It's hilarious how one of the most important buttons on the keyboard for FPS games, aside from W, A, S and D, is a goddamn voice command in tf2. It's bizarrely funny
not sure if ur joking or not but im going to give a serious answer - calling medic is very important in a competitive environment because it gives your medic wallhacks (speech bubble with a red cross) on you, makes it easier for them to track you, position, arrow, etc
as long as 90% of pub medics fail to take crit heals into consideration it will always be worth talking about. just because you understand it doesnt mean everyone does
@@boinqity4621 pub medics dont main medic because 1. they dont care that much about winning 2. they dont care that much about their team 3. medic is boring
You get more uber from them if your players are crit heals. It's dumb as mid combat arrows should reward you but valve likes misinterpreting skill expressions for some reason. It still gives uber based on health healed but inexplicably gives more for players that haven't taken damage for 10 to 15 seconds. This change rolled out in jungle inferno. They nerfed arrow building and ended up punishing medics that can land consistent combat arrows, meaning meds have less impact from crossbow usage unless your team kills the other before uber, without uber, on a regular basis.
I like medic biggest secret is you're just playing a different game a math game with him. It's simple and fun when you get it. And you're always playing the game and since it's in the background you feel really engaged in the game despite not doing damage. It becoming a area of your own you interact with and still having the limited ability to do damage makes medic really fun to me which is why I have learned all tiny quirks about medic including I believe a increase hp regen if you are healing a wounded player(increase regen to 12hp per second max ramp up), that complex and yet in the background.
Looking at the numbers themselves, it's actually surprising how high the numbers themselves are before the uber debuff, based on the wiki- For the halved uber build rate range for overheal, it's only at 142.5%, which at it's minimum is 7 hp under full buff (for scout) and at max is 23 hp under full buff (for heavy), with the others being about 15 under full buff for the middle-of-the-road classes. Then you should probably add another 10-20 hp to account for human error and how close weapon damage is- And compensating for a second of medic's healing rate, that means on average returning to about 40, 50, or 60 under respectively per second (though that'll depend on the weapon) So like, staying at about ~145ish as scout if you boston basher once a second, since it's about heal rate if you include a second of bleed Aiming for ~180-190ish for demoman at the end of every other second, and ~215-225ish for soldier every second (If they're doing the half-zatoichi self-damage that I've noticed, though it's self-damage is only slightly above medigun's heal rate so it can be a bit tight which is why I gave it a higher margin end. And so since it does 50 self-damage every 2 seconds, ideally it'll self-damage at about 235 and 270 overheals respectively) (If ammo isn't a problem, you could probably use the same technique with soldier rockets by keeping it close to the splash damage edge and staying on the ground and shooting once every other second or so) I guess a good rule of thumb for the classes that can't damage themselves, if it's about 24 per shot (not per second, per burst of damage) or less, keeping to a bit under mid-overheal is probably good (like 1 shot per second of a wrangled sentry is probably another good example), while if it's higher like explosive self-damage or zatoichi or the like, damaging yourself at about 25-under max overheal and resulting in only being a bit over max health after damage is probably how to go) Tbf it doesn't matter too much in the end, optimizing *that* much is only really giving you an extra second or two of extra overheal otherwise at most, which can also be achieved by just stopping a second or two or three before the enemy shoots you ^^; and the extra buffer can be good all the same, but yeahh, you're entirely right that you definitely don't have to go super low in health to get any benefit from overheal, it's really just all about avoiding staying *topped* up buffed to maximize uber building (this also honestly really just shows you don't even necessarily need to l e a v e overheal to safely avoid the uber build debuff if you know what's up, though like I said the precision itself probably doesn't matter as much as just not being a single hit away from death lmao) Honestly this was just fun to think about anyways!
