kb1qfE?t=30

14:37 "If you don't uber or shield, [basically do nothing] then your [aggro] priority [will be low]."
This is the pinnacle of strategies for staying alive when faced against samurais. They will one shot you, so just don't get one shot by not having them target you. This means when samurais come out -> stop healing and start to find things to hide behind (your teammates and friendly buildings count as cover for you too).

14:58 btw for the w5 metro boss, you can 1 man solo this boss as engie without pitting lol
https://youtu.be/nBlAEKtGhcM

15:14 "Throwing" is an interesting strategy.
I completely think it is a pointless strategically, but it does look kinda fun though.
But also just look down and airblast a bot's feet as pyro with max airblast and they go even higher.

15:39 The strategy looks like it is heavily based off luck for whether it actually helps or not. This is mainly from the path that the enemy takes before it becomes "throwable."

15:50 "Survivability is all about manipulating your time to kill in a different way than crits would."
I completely disagree that this is what survivability implies.
The literal definition means "the ability to remain alive or continue to exist" (Wikipedia).
As a medic, your fundamental role is to heal and maintain the life of yourself and your team. This further branches out to giving specific decisions to keep your team away from a danger that is too intense unless coordinated correctly.

16:05 This is an interesting take on comparing kritz to uber.
Something to think about regarding increasing your damage is whether having such a high damage is worth it and not wasted.
For example, there are many times where you consume your crit opportunity and are left with nothing left to efficiently use them on. In other words, the enemy hurl died so fast that the crit wasn't really necessary.
This also brings up an absolutely essential strategy for playing with kritz. You can flash your teammates for them to briefly deal crit damage.
This means that ideally, you can flash between two or more beggars soldiers to have a barrage of extremely fast fire rate crit rockets.
It also directly means you can spend the rest of the kritz charge on your demo to build up defense traps or prep for the next tank.

16:25 "Most teams can lose here because of how much damage people are taking..."
This example is flawed because your teammates can also decide for themselves whether a battle is worth attempting. They can decide to not take the full force of the enemy and instead fight back strategically to survive on their own.
In other words, they can also strategically attack from behind cover at specific times to gain an upper hand.

16:34 "..who don't know what they're doing.."
This puts the previous part into perspective on what level of team you have to work with as the medic.
If the team is able to survive then you don't have to try as hard to keep them alive because they'll do it for you.
Boil it down into more advanced difficulty levels and it becomes a struggle of risking "instant death or not" rather than "a bunch of damage or not"
16:50 to 25:49 (Uber Tierlist)
16:50 My tier list of who to uber (invulnerable) would be:
Pyro - A, pyro draws more aggro than the rest of the team so the uber would be more effectively used.
Engineer - A, engie is high risk so keeping him alive at all costs can be greatly beneficial.
Spy - S, ubering a spy even if the spy is someone who just installed the game or can't deal damage, or even is just walking around can be used to an advantage simply due to the aggr mechanics of AI always prioritizing a discovered spy. Also because of the spy medic aggro exploit. (You don't need to be in active comms with the spy to do it, just try it reactively and it works out easily because all the spy does is stab and nothing more).
Heavy - C, heavy has a lot of other ways to survive massive amounts of daamge. Using an uber on him may often be redundant.
Sniper - B, for pure utility to keep sniper headshots
Scout - S, to keep the scout alive in instant death situations to grab cash
Soldier - C, also just average contribution due to only damage dealing. S if the soldier is going in for demedic role
Demo - B, at best to keep him alive if theres a high value trap laid out for something. Otherwise a generic damage dealer.
Medic - B, only for utility for the other medic to grab saws.

My tier list of who to crit would be:
Pyro - C/S/S, C:an average crit destroys mostly everything but pyro is range limited. S:tanks. S:Flash just to charge a phlog if necessary.
Engineer - D/S, D:limited usable crit damage output. S:deals the highest tank damage to credits spent in the game.
Spy - F, no useful crit damage output
Heavy - S+, obliterates everything (remember to max firerate)
Sniper - F, no useful damage output that isn't already crit
Scout - B/S, an average crit destroys mostly everything but its hitscan. S:tanks
Soldier - A, an average crit destroys mostly everything
Demo - A/S/S, A:an average crit destroys mostly everything. S:only for stickies after everything else is dead from the crit max firerate heavy obliterating everything. Also S:tanks
Medic - F, no useful crit damage output

17:37 "if your demo is placing all of his stickies scattered..he actually doesn't know enough to hard carry your game"
This is incredibly narrow-minded and may be the result of playing the same mission over and over.

18:00 "Medic is a class about how you can enable teammates or alternatively disable robots."
While factually true regarding what the gameplay mechanics directly do, medic is also more of a team coordinator or a pace maker for the direction of the mission. He is the only class whose role is to survey the entire team's wellbeing and make judgements on whether potential coordinated efforts are worth pursuing. This is also absolutely true for other gamemodes such as competitive play. The medic is almost nothing without a teammate nearby.

