Team Fortress 2

Team Fortress 2

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Ze Medic Guide
By snailsalad
This guide will go over the Medic class in TF2.
   
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Introduction
Medic can be a pretty difficult class to play, and since you aren't killing people 24/7 not a lot of people play it. However, for you Medic's out there here's a little few tips to note the next time you decide to play the Medic class in Team Fortress 2.


Name: Unknown
Location of origin: Stuttgart, Germany
Job: Doctor Assisted Homicide
Motto: "Prepare for your examination"
Description: What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.
(Taken straight from the TF2 wiki)



*DISCLAIMER*
I am not the world's best medic. This is not the medic bible. This is just simpy a guide on how to play medic. You may agree with me and you may disagree with me, and that's fine. Just know that this isn't the be all end all guide on how to play medic. This doesn't always apply 100% of the time.
The Very Basics
These are the basics of the class, and by that I mean, what the Medic is.



The Medic is one of the 9 available classes that you can play in TF2. He is one of the 3 support classes, the other's being Sniper and Spy. He is mostly associated with healing, and I say mostly because the Medic also has 2 other things in his arsenal, his Primary Weapon and his Melee Weapon.

Surprisingly, the medic's Medigun isn't actually his Primary weapon but is, in fact, a secondary. A stock medic will have a Syringe Gun, a Medigun, and a Bonesaw.

The Syringe Gun is a weapon that shoots needles, which are projectiles. These needles can be rather difficult to aim with at first, but once you get the hang of it, it can be quite a devastating weapon if you're landing your shots. (No pun intended). It does 10 damage per hit and up to 30 with a critical hit. It holds 40 needles in a clip and has an ammo count of 150. It also takes 1.6 seconds to reload each clip.

The Medigun is a Medic's bread and butter. When you think medic, this is what you envision a Medic using. It heals your teammates and gives them overheals too. It also charges Uber, which once it reaches 100%, you can use to give you and your heal target a guaranteed 8 seconds of invulnerability, however, this can decrease if you spread your uber to multiple targets (More on this later).

Finally, we have The Bonesaw. It's a Melee weapon like all the other Melee weapons in the game. It does 65 damage per swing and 195 on a critical hit. It has no special properties so we don't need to spend much time on it. It's generally advised not to use this as a Medic as getting close to most classes with this weapon isn't exactly good as a 150 health class.

Heal Priorities
Heal priorities is an interesting topic. Being that it is one that can change depending on what's going on in the game, but here's a general gist of things.



During Setup Time:
Everyone.
Give absolutely everyone an overheal during setup time, ESPECIALLY, people like Soldiers, Demos, Pyros, and Scouts who are going to be right up in the action and are at threat of dying. Then Heal the Heavies since, well, an overhealed heavy is really hard to kill. Then finally the remaining classes, which are Engies, Snipers, Spies and other Medics. Engies don't really need it but you can give it to them. Spies don't need it either. But give your sniper an overheal.

In Game - Everyone full health
The probabilities of everyone on your team being at full health in the middle of a game is slim to none, but I'm not saying that it absolutely can't happen. But this is just to serve as sort of the control group, the basis of things if you catch my drift.
1. Other Medics
Other Medics desperately need an overheal, since they can't give it to themselves. So be a good Medic and give that Medic an Overheal, if he's a good Medic, chances are, he'll give you an overheal too. Now we just wouldn't want our medics dying would we?
2. Soldiers + Demo's.
These are guys who don't have too much health to the point where they can really tank damage, but enough to keep em alive. These two need Overheals in order for them to be able to tank damage. Especially since most of them they'll be right up in the action, so be a good sport and help em out okay? And if they are going to sticky/rocket jump especially give it to them so they don't show up to the battle half-dead.
3. Pyro's
Pyro's, like Solly's and Demo's, are going to be right up in the action. This means that they are at a big risk for dying. Even more so than most other classes. The reason that I put him/her before Soldiers and demo's is simply because the Pyro can survive on it's own (If it's good enough). Put still, it definitely doesn't hurt give Pyro's a helping hand.
4. Heavies
Most new Medic's well stick their Medigun up a heavies' ass and leave it there. While Heavies are definitely a good heal target and get a lot of health from Overheals, they aren't the absolute most important person to overheal. Or the 2nd or 3rd. Plus, heavies have 2 items that allow them to heal themselves, the Dalokohs Bar and the all too popular Sandvich. So Heavies aren't too important to heal.
5. Scouts
Scouts generally are going to be running around annoying the other team. They also probably aren't going to be near your team unless they're capping an objective. Plus, Scouts are so fast that they can just run to the nearest Medkit if injured. (Be wary of this as a Medic, more on it later). Scouts are quite good at surviving on their own, but if there is one and the above people are good on overheals, give your scout one.
6. Snipers
Snipers don't really need it, but still give it to them if you are just running to the front lines and see one. An overhealed sniper can survive an uncharged headshot, no matter what Medigun you use (Yes even the quick-fix) Even more so if they have the Darwin's Danger Shield. So it doesn't hurt to give em a quick overheal, it may just save their life.
7. Engineers
Honestly, Engineers don't really need it. They can still benefit from one though as an Overheal could help them deal with that Soldier trying to shoot at him. A little overheal could help you keep your defenses up, which is vital (especially on defense).
8. Spies
Never heal spies unless they are injured and retreating for heals. Spies need to stay undetected, and being healed by you pretty much reveals that you're a spy. That Overheal effect on a spy is a terrible, terrible thing to have. So Medic's just don't overheal spies.
Heal Priorities: Part 2
Heal Priorities, this time with different situations.