Crit heals are great but I can never find myself taking advantage of them reliably when chip damage is so prevalent doubly so when there’s a full team of players shooting
make sure youre paying attention to respawn waves so you can see whos coming fresh from spawn. also just look at your heal rate as you heal people. if it goes up fast, stay on them for a bit longer and make sure to fully overheal. if not, either stay on them the bare minimum or ideally just crossbow them if you can hit the shot. obviously its not like comp where your teammates will actually tell you when they have crit heals but you definitely can and should fully utilize the mechanic even in casual
Theory-Y made a video on Medics hidden mechanics 2 years ago and it covers everything in the video, but more apt because he's using a script, also its shorter and includes more information
I thought this was just going to be about crit heals, but the discussion on uber build rate and the nuances of uber exchanges and flashing were extremely interesting and insightful
btw just for future reference it's 142.5% max health for full uber build, for some reason. so a scout only needs to be under 178 health, they should basically never not be overhealed while building
Also, while this might not necessarily really come up in competitive, and isn't technically a *medic* stat, something I also remember is that apparently pyro (afterburn condition specifically) has an effect on a lot of healing sources, as well as vaccinator- Even though all of these the effects if they're not being re-applied are removed after a second, but if they *are* being re-applied enough to matter (i.e. pyro is observing you hostilely): -level 1 dispensers (including payload cart) and level 2 dispensers don't heal -level 3 dispensers', mediguns', and the amputator taunts' healings are halved -Vaccinator's uber resistances are reduced by 20% (so it becomes only 55% for a type, and 80% resistance against crits as long as afterburn applies, which is *really* interesting because I'm not sure, but this could mean the afterburn effect on the medic would stay and basically be a 50% damage increase against the vacc uber for your teammates even after you died (if the med is away from heal sources), and with crits your total damage is only doing ~15% under base stock without falloff, and the same applies for the heal target if the pyro is actively on them, which (even outside the added pyro damage) in both cases makes the damage you yourself do ~3.5 times higher than if it were just you and the medic's bubbles) Even outside of that though, (and even if it feels bleh to be on the receiving end of it), it's interesting pyro essentially reduces a combo's healing by half, like a really soft medic counter. Idk, even if it's mainly in casual this has always been something that's been interesting ever since I read it, and as a jumping off point, it's also always been interesting to think about what hidden or niche mechanics might suddenly come to the forefront if certain characters were somehow made more viable or practiced enough into viability, and how they might interact with other contentious weapons and whatnot! Idk, speculation and learnin about stuff is always cool!
I guess something I can add now that I am not using tts while driving would be giving you a clearer picture of the mechanics. The medigun heals at 24hp/s if the heal patient took damage in the last 10 seconds. At 10 seconds, crit healing begins to take effect upon which it will ramp up to 72hp/s over the course of the next 5 seconds. As a result, crit healing takes 15 seconds to reach max potency. When healing a teammate, the medigun builds Über at 2.5%/s taking 40 seconds to reach full Über. Healing a patient who is at 142.5% of their max hp will incur a 50% Über build rate penalty . Every dispenser and medic healing your patient beyond you will also incur a multiplicative 50% build rate penalty. So to build at the max rate, your Scouts would need to stay below 178hp, your demo would need to stay below 249hp, and your soldiers would need to stay beneath 285hp. You shouldn't have to do much more than strip yourself of your overheal to keep max build rate, and if we are being honest, you are never going to heal anyone on a dispenser in casual. And this is more of a nitpick than anything, but I think the way flashing Über is described in comp is stupid and is why no one knows how "flashing" Über affects the Über drain rate. A more apt description is that _switching_ heal targets incurs the increased drain rate. Switching heal targets constitutes two things: first your heal beam is broken, and second you attach your heal beam to someone. And it has to be in this order and you breaking your heal beam has to happen during the Über, not before. Breaking your beam, popping, and latching on to someone does not incur the penalty but popping, breaking your beam, and then latching onto the guy you popped Über on does incur the penalty. And switching and flashing should not be used synonymously. Flashing makes it sound like the penalty only occurs if you switch to someone who is not already Übered. And lastly, to touch back on the original comment I made, how do you think the competitive meta would evolve if shooting your teammates with the syringe gun and it's contemporaries would skip the 15 second wait time needed for crit heals to kick in? Your pocket certainly would lose out on a bit of survivability given you lose out on the burst healing of crossbow swapping but you do end up gaining the ability to heal back more health and faster to your team given the low sustained healing of the crossbow. I suppose it would also lessen the impact of scouts using the pistol to destroy crit heals since a quick stop and swap would undo the big damage a little chip can do. Anyways, enough about what I think. Tell me what you think. As someone who lives and breathes the calculated chaos of casual, I cannot hope to fathom the impact of such a change on the completive format. So I will let you fathom that for me. What do I know, I'm just a kid!
