Competitive TF2, Part Five: The Medic
What’s this? An article in the competitive TF2 series not done by himmelstoss or clubtheseals? Yep, since I was credited way back in the first installment I figured it was time to get off my lazy bottom (or rather, sit on it some more), and give you the low-down on a class near and dear to our hearts, the Medic!
Let’s face it, no one in their right mind wants to play Medic on the average public game. Your teammates are generally uncommunicative, dull, unskilled or simply don’t care about you. Buff up that Soldier? Guarantee he’ll jump away and leave you to die via buckshot as he gets shot by a Sniper. Stick with your pal the Heavy? The lumbering oaf will get stabbed before you can even mash X+2 (not like he’d pay attention anyway). All this assuming on the off-chance that your team isn’t entirely composed of scouts, snipers, pyros and spies.
Well, wipe your fears away and step into the boots of the competitive medic! As a medic, you’re still underappreciated to an extent, but you become the center-piece of the team-its quarterback, so to speak. You alone control the flow of the game, and getting sacked may just cost your team the game. American Football analogies aside, you become the player that drives the team, which I’ll get into later.
The Medic Mentality
Anyone can play medic, right? Just mash M1 and dodge incoming fire, right? Yes and no. As a friend put it to me once, “Playing medic is easy, but playing medic well, now that’s hard.” Just like any other class, you can pick it up and play, just not well. Unlike the other classes, however, who focus on super 1337 aim and movement skills, the medic instead focuses on thinking, planning, and having ironclad faith in your men. I don’t know about you, but the average player is usually severely lacking in the former two.
The proper mentality to take is that of a sissy puny baby. Your team cannot push without you, you have a measly 150 HP, an unreliably slow health regeneration, and, as an added bonus, you have a big 10-metre “Shoot Me, Please!” sign hanging over your head. Everyone’s gunning for you and you’ve gotta know when to move and to where.
Your Meatshield and You
The easy answer to the question of “Where” would be with your pocket. As covered in the Soldier article, there are (generally) two Soldiers on your team. One (the pocket) focuses on protecting you, and the other (roaming) focuses more on flanking but is still your number 2 man. You want to stick with the guy who offers you the best protection at any given moment, and the Soldier generally takes the cake being the most balanced in terms of mobility, firepower, and direct combat capabilities.

In the event that your Soldiers bite the dust, it goes to the Demoman and then the Scouts if the threat isn’t too large. On the occasion that you have a Heavy you’ll generally stick with him but it’ll vary depending on the team.
Learning to work with your team is something that will come with simply playing with them. A big mistake that a newbie team will make is not playing with each other outside of practice and matches. As the Medic you rely heavily on your team to keep you alive, and as such you must be able to predict their every move and vice versa. Get to know your team, their tendencies, and their relative skill so you know if they’re in way over their head or if it’s safe to press onward.
Properly abusing your meatshields is all about distance management. If he’s getting shelled from afar and you want to avoid the rockets and grenades, you abuse the heck out of the medibeam’s distance and bending ability. If a Scout or other class just made his way to your flank (usually due to your Scouts going down) you have about a split second to dash behind your pocket and alert him. Getting in close is refered to “hugging” and really the only semi-reliable counter to a Scout flank. Your teammate takes the heat while you dash in and out of him and heal so that (in theory) you never take damage. Knowing when to do either eventually comes with practice but in most cases (because rockets explode) distancing yourself is the name of the game. Especially if you’re in the open, keep moving to keep alive. Moving erratically can help if there are enemy snipers, but don’t count on it.

That means NO BATTLE MEDICING. If you need to whip out your blutsauger because you’re alone and being hunted, that’s fine – you won’t survive either way. But if there’s any other friendly nearby, heal him first. He may be able to save you.