In-Game - Everyone is injured

If everyone is injured, here's the priorities of who you should heal.
1. Other Medics
Other Medic's can heal themselves, but they do it so slowly. (Especially if they're using the blusauger). So if a Medic is damaged then give them healing so that they can help heal everyone else with less threat of getting immediately blown up.
2. Soldiers + Demo's.
Soldier's and Demo's, like I said before, really need those heals. They are 2 classes that are going to be taking a lot of damage and could benefit from having their health replenished.
3. Pyro's
The quicker you can get a Pyro back to full health, the quicker that Pyro can go back out there and harass the team. Trust me when I say that having a Pyro harass the enemy team is huge. Even if he just W+M1's at them and dies, he still caused a distraction and possibly a little hysteria. Which can buy your team a few extra seconds. And in a fast paced game like Tf2, that's important.
4. Scouts
They take barely any time to heal at all. It takes only about 2-3 seconds to get a scout back to full health. Still, Scouts can go and steal medkits, which is both good and bad. (More on that later)
5. Heavies
Why is heavy at #5 you ask? Shouldn't he be like 2 or 3? Well, I say otherwise. The heavy is a class that, even at half health, still has more health than 4 out of the 9 classes, and as much health as a fully healed Medic. Plus, Heavies can heal themselves with their food items. Another thing is that Heavy's take a long time to heal, which is exactly why you shouldn't heal them first. (I'll say why later, just you wait.)
6. Engineers
Engineer's might not always be near their dispensers, so it's good to heal the Engineer so that your defenses don't fall.
7. Snipers
Same reason as last time, if everyone's okay. Then it's fine to heal the sniper. Especially if he's playing huntsman too.
8. Spies
An injured spy could benefit from a heal so he doesn't have to go and find a medkit.


There is an exception to all of this though and that's

Heal the person who is currently tanking the most damage.
Yeah, that Soldier and Demoman may be low health, but if that heavy is eating bullets and projectiles from the other team, then he needs the healing or else he's gonna die. So keep that in mind while playing medic.

Uber Priorites
Who to ubercharge and when is a very common and difficult question that the Medic always faces.




So here's a standard priority list on he should get it.

1. Demo's w/ Stickybomb Launcher and/or Grenade Launcher
Demo's with these items will give you the most for an Ubercharge ESPECIALLY for taking out sentry guns. Especially if they're good at hitting pipes.
2. Heavies
Nothing is more iconic then a Medic ubering a Heavy. Heavy's can do a great deal of damage with their miniguns, double that with 8 seconds of damage invulnerability and there's almost nothing the other team can do about it.
3. Pyros
Why pyro's at #3? Because nothing is scarier for the other team than an ubered Pyro running at them full throttle. All they need to do is W+M1 and the team will go screaming to get away. They are also decent when dealing with sentries.
4. Soldiers
A good soldier can be a very good choice for a Medic to give an uber out to. They can destroy sentries and do good damage to cluster's of enemies. The problem is though, is that they are quite slow in the damage they can deal. Plus, a good engineer and stop an ubered soldier from destroying his sentry gun.
5. Demoknights
Demoknights aren't a bad choice if nobody is around, but otherwise, just don't do it. If you see any of the above, then don't give a demoknight ubers. And I'm talking boots and shield demoknight here. They can kill some of the classes no problem, but they won't get close to a sentry because of the sentry gun's knockback effect.
6. Scouts
If a scout is good they can do some damage to the other team. But pit them up against a sentry gun and it's not that effective. Not much else to say here.
7. Battle Engies
A battle engie is not exactly effective, but they aren't the worst thing to uber. If they can aim their shotgun that can scare some of the enemy team and even place down a miny sentry in a place where he normally couldn't, but that's about it.
8. Regular Engies
Give an engineer an ubercharge and he can get shotty kills, but he can also place down a sentry gun in some strange places he could normally get. Have an engie pick up a sentry and give him an uber and he put a sentry right in the enemies faces without dying. But that's the only reason to do it.
9. Spies and Snipers
Just never do it unless you popped uber and desperately need to share it with someone.
When to Uber