Lots of great info in your comment, thank you! Regarding the potential syringe change, I worry that it would also be a nerf to pyro whose flares are a great way to delay pushes by increasing the burden on the enemy med. At least in casual, I think it would suck a lot to lose that aspect of pyro's role in chokepoint defense.
if you ever run out of competitive topics to talk about, i would love to hear your take on casual topics too. you could probably find a bunch of stuff that no one has really talked about before
I haven’t played tf2 in a long while but I used to play a lot of Medic in casual, I think for casual, one of the topic is choosing the correct medigun, Use Vacc when there’s many people trying to stop you,like soldiers, scouts, snipers. (Vacc bullet bubbles can tank a single lvl 3 sentry although the patient needs to destroy the sentry as fast as they can) Use stock if you are sure can build uber safely or if there’s more than 1 sentry. Use Kritz on very tight maps like Dusbowl last stage. If your team already has a medic, I suggest going quick fix and make sure to keep that med alive so he gets uber. Kritz counters Stock, Kritz builds faster so becareful if their med is running Kritz. Vacc counters Kritz so you can decide whether to lose the stock uber to counter Kritz Better Medic will win the game so try to diff the enemy medic by whether build uber faster, die less, uber track. Always And most important tip for casual is USE VOICE CHAT, tell them if you’re have threats like spies scouts, call out snipers, coordinate your team to set up the signature tf2 pub push with your uber. Keep in mind that I haven’t play tf2 in a while so things I said here might be incorrect
For me, it's not just when the item server goes down. But when I play TF2 Classic. I find myself not wanting to play Medic as much in that version of TF2. And I believe the devs said they'd never add any variation of it.... But, we get a healing grenade launcher in the Medigun slot.... Woo...? But yeah, now I do not play competitively. But, I also don't want to play TF2C Medic much because it FUCKS my muscle memory. Like, I pull out my primary... and shoot a needle at my teammate. It's embarrassing, especially when they die right afterward.
Medic is such a powerful class that to me its the only class that will make absolutely dread a 1vs2 fight. Cant chip away at them, as that will hust be healed off. And if I take a direct fight, I have to beat a guy with 150% hp and healing during the fight. And if I dont manage to kill either the medic or his pocket they will just heal the fight off in a few seconds and Ill have achieved nearly nothing. Really annoying! Medic is strong and changes th dynamics of a fight more than any other class in nearly all cases.
If it’s a 1v2 unless it’s a feet shooting soldier or a heavy I’m usually able to win but 1v3 I’m screwed because I’ll run out of cannon balls loose cannon needs a reload speed increase fr
Medic was made strong and centralizing on purpose, admitted by the developers themselves, as it was the best they could come up with to incentivise people to play a healer
I believe the jumper weapons are actually programmed to deal a really small decimal amount of damage, so little that it gets rounded down to 0 at some point during the hp calculation
0:54 Come on.... say it... say the line... 0:58 *WILD AND THUNDEROUS APPLAUSE* I did an experiment not too long ago where I'd hop from lobby to lobby, and ask any Medics in the lobby if they knew what "crit healing" was. I did this for a few weekends. The amount of people who would respond to me with "..Kritzkreig?" was 100% of them. I had never experienced such pain before that moment, but knowing that *I* could teach these people helped heal that urge within me to throw them off a bridge. With videos like this, and knowledgeable players in-game helping to spread this valuable info, we can achieve a future where the skill floor for Medic is finally raised and good medicinal practice becomes commonplace. Until then, I shall continue yelling at the top of my lungs at every Medic I see that literally spawns right next to four other people after dying and just holds W out of spawn without clicking on anybody "MEDIC PLEASE FOR THE LOVE OF GOD CHECK YOUR SPAAAWWWNS!!" ♥
Hi love the video The crossbow uber build rate is based on distance & crit heals oddly enough. I believe the max you can make with one arrow is 15%. Anyways love the video ❤ 💕
someone else suggested it in a previous video: what makes a map competitively viable? why are maps like 5gorge or yukon not played over maps like croissant or villa?
Just as a curiosity, isn't 5gorge the onyl cp map on which the most forward spawn is right next to the 2nd control point, which makes it incredibly difficult to take back for the losing team?
Krit heals start after 10 seconds and increase in a linear fashion until 15 sec where the medigun heals at 3x it's normal rate, which also affects Uber build rate, which means technically in the scenario you outlined buffing the soldier with Krit heals is better for building than staying on the scout. Buildrate for overhealed players gets halved beyond 142.5% health except for the vaccinator, which gets it buildrate halved after 100% once and halved again at 142.5 %(Quick-Fix Overheal can't reach 142.5 % so it permanently builds at full rate). I personally have learned a lot from Theorie Y Studios not to do ads, but it is a really good channel for medic info/guides
I would say the reason casual medics don't buff up players often is probably because of 3 main scenarios : 1) The medic is the boyfriend of another playuer and wont heal anyone else (Honestly is pretty much not doing his job, but what can you do) 2) The medic is just innexperienced and usually just runs around with his syringue gun in worst scenarios (Obviously, even if the guy heals you, he's likely to die has he probably has little to no self preservation skills) 3) For medics with more experience, the issue is most likely that you become the most desired man on your team, and given there are 11 other players in your team, all with varying degree of experience, they all want healing from you right now on the front line, and it isn't always easy to prioritize between healing the guy that's currently getting shot at, and healing everyone as fast as possible when the enemy isn't pushing. Plus some players just wont stay and wait for you to heal them up, or they'll go back into the fight and lose the crit heal chance etc. I'm not a medic main by any mean (Only got 250 or so hours on medic), but from my almost 7k hours in the game and 16 years of playing it, I'd say I'm at least descent at playing medic whenever I do pick him, and sometimes it is just overwhelming that you can't buff everyone without crit heals, but you also can't offer to wait 10 seconds for the crit heal in some hecktic moments like these. I would even argue you sometimes have to prioritize certain healing targets based on their skills outright, which can be a lot to remember. That and also people all overlap each other and sometimes you can't heal the one guy that you want to save because they all walk over each other.
