“Sturm und drang!”
Some have questioned my writing this guide. “Why write a guide on a class that can hardly defend itself?” Well part of my purpose in this is to stand up for my fellow Medics as he is a viable class, useful for far more than just healing Heavy Weapons Guys. Let me start by saying this: the Medic is first and foremost a support class so if you aren’t supporting your teammates then you simply aren’t doing your job. Secondly, there are other classes far better suited to annihilate the enemy than the Medic. Again, your first job is to heal your team and there are many other guides on how to do that effectively. The Medic is at an immediate disadvantage against any foe because his hit points are low and his weapon is difficult to use and he is simply not built for killing like the other classes are. His advantages include his speed (second only to the Scout) and his ability to regenerate hit points, not to mention the element of surprise. So know your role and use this guide for those dire situations when you must fight ’til death.
The Medic will mostly find himself in combat situations after the death of his buddy; this is the time to fight. Usually this means backpedaling to use your speed advantage while firing the Syringe Gun as accurately as you can, hopefully heading into your defense line or other teammates. More than a few times I will mention the importance of taking advantage of situations when they present themselves: a stray enemy Medic, a train of enemies that you find yourself behind, or the wounded enemy who just needs a few Syringes put in him to achieve Doctor-assisted homicide. These are the times to show that the Medic is more than just a dispenser with legs.
Versus the Scout:
The Scouts advantage over the Medic is primarily his ability to move quickly and erratically against your already unwieldy Syringe Gun. Your strategy is simple: backpedal and do your best to hose him with Syringes. If he maintains his distance either continue to exchange fire or flee to a buddy. If he catches you, whip out your Bone saw to finish the job – it hits harder than the bat and since you don’t move quite as quickly as the Scout you can be more precise.
You cannot outrun a Scout so this is one of the few fights you’ll almost always have to finish.
Versus the Soldier:
The Soldier is much slower than you, fires a slower-moving projectile, and only has four rounds. Use this to your advantage! The primary course of action is to flee and let him follow. As he pursues lay into him with Syringes and use your speed to dodge his rockets. If this does not ensure victory, catch him on a reload and rush him to disorient him, Scout-style and get to sawing! This is a risky move because a wise Soldier will use his shotgun to finish you at medium range but it can be very satisfying to get an unassisted kill on a Soldier.
Versus the Pyro:
The only advantage you have over a Pyro is your speed – and he’s only a bit slower than you. However his lower hit points make this target a toss-up. Use your regular strategy of backpedaling and firing and hope for the best. Do not close the gap! His flamethrower will make quick work of you before you can get the Bone Saw revved up.
Versus the Demoman:
Deal with Demomen much the same way a Scout would. Your speed allows you to dodge his grenades relatively easily and he is a bigger character so he’s easier to hit with your Syringes. If he goes for stickies you either have to flee or close the gap and Bone Saw him. Beware of splash damage and don’t be afraid to run away and come back with a buddy.
Versus the Heavy:
I don’t think I’ve ever beaten a Heavy Weapons Guy in a one-on-one fight. I’ve finished them off after they’ve killed my buddy but this beastly Russian is too much for maybe even the finest combat Medic. Reason being, he has too many hit points and you don’t have enough firepower. I can recall a time I put in at least four backstabs on a Heavy when he simply turned around and mowed me down. When facing a Heavy the best thing you can do is lay down some covering fire with the Syringe Gun in hope that he will take cover, giving you time to flee.
Don’t mess with Sasha.
Versus the Engineer:
You have a good chance against the Engineer: all he has is a shotgun and limited mobility and in all likelihood he will high-tail it to his Sentry placement and let his machine do the work. If you can, close the gap and Saw him down when the Syringe Gun doesn’t get the job done.
Versus the Sentry Gun:
This is an interesting fight because your Syringe gun has enough range to reach the Sentry without triggering it; however it doesn’t have the punch to take it out quickly or at all if an Engineer is there to fix it. What you can do, however, is use your range and rate-of-fire to keep the Engineer tied up while your team moves in.
Versus other Medics:
It’s a toss up. This fight comes down to who has the best aim or who is the quickest with the Bone Saw. Oftentimes you can catch a Medic/Buddy running around the map since you’re usually hanging back a bit. If you can manage to maneuver around them you can take the Medic out first and soften up his buddy (usually a Heavy) for the rest of your team. Always hit the other Doctor first.
Versus the Sniper:
This is an unlikely match-up but its best to cover all of our bases. At range the best you can do is use your speed to dodge his shots or your Syringe Guns’ range to get him to take cover. In close combat you’re both in a similar position because neither of you are well-fitted for close combat, however his submachine gun is much more accurate than yours. Your advantage comes in foot speed, clip size, and rate of fire. Keep hitting him while he reloads and you just might come out on top - it all depends on the skill of the Sniper.
Versus the Spy:
Your number two job as a healer – besides healing your buddy – is to keep an eye for Spies. Some obvious signs of Spies include him bearing your name, him being at exactly half health, the fact that he’s staring at you and not moving, or that faint colored glow that seems to be following you around. It will serve you well to be paranoid and keep your back to a wall. When the Spy finally reveals himself, here’s how you deal with him…
If you catch him cloaked hose him down with Syringes. Odds are that he won’t react in time to dodge so you can probably take him out rather quickly. If you catch him mid-stab it’s a knife fight so dodge and try to get behind him or flee and shoot.
“Oops! Zat wasn’t medicine!”
So, our good doctor plays many roles: primarily, he is a healer but when the time comes he serves as an unsuspected killer. Use the tools at your disposal for whatever situation has arisen. Remember the effectiveness of each of your weapons and the specific contexts in which they are used. Keep your head down until the time comes.


posted on March 18th, 2008 at 6:24 pm