As a Medic, it's important to pick the right time to deploy your Ubercharge. So I'm going to tell you when you should deploy each of the Medigun's ubers.

Stock Medigun

The Stock Medigun provides 8 seconds of invulnerability to whoever is receiving the Uber. This 8 seconds could be a huge turning point if used correctly, but when do you use it?

You need to ask yourselves these questions to answer that one.

There's a sentry that needs to be destroyed
If yes, then you must also consider the class you are ubering. If it's Demo's, they should be ubere'd from a but away, if Soldier's or Pyro's, then get a little bit closer to the sentry nest. If Heavies, then same thing, let them get right up in the other teams nest. If you are ubering anyone else other then these people btw then there's a low chance of the nest actually going down.

Does the person I'm about to give the uber to know I'm giving him the uber?
Communication is key when going in with the uber, you need to use you're Activate Charge! voice command to let your heal target know prematurely that you're going to give him the ubercharge. Otherwise, he may be taken off guard by the uber and not be able to do much about it.

Is there currently an enemy pyro around that knows how to use airblast and doesn't have the phlog?
If yes, then Ubering right now may not be all too great a strategy if that Pyro is just going to run at you and airblast you and you're uber target away. Especially if you're ubering a soldier or a Demoman who can easily have their projectiles air blasted away.

Is there currently a high risk for me dying?
If you're fairly sure you're about to die, then deploy your uber. Remember, Pop it, don't drop it.

The Kritzkrieg

The Kritzkrieg provides you with 8 seconds of crits to your heal target, allowing you to utterly destroy the enemy team, but when should you use it?

If you can answer these questions that is.

Is there other team clustered together?
This is the moment where the Kritzkrieg really shines, give a Soldier or a Demoman the crits and an entire group of damage classes could be gone in the blink of an eye, that's the best moment to use Kritz.

Is my uber target going up against a Pyro than can airblast projectiles well?
If yes, then consider not giving it to a soldier or a demoman, but perhaps a heavy instead. Since heavies don't have projectile weapons and can still deal great amounts of damage at range.

Does my uber target know he's getting the crits
Remember use the Activate Charge! voice command to let him know that he's getting crits so he can prepare. I'd recommend binding it to a key close to your WASD keys.

Is there a sentry that needs to be destroyed?
If yes, then don't use the Kritzkrieg. Critical hits don't affect sentry guns, so a Kritzkrieg up against a sentry is entirely useless.
When to Uber: Part 2


The Quick-Fix

The Quick-Fix gives you 8 seconds of faster healing. But when do I use it?

Answer these questions to find out if a Quick-Fix uber is for you!

Are a lot of my team members together and taking a lot of damage?
This is the ideal condition for the Quick-Fix uber, so if yes to this one, then give the Quick-Fix uber to your whole team.

Is there a sentry nest that I expect to take out?
If so, then not really a good time for the uber. The Quick-Fix can only heal you fast, not provide invulnerability to damage. Since the Quick-Fix doesn't reduce damage, only heals it faster. Sentries are not the Quick-Fixes strong point.

Are me and my team mate(s) close to dying and currently under fire?
Then yes, the uber is for you and your teammate. Remember, pop it, don't drop it.

The Vaccinator

God, I hate this weapon, it's a piece of ♥♥♥♥ in my opinion, but if you like the 4 ubers of short high damage resistance, then I guess you want to know when to use it.

Is your target (and maybe you) taking a lot of a specific type of damage?
This is the only time the Vaccinator uber is actually any good. Plus, it builds fast so that's a plus. Really this is the only question to answer for the Vaccinator.
Crit Heals
(This has nothing to do with Crit Heals btw)


So what was that about waiting to heal the heavy?

This is why.