When I watch some of these videos and the competitive matches too (mostly HL though) I get the sense that there is good reason to get rid of your Uber once used. Like, the idea in 5cp is that you want to push the enemy team back if you can't kill them and that the Uber is great for taking space. But, the enemy team knows that once the Uber is used, they can just wait out the Uber duration and then push back in with an advantage. So flashing your team to waste your Uber can get you back to 0% faster, and allow you to build sooner again. Because it doesn't matter if you took the point. If you can't hold it or take the next point, then it was of no use to you. Idk, I've never played Comp so I could be completely wrong here. It's just what I've seen.
Its funny how differently medic plays in casual and comp Usually i try to get rid of my über quickly, bc in casual, only the first few seconds are important, and i wanna start building asal
I think a big reason why buffing isn't seen as valuably as it really is in casual is that it doesn't give you assists. Buffing a heavy to 450 who then gets 3 kills gives you much less satisfaction from the game system than being attached with the medigun and healing him for 150 while he's getting the kills, so it's encouraged to play more aggressively and focus less on buffing.
the medigun heals 24 hp per second, iirc crit heals start applying after 10 seconds of not taking damage & max out after 15 seconds but im not entirely sure
What I really want to know is the optimal way to build Uber when running out of spawn with like 7 full HP teammates. Keep rotating, or heal one target, wait for everyone else to lose half of their overhead, heal everyone, repeat?
Afaik the uber build is something like if they’re below 100% health it’s fast and 100+ is slower Unsure if buffING and buffED rates are the same though Could also be entirely wrong
Man, i had an idea of a Crossbow in mind, that would heal less than Crusader's Crossbow(by 45% less) but it could Overheal players on distance and it deals more damage to Overhealed enemies, what do you think? Medic has to know the way on how to counter other Medic, right?
mostly just letting your team know where you are as a med and letting your med know where you are if youre weak or want a buff (in addition to comming it ofc)
Holy fuck. Can these players stop calling for medic so much?? Makes my ears bleed
It's hilarious how one of the most important buttons on the keyboard for FPS games, aside from W, A, S and D, is a goddamn voice command in tf2. It's bizarrely funny
everyone knows where everyone is. i think it's ingenious
theres literally no reason not to trust me any competitive medic will appreciate the free crossbow wallhacks
not sure if ur joking or not but im going to give a serious answer - calling medic is very important in a competitive environment because it gives your medic wallhacks (speech bubble with a red cross) on you, makes it easier for them to track you, position, arrow, etc
@@catwif Hud_MedicAutocallersThreshold 150. You can also bind a key to toggle your teammate radar with like 6 lines of commands
If I hear about how cool and novel critical healing is again I am gonna flip istg
IT ONLY TOOK HIM ONE FULL MINUTE
_but it is though_
almost as if medic has no real depth so theres nothing else to talk about
as long as 90% of pub medics fail to take crit heals into consideration it will always be worth talking about. just because you understand it doesnt mean everyone does
@@boinqity4621 pub medics dont main medic because
1. they dont care that much about winning
2. they dont care that much about their team
3. medic is boring
Bows aren't affected by crit heal btw, the healing is set of distance so at min it's 75 on burst no matter the crit heal
You get more uber from them if your players are crit heals. It's dumb as mid combat arrows should reward you but valve likes misinterpreting skill expressions for some reason. It still gives uber based on health healed but inexplicably gives more for players that haven't taken damage for 10 to 15 seconds. This change rolled out in jungle inferno. They nerfed arrow building and ended up punishing medics that can land consistent combat arrows, meaning meds have less impact from crossbow usage unless your team kills the other before uber, without uber, on a regular basis.
