Medic strategies from pure---- (http://forums.steampowered.com/forums/showthread.php?t=1735510&page=7)
1) Pocketing:
A)Soldier only?
Pocketing a soldier A LOT is a thing of the past. You can view
Pandemic-Reptile demos and you will see the exact way to do that.
The new style and most effective style, is having a more aggressive
pocket. This means that he isn't always just jumping in, but he chooses
the right time to completely leave his medic, to use his ability and 300
health to cause havoc.
The best time for a pocket soldier to do this is when he knows his
roaming soldier just respawned and is 3-4 seconds away, and he decides
it is worth his life to go RocketJump in.
2) Kritz or uber?:
Kritz, good ole Kritzzzkreig.
At the high level the legitimacy of Kritzkreig tends to come and go.
People get better at defending against it and teams come up with more
creative ways to use kritz.
Rule: Never use kritz on defense, unless you're back is against the wall
and you think the faster build rate will help.
Try to use kritz when you are attacking a teams last. Aim to get 2-3
kills with the kritz. Does not always have to be the medic. Often
killing 3 people is better then dropping the med.
Gravelpit = Use the kritz a lot on demos. Aiming at spire, aiming at the
back of B house from long, etc
Push maps = Kritz to surprise at middle or pushing on teams lasts. Kritz
soldiers in tight areas.
In general though it is best to just use Uber and master an aggressive
uber, a defensive uber, a multi-uber, and FAT* ubers.
When I was on complexity and we were destroying everyone, we ran kritz
in scrims just to make the games interesting. I used a tactic called
grinding the kritz. whenever I got it, I would basicaly just hit it, so
no one knew when to attack us, they just kept randomly dieing to kritz.
*FAT uber means you are only keeping it one person and they get a very
nice and long UBER.
3) Healing orders
A) General tips--
The best way to get better at Medic is actively practice healing
orders.
What is it like to give the pocket soldier A LOT of heals....
What is it like to give the scouts A LOT of heals....
Depending on your team and your teams strengths you should heal
accordingly.
Identify on your team who is the best and explain to your team, " I am
going to be healing (this scout) and (this soldier) A LOT this game."
See how it works out, and then try the opposite the next game.
B) Mid-fight healing orders--
Quote: Pure, tell me how my team can win midfights on badlands because
we're VERY inconsistent! What can I do as a medic other than having the
best heal order I can on the rollout, and surviving to get outside and
heal the demo+everyone else?
Answer:
You need to watch your STV demo from a 3rd
person point of view. View the mid fight from a birds eye view:
See who is attacking together
Who is attacking alone
Who is running from the fight
Who is missing their shots
See if you are healing the right person
See if you just got out dm'd
See if you just got out strat'd
There is no one way to play badlands mid, and its constantly evolving.
Why don't you come up with a new strat and set the scene on its heels?
C) Healing Scouts--
Question:
How dependent should the roamer and scouts be on getting heals or buffs
from the medic? I feel like it kills momentum and leads to the pocket's
death sometimes, but I could be wrong.
Answer:
Yes it is up to the medic to deny the roamer/scouts, and it is up to the
medic to communicate that they are pushing. Often as roamer i just want
a quick tap, not a heal. Im 80, I want 130. I am 160, I want 200. I try
not to stop the momentum. "DONT HEAL ME" The medic needs to make the
decision on who to heal. Let people die if you want, its your show. Well
the pocket, uhm, generally you want the pocket alive all the time, but
that is a symbiotic relationship. The pocket must realize the situation
his team is in and make the best push or hold decision.
4) Medic self defense
Question:
Do you have any tips on self defense as Medic? I'm already pretty good
at stutterstepping thanks to playing Scout as well and faired decently
when being attacked by a Scout, but I got divebombed by the roaming
Soldier quite a few times. How do I escape those? And when on my own,
should I try to go for the saw hit or SPAM needles?
Answer:
Well generally you need to start identifying when a roaming soldier is
coming. Either very early in the fight, when your team takes a lot of
damage, or when you have yet to see him and are in a commited position.