If you don't know, Crit heals are heals that are done faster than normal. This is based on how long ago the target was damaged. The longer ago that target took damage the faster he will be healed. Faster than say he just took a rocket to the face. This is why you should wait for heavies because they took forever to fully heal. So prioritizing them after other classes (provided the heavy isn't taking more damage) will allow you to heal them faster than usually.

ArraySeven did a video on this if you want a more in-depth analysis.
Spreading the Ubers



As a medic, you aren't confined to uber only a single person. You can, of course, spread the uber around to other members of your team. There is something to note before doing this.

The more you spread the uber, the shorter the uber will be.

Here's what I mean

1 Patient = 8 Seconds of Ubercharge
2 Patients = 5.33 seconds of Ubercharge
3 Patients = 4 Seconds of Ubercharge
4 Patients = 3.2 seconds of Ubercharge
5 patients = 2.66 seconds of Ubercharge

So when playing Medic, it's a good idea not to spread the uber to too many people, otherwise, your uber will be very short. But still, you should spread it to other people.

Say you are walking with a demoman and a pyro. There's a sentry and a lot of people. You uber the demo first and the he destroyed the sentry, but the pyro's taking damage, so you switch the uber over to the pyro, now he goes and he cooks the ass of everyone in that group of people. All in about 5-6 seconds. If you hadn't switched uber, you might have been able to still kill the group of people, but the pyro would be dead.

So, spread the uber when you need to. But not all the time so you still have uber.
Being aware of spies


You can build an uber all you want, but a single knife in your back and all that hard work could be for nothing. Which is exactly why you need to be careful while you know the other team has spies, and even when you don't.

If someone's acting suspicious, hit him with your melee. If the spy goes cloak, use your syringe gun to try and detect him.

Keep careful, though, the Syringe Gun may be bad at detecting disguises, but that doesn't mean it's always good to get near a spy, especially since a good one can use this to their advantage and kill you. So keep wary if you decide to approach a spy, especially if they're good.

If you happen to be using the Crusader's Crossbow then, well you'll just have to be extra aware.
Positioning
It's good to know how to position yourself as a Medic, especially since you are such a high priority target.

1. Strike the perfect balance of sightlines and safety,

As a Medic, you need to know where the enemy is so they don't kill you, so you need to have sightlines on them. You also don't want to completely expose yourself to them either, because that way they can easily kill you. So try to find a location where you can see them (which means they can see you) but they can't reach you.

2. Avoid Open Areas and Choke Points

Stay away from open areas and choke points. Open areas are a terrible place because you can end up with a sniper bullet in your head or an explosive death if your teams deathmatch skills aren't too good. Choke points too are really bad since a demoman or soldier can spam in there and kill you and your pocket easily.

3. Find a good spot to "hangout"

Finding one area to hang around means the team knows where to look for you, but hanging around in a dumb position means the enemy knows where to look for you to and are going to kill you. So you need to find a place where you can fall back to that the enemy isn't going to be able to reach/have trouble getting to. A good place is near a sentry nest. Since the Sentry Gun provides cover and the dispenser provides you and your team health and ammo.

That's all I got, you got some positioning tips?

Post em in the comments below.
Who to pocket?
Another good question for the Medic is asking yourself, "Who do I pocket"



Here's a list of good classes that are good pockets. The basis of generally which class is best.

1. Heavy
Heavy+Medic combos exist because heavy is just simply the best person to pocket. If he's good he can keep you alive and you won't have to worry about dying too much since this big fat Russian is soaking all the damage for you.
2. Soldiers
Soldiers are great pockets if they know what they're doing. As long as the soldier has, at least, half of his brain cells working then he should keep you alive, but he won't soak as much damage as heavy.
3. Pyro's
Pyro's keep the close range classes at bay when you pocket him, plus they are a very aggressive class, so that's always a plus. Generally an all-around good pick for a pocket.
4. Demoman
Demoman can keep you alive, but that's not what they're good at. They may be good for defending points, but for defending teammates, they aren't too good. They can deal a lot of damage and take out sentries and stuff, which makes them good uber targets, but be wary when pocketing Demomen. If you want to get a good amount of assist points, demo's are good, but if you want to stay alive, I'd consider finding someone else to pocket.
5. Scouts
Not too much to say about scouts. They are aggressive but not exactly the best pocket.
6. Engineers
A battle engie isn't too bad if no assault classes are around, but typically they won't perform too well. This is just simply because an Engineer isn't mean to charge into the battlefield guns blazing. But still, they are better then the next few.
7. Snipers
If a sniper is decent at what he does and you just want points, stick a medbeam up his ass and go afk. As long he doesn't get charge headshotted then you should be racking in the points. Your team will hate you for it, though. For charging in, however, snipers aren't a good choice unless they're using the huntsman. And even then, not the best choice.
8. Other Medics
While it's a good idea to heal other medics, you should almost never pocket one. There's really no reason to do it. Medic is not a combat class so sticking your medbeam up their ass isn't a good choice for a pocket.
9. Spies
Never. Pocket. Spies. End of story.