18:34 "I actually lied about not being able to block melee attacks."
I have no idea why a key concept in this guide would be structured like this.

20:01 "If you stand where you need to be standing, people will go to you"
This is also why occasionally using your call medic bind is useful in allowing your teammates to understand where you are too. Your character emits an audible sound, a white bubble appears above your character model, and a text is displayed in chat. These are very difficult to miss even when under stress as a teammate.
Furthermore, if a teammate calls for medic, then it is good to respond with another medic call to signal that you see his request.
You can also do the funny of binding all your movement keys to a noisemaker, just don't buy any canteens or any movement key will use it.

20:04 "You can always just ask"
Asking someone to fall back at the proper time is very good and more often than not saves a to-be-fallen choke from turning into a blunder. This is especially the case when the heavy keeps pushing forward and gets surrounded by enemies to only quickly die.
Some things I do are:
bind b "say heavy move back"
Typing "bomb" in chat when the bomb is running deep.
Typing "left side", "right side", "top" to signal where the bots are coming from.

20:50 What's interesting in this video is that some clips don't have icons visible on lol. I just found this interesting.

21:23 This is an extremely useful command. Bind it to a key, I have mine bound to Numpad 0.

21:32 Extremely useful for running melee only playstyles, especially for Demoknight. My toggle is bound to f3.

22:37 "..it's a lot easier to just make sure you can't die.."
This is excruciatingly true. Your team CAN do enough damage. If you basically give them invincibility through your skills as a medic then they can beat almost anything (but watch out for tanks).

23:04 "..focus on things that would actually make people better players."
This is also excruciatingly true. A lot of guides are so narrow that they're catered more towards basically playing specific maps or missions as a certain playstyle.
This is absolutely due to the same missions being played over tens of thousands of times->of course a meta will be established because its been repeated so many time.
Having a guide take a step back and assess the overall strategies and roles of medic in mvm is very good to hear.

23:10 "holding it away far from you..[shoot through shield]."
This is something that is not often talked about which is great to point out.
Looking down is good a lot of times, but also at the same time, looking forward can be very bad too.
Very importantly, this also applies to enemy pyros reflecting your team's projectiles through your shield. They will reflect and the new source of the projectile can spawn through it.

23:23 "You need people to be under 150% HP for it to charge more effectively."
This information is pretty pointless. In a practical sense, you will never need to exactly run the numbers through your head during a mission.
Also, overhealing expert and charge rate upgrades still perform independently (buy charge rate if you want faster charges, buy overheal if you want people to have the ability to be tankier)
I personally never buy overhealing expert (unless I'm drowning in cash) because active healing and myself surviving are a lot more important, and overhealing expert is quite literally only useful if you can achieve max overheal in the first place.
The slower decay rate is not really worth spending credits on when you can buy much more effective upgrades.
Yes, having more overheal capacity increases your potential to build shield faster, however careful triage can also achieve the same effect.

24:10 Regarding using canteens to chain ubers. It can be pointless at times to specifically use a crit charge at times because sustained normal fire often leads to the same result.
This is the same concept as conserving the canteens for something that's a lot better to spend on.
Unless your team is on a time limit, canteens are generally a waste on regular bots and giants.
Critting against medics is fine but it's just better to have a dedicated demedic role rather than shoehorning one in with crit explosives or such.
I would also generally buy crit canteens over uber canteens due to the simple fact that your shield is effectively a free uber canteen every time it is charged.
Buying crit canteens allows the added capability of temporarily increased damage, versus buying uber canteens being a redundant way to stay alive.
When you're sawing a giant, you're not actively defending your team, which makes it a bit risky to uber yourself then saw, especially if it's against a difficult boss.

24:44 Remember that you can also revive through that grate as well. There is a Shounic video demonstrating this type of map brush and how it is done.
Another example is on mvm_powerplant.

25:49 I'm a strong believer that using damage as a metric for gauging mvm performance is inherently flawed.
Mvm is a gamemode about roles and responsibilities, and certain roles won't prioritize damage as a contributor to the success of the team.
25:53 to 27:13 (End)
25:53 Hey, I've actually got a video on how to do this using 6 different ways as well as why this exploit is possible.
You can also softlock the entire mission doing this exploit in some missions.