Out Of The Gate
So you’ve made it into your first match. Whether you’re the designated Medic for your team or you just went it so that the PUG can start, there are a few basic things to know before you trudge off into combat. The first is that your team is much faster than you (as they’ll all be jumping) and that you need them to get to mid with as much of overheal as possible. The instant you spawn, you start healing. In this order you want to hit the Demoman, the roaming Soldier and then your pocket. The Demo needs the intial buff because not only does he have less health but his jumps are much faster and take him farther. The less health packs he has to pick up along the way to mid, the more you have to fall back on. Generally, after the first jump he’s way ahead of you with the Scouts, so you then switch your attention to the Soldiers. The Soldier’s jumps are generally slower and consume less health so you can almost keep pace with them. By the time you get to mid the Scouts and Demo will have undoubtedly taken some damage from the other team’s Scouts and Demo so don’t be afraid to pass on the love. At this point it’s about finding a safe spot and passing out the heals to whomever needs it. A general heal order for this point and the rest of the match is:
- Players lit (in red health) and taking damage
- Players lit
- Everyone else
During the brief lull in action while holding an area, it’s important to take stock of how much health each class has and how long it’s been since they’ve been injured. Scouts generally get hurt a large amount but get back to you a while after being injured. And so, thanks to heal rate ramp-ups based on how long they’ve been hurt, Scouts will only take a split second to heal and buff. And believe me when I say they really appreciate the buff to their extremely limited health. Soldiers, however, are on the opposite end of the spectrum. They have much more health and are taking damage almost constantly, so it takes forever to heal them up entirely. At this point I usually follow this:
- Get the Demo and Soldiers up to full health
- Buff/heal the Scouts
- Buff the Demo
- Buff your pocket
At this point I feel it’s a good time to mention situational awareness. Being the only person on your team without a gun to aim, it affords you a much clearer picture of things going on outside of the main focus. The Medic effectively becomes an extra pair of eyes to survey and analyze the situation. For example, while your pal the pocket Soldier may see that big ole’ Russian fellow raining down hell directly in front of him, he more than likely won’t catch that Scout dashing in from a side path right toward your soft squishy side. You must quickly become accustomed to swinging around and checking for enemies out of your team’s main field of vision. Communication is key for a Medic player and, as such, one needs to learn how to communicate effectively. While it is possible to play Medic without a microphone/headset it is incredibly difficult. I know from personal experience after breaking a mic that, while keybinds do work to an extent, a microphone is still faster and more precise. There is a lot of information to sort through and relay to your team, and keeping it short and sweet is the name of the game. I wont bore you with the details since you’ll more than likely learn it in your first match but here’s a short list of things you need to relay if someone else hasn’t.
- When you die
- When you are about to respawn/have respawned
- When you get close to a full charge (70%-ish)
- When you use your Ubercharge
- When the enemy uses their Ubercharge
- When you are alone
- Who you are with and where if your team is separated
- Enemy positions outside of the normal focus area (enemies flanking, snipers, demos up high, sticky trap locations)
Other things like when an enemy goes down or when an area is clear are also important but you have to take into account that your teammates will likely see that before you. Your focus should be on things that your allies cannot see easily and fight at the same time. In time you’ll learn better what to say and when but sticking to that list will get you by for quite some time.
Sock It To ‘Em
So you’ve worked up that hard earned Ubercharge/Kritz and you’re ready to lay the smackdown on the other team. Well hold yer horses and listen up, this may just save your neck. Remember way back at the start of the article how I said that you alone control the flow of the battle? Well, I was talking about this, Uber Timing. It’s a slippery subject on its own and it’s incredibly difficult to teach. All I can do is give you a general idea and you’ll have to learn it on your own.
Competitive gaming is all about strategy and advantages. If your team has Uber, you have an advantage. However, if the other team has Uber too, you’re dead even. In lower level games it doesn’t matter as much but when you get into really tough games, forcing you to pop your Uber early is what Scouts are notoriously good at. It’s a game of cat and mouse really, you want the other guy to use his Uber before you so that you have more of an opening to dish out damage with your own. Such a use of Uber is known as a counter-Uber since it blocks the use of their Uber to cause lasting damage and it causes lots of damage to them. While being forced to pop early so that you don’t die is annoying and may cost you the point, it’s better that you stay alive and continue healing rather than waiting to respawn. Time spent alive is time spent charging and you at the very least want to reach full charge at the same time as or just after the enemy Medic. Double and even triple Ubers (where you Uber multiple players at once) are the center-piece of an effective push against a team that doesn’t have Uber, and so waiting for the right moment to strike is of great importance. Just don’t hold on to it to your death.
Public server rules about selecting a Medigun apply in competitive play, too. If you want to Uber frequently, select the Kritzkrieg. However, if the enemy is running a regular Medigun, be aware that in Uber vs Uber battles (which happen surprisingly often), you will almost always lose, especially if the enemy Medic is good enough to Uber multiple players. For this reason, Kritzkrieg your pocket if the enemy Medic is vulnerable to a nice crocket. Removing their Uber eliminates a huge advantage they have over you. Exploit it.
To wrap up: Medic is a deceptively difficult but incredibly rewarding class. As a medic, you are the single most important player on your team. You call the shots. You turn the tide of a game. You…
You are the Ubermensch.
If you’re looking for the other installments of the guide, we have set up a Table of Contents page for you. If you need to link the guide to anyone, send ‘em over there as well. Enjoy, and keep your eyes peeled for the next article -himmelstoss
French Toast on August 31st 2009 in medic, tactics, team fortress 2






