Now, what's the big change here?

Pocket whoever is doing well at being aggressive. Someone who's really getting all up in the other teams faces really needs the pocket to stay alive, which isn't always the heavy btw. So keep this in mind whenever you look for who to pocket.
Defending yourself
You aren't completely hopeless in combat scenario's ya know.



If you are getting rushed down by the other team and your pocket isn't doing anything, don't be afraid to pull out your syringe gun and defend yourself. Also, back peddling. When using your syringe gun to retreat, back peddle, back peddle and back peddle. This is bigger for medic than any other class in the game. Also if in combat with a sniper, fight him with your melee, snipers are about as good at close range combat a you are, the difference here is you have two weapons that are decent. And the sniper probably only has his melee. If he's jarate + bushwaka though I'd say run away, because a guaranteed crit will instakill you.

So yeah, you aren't defenseless. You can excess your right to bear arms and take the field in combat, which of course leads me too...
Battle Medic


Going full battle medic pretty much means giving the finger to your team. While a little combat doesn't hurt, going medic only to go full on combat doesn't help your team too much.

Battle Medic's shouldn't ignore healing. It's a Medic's job to heal his teammates, so Battle Medic is not an excuse to give said bird to your team.

However, if that's what you want to do, I'm here to give you some tips on it.

Weapons: Typically, there are only 2 loadouts that tend to support battle medic.

Some good battle Medic items are:
Crusader's Crossbow
Blutsauger - (Personal Favorite Syringe Gun overall btw)

Stock
Quick-Fix - (Insane self-healing uber)
Vaccinator (Damage Resistance Reasons)


Practically any Melee weapon works here, but the best in my opinions <-- (Note that this is my opinion)

Ubersaw for getting the easy ubers to keep alive.
Solemn Vow
And the Amputator for the self-healing potential.

Going Battle Medic means giving yourself more survivability in exchange for utility. The Overdose (as much as I hate it) has more utility purpose than say the Blutsauger.

So something to keep in mind when going Battle Medic, you have to ask yourself, what's more important?

Utility, or Survivability.
Medkits
As a Medic, a medkit can be a lifesaver. They are all over the place and provide a burst of either 40 health, 100 health or a straight full health.



Keep in mind though, you aren't the only person who needs these because there exists one other class who does.

Scouts.

Scouts are the medkit stealer of the century as he runs faster than you and he can more easily get to them. Which means that when you as a medic need it, it may not be ready for you because a scout took it.

Granted it's not just scouts who take medkits but their the biggest culprit.

Here's a list on Medkit priorities
1. Medic
Medic's need it more than anyone else on the map, so if you see a medic going for a healthkit, let him have it. Besides the medic can just heal you anyways.
2. Spies
Spies aren't typically going to be near medics (besides enemy ones) so if they get in a jiffy then they need the medkits to save themselves.
3. Scout
Scouts too typically aren't going to be near the medics, but if they are they should get themselves healed instead of stealing the medkit then that medkit can be used for the medic.
4. Pyro
Pyro's are going to be right on the front lines and even in enemy lines most of the time and they may not have the time to retreat back to see the doctor. But if not, then don't take medkits.
5. Demo
Demo's sticky jumps can do a lot of damage to them, so they may need to take a medkit to stay alive.
6. Soldier
Same as the demo just with rockets and since rocket's don't do as much damage they're below demos.
7. Heavy
Your heavies have sandviches and chocolate bars. Also the best pocket for a medic. Heavies don't really need medkits.
8. Engie
Dispensers. Nuff said. Say you don't have a dispenser though? Well, just check if there are any teammates who do before you take it.
9. Sniper
Snipers won't exactly be taking a lot of damage, but on the off chance, you do. Look around to see if any teammates need it before going for it.
Different Types of Syringe Guns
There are 3 different types of syringe guns (other than stock)

There's the ever so good Blutsauger
The useful Crusader's Crossbow
And the piece of ♥♥♥♥ Overdose



The Blutsauger gives you +3 health every time you hit someone with a syringe (Yes every single syringe) which can mean a lot of healing given back to you. The downside is that you lose 2 health per second. Since the Medic has a passive +3 health a second, means you will only receive 1 health per second when recovering from injuries. This means that if you injured, you just spray everywhere and hope to god you get back health. Or you know, aim your shots and play carefully. Up to you.