I like medic biggest secret is you're just playing a different game a math game with him. It's simple and fun when you get it. And you're always playing the game and since it's in the background you feel really engaged in the game despite not doing damage. It becoming a area of your own you interact with and still having the limited ability to do damage makes medic really fun to me which is why I have learned all tiny quirks about medic including I believe a increase hp regen if you are healing a wounded player(increase regen to 12hp per second max ramp up), that complex and yet in the background.
Medics biggest secret is what he was doing between 1939-1945
Butchering bavarians presumably
Out of the country, and then getting accepted into NASA?
I dunno the whole operation was about a paperclip apparently.
@@ieuanhunt552Sounds innocuous enough!
He was hanging out in that frozen cave with the Minions from Minions
Very useful vid, have not watched yet
I love hearing about how cool and novel critical healing is again, that’s why I love Team Fortress 2.
Looking at the numbers themselves, it's actually surprising how high the numbers themselves are before the uber debuff, based on the wiki-
For the halved uber build rate range for overheal, it's only at 142.5%, which at it's minimum is 7 hp under full buff (for scout) and at max is 23 hp under full buff (for heavy), with the others being about 15 under full buff for the middle-of-the-road classes.
Then you should probably add another 10-20 hp to account for human error and how close weapon damage is-
And compensating for a second of medic's healing rate, that means on average returning to about 40, 50, or 60 under respectively per second (though that'll depend on the weapon)
So like, staying at about ~145ish as scout if you boston basher once a second, since it's about heal rate if you include a second of bleed
Aiming for ~180-190ish for demoman at the end of every other second, and ~215-225ish for soldier every second (If they're doing the half-zatoichi self-damage that I've noticed, though it's self-damage is only slightly above medigun's heal rate so it can be a bit tight which is why I gave it a higher margin end. And so since it does 50 self-damage every 2 seconds, ideally it'll self-damage at about 235 and 270 overheals respectively)
(If ammo isn't a problem, you could probably use the same technique with soldier rockets by keeping it close to the splash damage edge and staying on the ground and shooting once every other second or so)
I guess a good rule of thumb for the classes that can't damage themselves, if it's about 24 per shot (not per second, per burst of damage) or less, keeping to a bit under mid-overheal is probably good (like 1 shot per second of a wrangled sentry is probably another good example), while if it's higher like explosive self-damage or zatoichi or the like, damaging yourself at about 25-under max overheal and resulting in only being a bit over max health after damage is probably how to go)
Tbf it doesn't matter too much in the end, optimizing *that* much is only really giving you an extra second or two of extra overheal otherwise at most, which can also be achieved by just stopping a second or two or three before the enemy shoots you ^^; and the extra buffer can be good all the same, but yeahh, you're entirely right that you definitely don't have to go super low in health to get any benefit from overheal, it's really just all about avoiding staying *topped* up buffed to maximize uber building (this also honestly really just shows you don't even necessarily need to l e a v e overheal to safely avoid the uber build debuff if you know what's up, though like I said the precision itself probably doesn't matter as much as just not being a single hit away from death lmao)
Honestly this was just fun to think about anyways!
Crit heals are great but I can never find myself taking advantage of them reliably when chip damage is so prevalent doubly so when there’s a full team of players shooting
In casual the best way to utilize crit heal is to quickly buff teammates coming out of spawn
make sure youre paying attention to respawn waves so you can see whos coming fresh from spawn. also just look at your heal rate as you heal people. if it goes up fast, stay on them for a bit longer and make sure to fully overheal. if not, either stay on them the bare minimum or ideally just crossbow them if you can hit the shot. obviously its not like comp where your teammates will actually tell you when they have crit heals but you definitely can and should fully utilize the mechanic even in casual
Theory-Y made a video on Medics hidden mechanics 2 years ago and it covers everything in the video, but more apt because he's using a script, also its shorter and includes more information
I thought this was just going to be about crit heals, but the discussion on uber build rate and the nuances of uber exchanges and flashing were extremely interesting and insightful
if you run kritz and taunt it will heal you slightly, its perfect to counteract afterburn or bleed
btw just for future reference it's 142.5% max health for full uber build, for some reason. so a scout only needs to be under 178 health, they should basically never not be overhealed while building
man I tried preaching this to my highlander members years ago and they did NOT learn
Meeeeeediiiiiic!