Try to position yourself to surf the rocket. Practice the timing of
jumping and crouching. The big trick to rocket surfing... besides
watching a 10 minute tutorial on how to do it... thank you
blackymonster... is to take the rocket on your side, don't be afraid to
take the damage, the damage is propelling you. Defending yourself is
also highly dependent on the skill level of player you are dealing with.
Certain escapes against HIGH level players just do not work against low
level players.
I have played turbine with European teams, and complexity. We destroyed
EG and Nexus on Turbine. I am always very aggressive in the initial mid,
giving my life to get my players in the key positions to max buff. The
next trick is to sit on the upper left stairs, and use the high ground
to you advantage. If you honestly want to win, you just need to wait,
wait, wait, wait for them to push out and then you counter uber. Yes on
turbine one of the biggest skills is knowing when to go to your base or
to go to mid. When in doubt everyone meet in your base and "stop the
bleeding." Do not let 2 caps, turn into 5 caps.
5) When to leave your team
Quote: See, I play with guys that aren't exactly the brightest crayons
in the box, you know? And so they often run in and then I get killed
along with them. Should I run away when something like this happens to
save my uber? I feel a little guilty just abandoning them to their fate
like that.
Also, regarding loadouts, I heard you mention that you like using the
Syringe/Blut with the Ubercannon and Ubersaw. When do you use the
Kritzkrieg?
And finally, when a team mate goes down, or when they're at a point
where healing is no longer effective (they're missing a lot of shots and
aren't really able to kill the person that's fighting them, but the
person fighting them isn't aiming too well either), should I pull out my
gun and try to assist in killing instead of healing them and waiting for
them to kill them? And when should I use my ubersaw? Very good question
about when to leave your people.
Answer:
If your uber is above 70 you should almost always run. It is much better
to meet up with your team again and have uber immediately than to be
agggresive when you almost have uber.
Secondly, you need to learn the range of your pocket soldier's
intelligence. You said you have some dumbos on your team. Well, you
should message them in private before the game and say: Please make an
effort to realize when it is just me and you and we need to escape. I
need you.
He should listen, if he does not, I would get a new pocket.
Depending on the style and aggresion of your team you should create your
own little ruleset on when to leave your team to live another day.
I follow a pretty straight forward ruleset. I focus on the initial picks
of the push. Who goes down, who gets rolled, etc. If our team gets two
picks at the beginning of the push, we know we can push and do it up
big. If we LOSE two members prior to the push, we know immediately that
our flank is in trouble and eventually we will have people on us.
Backup? Sure, but why not take one person into the whole team and uber,
making them multi uber and freak out?
Pay attention to who dies at the start of the push. Do a +/- quickly in
your head. Keep your players health all above 100% percent as best you
can. But most importantly develop a relationship with your pocket. Or
break up :")
When to aid in your teammate?
You should aid him when the enemy he is attacking is totally oblivious
to you or is it out of ammo. When they are out of ammo, peoples heart
rates pick up, and their aim starts to suffer. So why not get a free
ubersaw. Do not be limited in your Medic play, test the craziness, test
the conservative style, and see what works best.
6) Dodging spam:
Medic Tip: On cp_badlands when you round the corner approaching your
enemy's spire, stay in that area and practice dodging spam.
Stay in harms way on purpose and see how long you can dodge spam and
maintain good heals.
In a match you are going to want to enter the choke, navigate around
spam, staying in relation to your pocket, and try to over heal the
classes that go up to spire. Scouts, demo, and roamer.
After you have reached a safe point, and you dont feel the need to rush
in with uber, walk up the spire as a medic. It is much safer and allows
you to bypass 3-4 chokes where you can spammed.
7) Spies:
Quote: Anyways I was wondering about when a spy is ever run in 6 v 6 (I
know he's not used a lot, but are there certain situations in which a
spy would be better than a scout?), or do people just do it for fun?