The Crusader's Crossbow gives you the ability to deal a lot of damage in a single shot, but also the ability to heal teammates from distances the medigun can't reach. It deals 38 - 75 damage per shot, and 113 - 225 with a critical hit. A full crit with this weapon is enough to instakill 8 out of 9 classes at full health. It also heals teammates for 75 - 150 health per hit. So all in all, a good weapon. The downside is you only get 1 shot before reloading.



The Overdose is a piece of absolute trash in my opinion. It does 10% less damage but you gain +1% speed boost for every 10% ubercharge you have. Which actually isn't as useful as you might think it is. Soldier's and Demoman can still catch up with you, Scouts can still run you down easily, Heavies (especially Natascha heavies) can still kill you, Sentry guns are still dangerous and headshots can still happen. The only classes that it helps with is Spies, Pyro's and Other Medics, which means that 6/9 classes aren't affected by your 10% speed boost. Maybe it allows for easier strafing from rockets and pipe bombs, but you're giving up some of your damage ability just to do it. This gun reminds me of the Rocket Jumper for the soldier, in the sense that it makes something the soldier should already be good at easier, in exchange for less damage (in the jumper's case, no damage). Most Medic's should already be good at strafing projectiles if you want to stay alive. You could make the argument that Overdose is good as an escape weapon, but as I said, 6/9 classes can still kill you. And even if you get out of their view. 3/9 classes can still catch up with you, (That being Soldier's, Demo's and Scouts). and they can all kill you easily. The damage penalty means the Overdose does 9 damage per syringe and 27 per hit with a critical hit. As opposed to the regular syringe guns 10 damage per syringe and 30 per syringe with critical hits. Overall, the Overdose doesn't really have much of a purpose rather than making strafing a tad bit easier, in exchange for less damage. The affect is pretty negligible and that's what makes this weapon so bad.
Different Types of Mediguns
There are 4 mediguns here

The Stock Medigun
The Kritzkrieg
The Quick-Fix
and The Vaccinator



The Stock Medigun is all around the most popular of the mediguns, providing your heal target with 8 seconds of invulnerability (provided you aren't spreading it) which is enough time to destroy a sentry and make the other team run in fear. It's the stock so it has no downsides and builds uber at a rate of 2.5% per second. (While healing a not overhealed target) However uber does build faster if healing an injured target.



The Kritzkrieg is the other most popular medigun and is super useful o defense. Instead of getting 8 seconds of invulnerability you're getting 8 seconds of guaranteed crits. Which is ungodly amounts of useful. However, this does mean you have to prioritize your ubers a little differently but not too much. Just put soldier a little higher on your list. The Kritzkriegs uber also builds 25% faster than the Stocks.


The Quick-Fix is that medigun from the Meet the Medic that you always see people in the comments section saying that its the Quick-Fix and not the stock. The Quick-Fix heals players 40% faster than the other mediguns and builds uber the same as the Kritzkrieg. However it can only overheal to 125% of a player's maximum health as opposed to every other mediguns 150%. The Quick-Fix also has an interesting property that allows you to move with your target. If you heal a scout you will run a scout speed. If you heal a Demo, Soldier or Engy and they do either a Sticky, Rocket or Sentry Jump, you will go flying with them. It's ubercharge triples it's healing rate resulting in some really fast heals. There's also no penalty for spreading the uber with this gun, so there is literally no reason not to do it. Also, it prevents against knockback, stun, and slowdown. So that's pretty cool.


The Vaccinator (as of making this guide) sucks ass. It used to allow a medic to select the desired resistance from either Bullet, Fire or Explosive. This will reduce the oncoming damage of this type by 10%. It also builds ubercharge 50% faster than the other mediguns. However now, the ubercharge is broken up into 4 separate ubercharges. Each ubercharge lasts 2 seconds but you can just hold-right click if fully charged to get the full 8 seconds. The ubercharge reduces a certain type of incoming damage by 75% and even takes incoming damage and turns it into health to give to the medic.