Also, while this might not necessarily really come up in competitive, and isn't technically a *medic* stat, something I also remember is that apparently pyro (afterburn condition specifically) has an effect on a lot of healing sources, as well as vaccinator-
Even though all of these the effects if they're not being re-applied are removed after a second, but if they *are* being re-applied enough to matter (i.e. pyro is observing you hostilely):
-level 1 dispensers (including payload cart) and level 2 dispensers don't heal
-level 3 dispensers', mediguns', and the amputator taunts' healings are halved
-Vaccinator's uber resistances are reduced by 20% (so it becomes only 55% for a type, and 80% resistance against crits as long as afterburn applies, which is *really* interesting because I'm not sure, but this could mean the afterburn effect on the medic would stay and basically be a 50% damage increase against the vacc uber for your teammates even after you died (if the med is away from heal sources), and with crits your total damage is only doing ~15% under base stock without falloff, and the same applies for the heal target if the pyro is actively on them, which (even outside the added pyro damage) in both cases makes the damage you yourself do ~3.5 times higher than if it were just you and the medic's bubbles)
Even outside of that though, (and even if it feels bleh to be on the receiving end of it), it's interesting pyro essentially reduces a combo's healing by half, like a really soft medic counter.
Idk, even if it's mainly in casual this has always been something that's been interesting ever since I read it, and as a jumping off point, it's also always been interesting to think about what hidden or niche mechanics might suddenly come to the forefront if certain characters were somehow made more viable or practiced enough into viability, and how they might interact with other contentious weapons and whatnot!
Idk, speculation and learnin about stuff is always cool!
I guess something I can add now that I am not using tts while driving would be giving you a clearer picture of the mechanics.
The medigun heals at 24hp/s if the heal patient took damage in the last 10 seconds. At 10 seconds, crit healing begins to take effect upon which it will ramp up to 72hp/s over the course of the next 5 seconds. As a result, crit healing takes 15 seconds to reach max potency.
When healing a teammate, the medigun builds Über at 2.5%/s taking 40 seconds to reach full Über. Healing a patient who is at 142.5% of their max hp will incur a 50% Über build rate penalty . Every dispenser and medic healing your patient beyond you will also incur a multiplicative 50% build rate penalty. So to build at the max rate, your Scouts would need to stay below 178hp, your demo would need to stay below 249hp, and your soldiers would need to stay beneath 285hp. You shouldn't have to do much more than strip yourself of your overheal to keep max build rate, and if we are being honest, you are never going to heal anyone on a dispenser in casual.
And this is more of a nitpick than anything, but I think the way flashing Über is described in comp is stupid and is why no one knows how "flashing" Über affects the Über drain rate. A more apt description is that _switching_ heal targets incurs the increased drain rate. Switching heal targets constitutes two things: first your heal beam is broken, and second you attach your heal beam to someone. And it has to be in this order and you breaking your heal beam has to happen during the Über, not before. Breaking your beam, popping, and latching on to someone does not incur the penalty but popping, breaking your beam, and then latching onto the guy you popped Über on does incur the penalty. And switching and flashing should not be used synonymously. Flashing makes it sound like the penalty only occurs if you switch to someone who is not already Übered.
And lastly, to touch back on the original comment I made, how do you think the competitive meta would evolve if shooting your teammates with the syringe gun and it's contemporaries would skip the 15 second wait time needed for crit heals to kick in? Your pocket certainly would lose out on a bit of survivability given you lose out on the burst healing of crossbow swapping but you do end up gaining the ability to heal back more health and faster to your team given the low sustained healing of the crossbow. I suppose it would also lessen the impact of scouts using the pistol to destroy crit heals since a quick stop and swap would undo the big damage a little chip can do. Anyways, enough about what I think. Tell me what you think. As someone who lives and breathes the calculated chaos of casual, I cannot hope to fathom the impact of such a change on the completive format. So I will let you fathom that for me. What do I know, I'm just a kid!
Lots of great info in your comment, thank you! Regarding the potential syringe change, I worry that it would also be a nerf to pyro whose flares are a great way to delay pushes by increasing the burden on the enemy med. At least in casual, I think it would suck a lot to lose that aspect of pyro's role in chokepoint defense.
19:19 Thanks for pointing this out. I have like 400 hours in medic and I didn't know this.
if you ever run out of competitive topics to talk about, i would love to hear your take on casual topics too. you could probably find a bunch of stuff that no one has really talked about before
Professional x rank itchylaughoutloud742
I haven’t played tf2 in a long while but I used to play a lot of Medic in casual,
I think for casual, one of the topic is choosing the correct medigun, Use Vacc when there’s many people trying to stop you,like soldiers, scouts, snipers. (Vacc bullet bubbles can tank a single lvl 3 sentry although the patient needs to destroy the sentry as fast as they can) Use stock if you are sure can build uber safely or if there’s more than 1 sentry. Use Kritz on very tight maps like Dusbowl last stage. If your team already has a medic, I suggest going quick fix and make sure to keep that med alive so he gets uber.