27:13 Something I do for fun is use an uber canteen and share it to the enemy spy. When they undisguise they will continue to stay ubered and blue. This is all for fun though, the spy usually can't do anything unless your teammate stands still lol. It's even better if you uber the spy that's disguised as you.You can also share a crit and crit the enemy spy for a glowing knife lol.You can also build uber off a disguised spy if you really want to just for fun.
11 Comments
np_sub (dm for mvm carry)  [author] 8 Jan @ 11:47pm 
Eh, I just find it interesting when I check campaign leaderboards lol
I just play game and have fun
Fission Power 8 Jan @ 2:35pm 
what the hell is "top ranked mvm medics"
Isn't it too bold
np_sub (dm for mvm carry)  [author] 6 Jan @ 1:48pm 
Regarding running into giants for saws, I think that often times uber isn't really necessary. If the team's ok with taking the fire for a bit, then they'll be taking the fire and aggro shouldn't be directed to you. It's all really about learning how to read aggro and finding those keys moments to run up and strike.
np_sub (dm for mvm carry)  [author] 6 Jan @ 1:37pm 
Regarding jump height for me, I tend to not like using it in fast paced gameplay because it makes me feel a lot floatier, which further makes me feel less in control of my movement. It also penalizes a strategy of repeatedly bunny hopping to keep a giant from jumping over you because you're bunny hopping.
The jump height would make the shield go higher so a lot more fire would sneak underneath it.
Jump height is indeed very overpowered due to the instantaneous player acceleration though. This is a direct counter to AI targeting mechanics based on observed player velocity.
np_sub (dm for mvm carry)  [author] 6 Jan @ 1:37pm 
Whoa, a lot of glaring typos, I probably should've proofread this better lol

I totally agree that vax is a huge learning curve, I'm super biased for it since it basically out performs in so many ways. And that basically introduced it within potato.

The reason why I don't tend to promote intentional team deaths during public random games is that dying is inherently demoralizing to the team unless they understand the benefits of these special cases for dying. And I don't want to explain it to someone every time.
In general, it's possible to supplement lack of knowledge with communicated wisdom, but you would have to do it every time you encounter someone who didn't know.
My goals for MvM guides is just to have a place to send people if they are wanting to learn more (as in, more than I could teach in a single MvM mission) and is completely aimed at lesser experienced players, while also including things that can get them closer to an advanced skillset. So certain things that I suggest, like stock / qf > vacc, is an example of it because although I personally recognize the high skill ceiling of the vaccinator, it is not easy for newer medic players to grasp and so I suggested options that are higher in the "skill floor" area.

Although, I should probably make all of my guides have information for beginners and options for advanced players, just so I don't have to decide which one to suggest higher.

I am absolutely going to pin this in the comments because this is a great place to start when learning more advanced things :wollove:
(hi I'm Sinkularity) :wolhappy:

WOW! So much here! I do have to admit that basically all of my MvM knowledge comes from the official maps, and the medic guide specifically comes more from Two Cities, as that was like 99% of my MvM experience at the time. I've been doing other tours and it's eye opening on how much I could have included, though I will always be amazed about how much Custom MvM players learn due to just having different things to handle.
67 Dubai Chocolate Labubus 6 Jan @ 7:58am 
Actually all of your information from the shield part onwards was really spot-on. I would like to add that engie is only an efficient tank buster with CRIT CANTEEN, not crit-boosting. Of his iirc 960+ tank dps, only about 400 comes from the widowmaker.
With regards to having a demedic role over critting, honestly I just allow people to pop ubermedics. Too many people throw a hissy fit when they see the bots turn shiny.
67 Dubai Chocolate Labubus 6 Jan @ 7:40am 
Canteens - actually, they ARE sustainable, you just have to know how much to sacrifice. Many times I have been part of when someone would just receive near-full uber/kritz uptime, on both ends medic & pocket. Also, using one to weather a really bad part of the wave to get to more meek parts of it is basically its own sustainability in addition to your uber and shield.
Uber/Shielding: you can hold m2 before healing someone to uber any time you have 100%. Same with most binds and their functions
Ubersaw - I'd like to implore you to somewhat try the strategy I mentioned with swing speed and movement speed. Use ubercans/resists to help, especially if given the liberty of a cooperative 2way engie. Definitely don't get HOK tho.
Letting your teammates die - You ought to be more liberal with this. A dead teammate is a huge shield builder and a shield is basically team invincibility. Plus, they don't cost much to revive even with regular heals.
67 Dubai Chocolate Labubus 6 Jan @ 7:17am 
Movement speed - I only use this alongside swing speed to get in, 4 saws, and run out. You will not often be running around. You will always be holding, even if it is slowly advancing back the frontline or running to the next hold behind.
Jump height - HUGE fan. allows more dodging and it lets me do things I couldn't before. I still agree it is not an always-buy.
Vaccinator - FINALLY someone with a brain. Fun fact, a heavy that's died 2x this wave will give an instant shield on revive bubble.
Resistances - 1 point of resist is usually trash. you can do 2 fire res especially if budgeting or you arent expecting huge swaths of spam. all-or-nothing is more crit res since those are the most impactful per dollar and with meaningful thresholds.