Here's what Valve did to it in the Gun Mettle Update:
  • Fixed a bug that gave Vaccinator patients full crit immunity.
  • Vaccinator base resist does not grant any crit resistance.
  • Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
  • Vaccinator Uber deploys give the patient a 2.5-second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
  • Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
  • Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
    Added Penalty of 66% decreased uber build rate while healing a overhealed patient

Ellie the Vaporeon pointed out some uses for the new Vaccinator, so allow me to tell you what was suggested.

1st: The Vaccinator has slower healing on Overheal? A good way to circumvent this is to use the Mediguns crit-heal function. Since the Vaccinator has become less of a pocket weapon, you should be utilizing Crit Heals to it's fullest extent with this weapon.

2nd: Use your Vaccinator uber to protect yourself while using the Ubersaw

3rd. If you see a crit projectile coming at you, wait for it and the Uber as many people as you can. The Vaccinator uber allows you to prevent death on a dime.

4th. Never Engage in Melee combat against someone with a Melee advantage,e.g., a demoknight.

5th. Depending on your preferred playstyle, choose between the Ubersaw or the Vita-Saw. Choose the Vita-Saw if you intend to use the Vaccinator more defensively, and the Ubersaw if you plan to use it more aggressively.

Over all, the Medigun has it's purpose, but it just feels like a direct downgrade at most times. While it's ability to really keep people alive (especially from crits) is very useful. That's really all it can do right now. We can only hope Valve gives this weapon a much-needed buff to make it the weapon it was meant to be.
Different Types of Melee's
The Medic has 4 different melee's to choose from.

He has
The Ubersaw
The Amputator
The Solemn Vow
And The Vitasaw


The Ubersaw is a very useful choice giving you 25% ubercharge every time you hit someone, extremely useful when using stock. However, it does have 20% slower firing speed.


The Amputator gives you an extra passive +3 health per second while also allowing you to taunt and heal nearby teammates within medigun range for standard heals. It also does 20% less damage.


The Solemn Vow allows you to see enemies health by swings 10% slower.


The Vita-Saw does not, in fact, harvest ADAM but, instead, allows you to retain 20% of the ubercharge you had before you die in exchange for having 10 less health. So if you have 100% uber and you respawn you will spawn with 20% uber already. If you had say 50% ubercharge and you die you would respawn with 10% uber. This actually isn't too bad a weapon but is definitely a step down from the ubersaw.
Medic in Mann Vs Machine
The Medic can be a very useful class to have in MVM, especially Two Cities. So it's good to know how to be a good medic.



Some Good Weapons to use in MVM.
Primary Weapon
  • Anything but the Crusader's Crossbow (unless you have credits to spare to upgrade it)
  • Blutsauger works best.
Secondary Weapon (Medigun)
  • The Kritzkrieg
  • The Quick-Fix (On certain waves this can be really good, but otherwise. Just stick to the Kritz.)
  • The Vaccinator (Despite the trash of weapon the Vaccinator is, it's actually quite good on MVM)
Melee Weapon
  • The Ubersaw (You can get a lot of free uber if you can survive to get close to them.)
  • Everything Else works too.

Here are some generally good upgrades to get, and which waves they are typically best gotten.

Wave 1:
  • Projectile Shield (THIS IS CRUCIAL TO GET ONE WAVE ONE, Every MVM medic NEEDS this upgrade.)

Wave 2:
  • Healing Mastery (2 ranks)

Wave 3:
  • Canteen Specialist (However many ranks)
  • Uber Duration
  • Overheal Expert

Wave 4 - 5
  • Health Regeneration
  • Crit Resistance
  • Movement Speed
    You should only upgrade anything else if you have the money to spare.

Keep in mind this is not a finite list, you may need to buy other upgrades depending on which tour you're doing.

Remember now, heal your teammates. You need to keep them alive, or else you won't be alive. Run around and give every single solitary member of your team heals, even if they're a spy. (The AI's too dumb to know).

Also, Uber the person on your team who is doing the absolute best. And give every other member of your team a canteen ubercharge.

Also, keep in mind to stay in the same area all the time, the preferred location being near the dispenser. If your team needs heals they should have to come to you, that way you aren't risking your neck just to give them a few good seconds in the game because a dead medic can't heal (obviously). And if they're far away, then meet your teammate in the middle.

And remember to keep your Medibeam up the Heavy's and the Soldier's ass as much as you can, since they'll be the ones that will be taking the most damage out of all of them.