Kritz counters Stock, Kritz builds faster so becareful if their med is running Kritz. Vacc counters Kritz so you can decide whether to lose the stock uber to counter Kritz
Better Medic will win the game so try to diff the enemy medic by whether build uber faster, die less, uber track.
Always
And most important tip for casual is USE VOICE CHAT, tell them if you’re have threats like spies scouts, call out snipers, coordinate your team to set up the signature tf2 pub push with your uber.
Keep in mind that I haven’t play tf2 in a while so things I said here might be incorrect
Sorry if I yap too much
despite never playing competitive i find this stuff really interesting, love watching these videos and learning a lot more about tf2 :D
For me, it's not just when the item server goes down. But when I play TF2 Classic. I find myself not wanting to play Medic as much in that version of TF2.
And I believe the devs said they'd never add any variation of it.... But, we get a healing grenade launcher in the Medigun slot.... Woo...?
But yeah, now I do not play competitively. But, I also don't want to play TF2C Medic much because it FUCKS my muscle memory. Like, I pull out my primary... and shoot a needle at my teammate. It's embarrassing, especially when they die right afterward.
baptiste medigun the medigun to save medics gameplay and make him not boring as fuck
never heard anyone call it "bowing." I only hear "arrowing" bc the crossbow used to be a weird huntsman
I've never heard it refererred to as anything other than bowing. it's faster to call "bow me choke" than "arrow me choke"
Medic is such a powerful class that to me its the only class that will make absolutely dread a 1vs2 fight. Cant chip away at them, as that will hust be healed off. And if I take a direct fight, I have to beat a guy with 150% hp and healing during the fight. And if I dont manage to kill either the medic or his pocket they will just heal the fight off in a few seconds and Ill have achieved nearly nothing. Really annoying! Medic is strong and changes th dynamics of a fight more than any other class in nearly all cases.
If it’s a 1v2 unless it’s a feet shooting soldier or a heavy I’m usually able to win but 1v3 I’m screwed because I’ll run out of cannon balls loose cannon needs a reload speed increase fr
Medic was made strong and centralizing on purpose, admitted by the developers themselves, as it was the best they could come up with to incentivise people to play a healer
I believe the jumper weapons are actually programmed to deal a really small decimal amount of damage, so little that it gets rounded down to 0 at some point during the hp calculation
0:54 Come on.... say it... say the line...
0:58 *WILD AND THUNDEROUS APPLAUSE*
I did an experiment not too long ago where I'd hop from lobby to lobby, and ask any Medics in the lobby if they knew what "crit healing" was. I did this for a few weekends.
The amount of people who would respond to me with "..Kritzkreig?" was 100% of them. I had never experienced such pain before that moment, but knowing that *I* could teach these people helped heal that urge within me to throw them off a bridge.
With videos like this, and knowledgeable players in-game helping to spread this valuable info, we can achieve a future where the skill floor for Medic is finally raised and good medicinal practice becomes commonplace.
Until then, I shall continue yelling at the top of my lungs at every Medic I see that literally spawns right next to four other people after dying and just holds W out of spawn without clicking on anybody "MEDIC PLEASE FOR THE LOVE OF GOD CHECK YOUR SPAAAWWWNS!!" ♥
Hi love the video
The crossbow uber build rate is based on distance & crit heals oddly enough. I believe the max you can make with one arrow is 15%. Anyways love the video ❤ 💕
Don't quote me, but I heard somewhere that you can stay up to a 160ish HP as scout while still allowing your medic to build at full speed.
someone else suggested it in a previous video: what makes a map competitively viable? why are maps like 5gorge or yukon not played over maps like croissant or villa?
Just as a curiosity, isn't 5gorge the onyl cp map on which the most forward spawn is right next to the 2nd control point, which makes it incredibly difficult to take back for the losing team?
@@karolzolkos5818 5gorge is for sure the most extreme forward spawn, but actually granary's forward spawn is pretty close to second/last as well.
Krit heals start after 10 seconds and increase in a linear fashion until 15 sec where the medigun heals at 3x it's normal rate, which also affects Uber build rate, which means technically in the scenario you outlined buffing the soldier with Krit heals is better for building than staying on the scout.
Buildrate for overhealed players gets halved beyond 142.5% health except for the vaccinator, which gets it buildrate halved after 100% once and halved again at 142.5 %(Quick-Fix Overheal can't reach 142.5 % so it permanently builds at full rate).
I personally have learned a lot from Theorie Y Studios not to do ads, but it is a really good channel for medic info/guides
I would say the reason casual medics don't buff up players often is probably because of 3 main scenarios :
1) The medic is the boyfriend of another playuer and wont heal anyone else (Honestly is pretty much not doing his job, but what can you do)
2) The medic is just innexperienced and usually just runs around with his syringue gun in worst scenarios (Obviously, even if the guy heals you, he's likely to die has he probably has little to no self preservation skills)
3) For medics with more experience, the issue is most likely that you become the most desired man on your team, and given there are 11 other players in your team, all with varying degree of experience, they all want healing from you right now on the front line, and it isn't always easy to prioritize between healing the guy that's currently getting shot at, and healing everyone as fast as possible when the enemy isn't pushing. Plus some players just wont stay and wait for you to heal them up, or they'll go back into the fight and lose the crit heal chance etc.
I'm not a medic main by any mean (Only got 250 or so hours on medic), but from my almost 7k hours in the game and 16 years of playing it, I'd say I'm at least descent at playing medic whenever I do pick him, and sometimes it is just overwhelming that you can't buff everyone without crit heals, but you also can't offer to wait 10 seconds for the crit heal in some hecktic moments like these. I would even argue you sometimes have to prioritize certain healing targets based on their skills outright, which can be a lot to remember. That and also people all overlap each other and sometimes you can't heal the one guy that you want to save because they all walk over each other.
When I watch some of these videos and the competitive matches too (mostly HL though) I get the sense that there is good reason to get rid of your Uber once used. Like, the idea in 5cp is that you want to push the enemy team back if you can't kill them and that the Uber is great for taking space. But, the enemy team knows that once the Uber is used, they can just wait out the Uber duration and then push back in with an advantage. So flashing your team to waste your Uber can get you back to 0% faster, and allow you to build sooner again. Because it doesn't matter if you took the point. If you can't hold it or take the next point, then it was of no use to you.
Idk, I've never played Comp so I could be completely wrong here. It's just what I've seen.
hey! fellow ahud user! always nice to see
I'm a Medic main. he entirely revived my interest in TF2. the game really has something for everyone.
maybe make a video talking about the medic primaries and why they are not viable and all that jazz
nevermind XD
memic
Its funny how differently medic plays in casual and comp
Usually i try to get rid of my über quickly, bc in casual, only the first few seconds are important, and i wanna start building asal
you build at max rate if your patient is under 142.5% health
scout: 178 hp
soldier: 285 hp
demo: 249 hp
I think a big reason why buffing isn't seen as valuably as it really is in casual is that it doesn't give you assists. Buffing a heavy to 450 who then gets 3 kills gives you much less satisfaction from the game system than being attached with the medigun and healing him for 150 while he's getting the kills, so it's encouraged to play more aggressively and focus less on buffing.
the medigun heals 24 hp per second, iirc crit heals start applying after 10 seconds of not taking damage & max out after 15 seconds but im not entirely sure
Amazing vid
What I really want to know is the optimal way to build Uber when running out of spawn with like 7 full HP teammates. Keep rotating, or heal one target, wait for everyone else to lose half of their overhead, heal everyone, repeat?
Afaik the uber build is something like if they’re below 100% health it’s fast and 100+ is slower
Unsure if buffING and buffED rates are the same though
Could also be entirely wrong
I didn't know flashing costed uber time. that's crazy fr
Man, i had an idea of a Crossbow in mind, that would heal less than Crusader's Crossbow(by 45% less) but it could Overheal players on distance and it deals more damage to Overhealed enemies, what do you think? Medic has to know the way on how to counter other Medic, right?
I estimate your soldiers jumped away before getting a full buff 8 times in the first 5 minutes for no reason
i feel guilty for taking beam away from the combo haha
What is the syringe guns reset crit healing when healing teammates?
Can you shoot someone else with a jumper weapon to block crit healing or only yourself?
What UI do you use?
ahud
@@Wild_Rumpus very funny joke. everybody uses a hud yes but what’s the name of the hud used in this video. thank you.
@@kjr1690 ahud
Maybe next time you should make a video about competitive TF2?
RUMPWILD
what's the point of constantly calling for medic in this setting? the interrupt at 5:49 from announcing he as uber was pretty sick
what is a rumpus!
what's the point of constantly calling for medic in this setting? the interrupt at 5:49 from medic announcing he has uber is pretty is sick though
mostly just letting your team know where you are as a med and letting your med know where you are if youre weak or want a buff (in addition to comming it ofc)
echolocation