Tips:
Give the Demoman an Ubercharge before the round starts (You can get your uber back in heartbeat anyways.
Only ubercharge fully reloaded people (There's an indicator on the name of the person you're healing that shows how much ammo they have.)
Prioritize Reviving your teammates as necessary, don't revive the heavy if the Soldier is about to be destroyed by a giant.
Ubercharge to revive your dead teammates. (Ubering revives them faster.)
Put your projectile shield in front of a Giant Robot's weapon.
Ubersaw sentry busters for free uber.
Be wary of the Spy and Sniper bots.
Don't jump in front of Pyro's and deploy your shield. (The pyro's flame goes through the shield).

That about covers MVM.
Physological Effects


Medic's are a hugely psychological benefit to your team.

If you are being a good Medic and your team is trusting you they will sub-consciously start playing more aggressively. They will begin to rush points and really put the pressure on the enemy team. Having a really aggressive team is HUGE in a game like TF2. Being a Medic allows you to physically and psychologically carry your team to victory. So now whenever you play Medic and your team really start to try and win. You can give yourself a pat on the back.

A good way to enforce this is to rush with your pocket to really drive home the fear in the enemy team. Most of the time they aren't going to target you (sentries excluded).

That's about it psychologically. But it definitely helps.
General Tips
A few general tips to follow. Remember, these are GENERAL tips, they do not always apply to every situation.



1. Do not follow dumb people who are going to just get you killed. (If someone's rushing the other team without any support, don't follow them okay, no matter how much they plead.)

2. Know your way around the map. (As a Medic it's important to know a maps entrances and exits.)

3. Take the Sentries Knockback for your team when ubering. (Do this to allow your teammate to get closer to the gun.)

4. Heal your pocket last. (Self-explanatory)

5. Don't be repetitive (Doing the same damn thing over and over again is a great way for the enemy team to get to know you. Which it isn't good if the enemy team knows your paths and positions well.)

6. Don't be too unpredictable (Your team needs to know where they can find you, but if you're all over the damn place, they're gonna have trouble with that.)

7. Put your life first. (Your team doesn't benefit from a dead Medic ya know, so allowing yourself to die to protect your teammates is stupid. Your teammates can just be healed by you, but they can't if your dead. You are the most important member of your team (outside of MVM).)

8. You are the most important class. (You are the class that changes the entire match once you have one, you are the person that provides a significant advantage to your team. You are invaluable, remember that next time.)
Conclusion


Thanks for reading and I hope you enjoyed it. If you learned something today or at least found this useful, then consider rating this guide up because I would really appreciate it. If you have something that I did not include in this guide then consider posting it in the comments section below.
87 Comments
scrunt ass racoon 20 Jun, 2020 @ 12:01pm 
I personally think the top priority is to uber a pyro because they do ALOT of damage and they have a very large range flamethrower which with uber can be too op to even be in game
big chungus sex 19 Mar, 2017 @ 10:21am 
Another good positioning tip I know from playing medic is to try as much as you can to keep your back at least somewhat facing towards a wall as it will be harder for spys to backstab as well as keep you somewhat hidden from players coming in from a doorway etc or hidden behind your teammates. Also, crouching behind boxes or other waist high objects is also really useful especially when your healing your team while they are trying to push back the enemy team and are staying in the same relative position.
ihitmyheadonacloud 13 Mar, 2017 @ 1:34pm 
get aids
unscrupulous fellow 13 Mar, 2017 @ 12:37pm 
poot
Mercury 11 Mar, 2017 @ 7:38pm 
You have too much dedication into these guides :P
ivy 21 Oct, 2015 @ 1:27pm 
Mic. I do agree dat uber chains are prty gud. #uber_chains! :steamhappy:
Chef 14 Oct, 2015 @ 3:03am 
<--- THIS IS PINGAAAAAAAAAASCAAAAAAAAAAAAAAT!!!!!!!!
























lol
MysticD'MeeM 9 Oct, 2015 @ 11:31am 
@Slimey That's hardly a weakness as any class that's dumb enough to go at you with melee (even on a pub) will be shrekt by the damage falloff scale. (By which I mean, M1 heavy > melee anything).

Also, the amputator part of this guide is wrong, when taunting people within one medibeams range recieve standard healing. (as in, 25hp/s + critheals).
HELL YEAH BROTHER!!!!!!!!!! 9 Oct, 2015 @ 8:15am 
the vaccinator isnt actully that bad. if you see alot of one secific class types coming in like a bunch of soilders and demoman just swich to the explosive ressistance and pocket a hoovy then if you get all that down you can actully destroy the whole team. but it has 1 weakness 1. it has no ressistance for melees
grungalo J 7 Oct, 2015 @ 12:57am 
Nice job on the guide!