Ans:
The spy has made its return to the scene with gunboats soldier being so
viable. This means that since the game is becoming even more aggressive
and less calculating that its sometimes much easier for spies to
navigate. Traditionally you would just have two stagnant soldiers
standing around, and two scouts not +forwarding. It is the opposite now.
The only classes around the medic are demo/pocket, so it is much easier
for a Spy to use an aggressive distraction to back stab 1-2 of the combo
on a repeated basis.
8) Scouts:
Question:
I'm having A LOT of trouble dealing with a scout when my nearby
teammates have died. What's your advice? Just keep running hoping your
team's scouts or recently respawned demo/roamer saves you? Backpaddel
while 'supressing' him with needles? Or fight him head on as the
situation is pretty much lost anyway, hoping to take him down with you?
Answer:
When it comes to escaping from scouts you need realize if you can book
it and make it, you need to immediately start fighting, or you can run
and suppress.
I always immediately just turn and book it. If the scout is far enough
away he will never catch you if you book it.
9) Medic targeting
Quote: In real situations, the medic is usually a much harder target
than his patient, usually because you can't actually see the medic,
while the patient is shooting your face.
One of the more important skills to learn is target selection. Always
going after the highest value target is not always the best solution,
because if the medic is any good, he's going to position himself to make
that difficult and costly.
Winning a point without a medic because the other team sacrificed too
many players for the medic pick happens all the time.
---
For sensitivity, just pick one and stick with it. There is no magic
number that will improve your aim, but constantly fiddling with it or
setting it super high or low because "that's what the proz do" will
certainly mess it up.
Ans:
Nail on the head. Choosing a target is tough
stuff. I am a roaming soldier now, and one of the main practice is
gunboat suiciding and target selection. I will jump 50 times in a game
and constantly practice which targets I should aim at in different
situations.
Zargon is right again when it comes to not overemphasizing the medic.
The whole reason some medics are hyper aggressive is that they enjoy
other teams going after them. Id rather keep healing everyone on my team
in the middle of the fight, dodging for the life of me, and dieing....
than sitting in the back doing absolutely nothing.
When it comes to sensitivity I would recommend staying near one
sensitivity but there is no problem occasionally moving it up and down.
Do not constantly do it, but, for instance, if you think you are not
hitting your flick rockets well enough, you can up your sens and it
might be easier.
10) Medic Loadout
Medic loadout: Syringe Gun, UberCharge, Ubersaw
When I am feeling fancy I will use Blautsauger. Ubercharge is standard. Ubersaw saves matches.
http://www.youtube.com/watch?v=ab0J0Uqhmcc
11) Medic Communication:
A) Question:
I find it hard to direct my team and give them orders (scouts stick
together, roamer move in now, demo sticky up left side etc) while also
coordinating my pocket etc (scout flanking! Inc soldier jumping! etc)
AND dodge like a maniac. Should I expect my teammates to do stuff like
sticking up certain places and sticking together? or not?
Answer:
Really good questions guys, I appreciate it. The more effort you put in,
the more effort I put in.
You should not have to direct your whole entire team. To a certain
extent you are observing your team, like a commander at the rear of the
army, and therefore you should make Macro calls.
By having to focus on so many different variables you will eventually
slip up yourself. I will give you a real example.
When I first joined compLexity, the team was a machine. Enigma/Carnage
unstoppable, SolidSnake amazing, and very good soldiers. It was easy for
me to come in and just give them the sick heals and they would do sick
things.
After two seasons, SolidSnake stopped caring as much, and our scout
combo was slowly being caught up to. It got to a point where I would
have to micro way too much. So much to the point that it stressed me out
and made me not enjoy the game.
There is a limitation to what you should be saying and what calls you
should be making. My best piece of advice is to start small. Meaning,
say the things that need to be said not EVERYTHING. Whenever I have a
medic who is literally saying everything, I say: Would you please stop
commentating the either game.
It is important to have clear sounds so you can stay focused.
Good things to say:
Heals are at "house/back left/right side/on hill" You are my pocket It
is just us, fall back Our flank just died Medic
tagged/?????/weak/stacked You are all weak, relax Healing scout then
roamer then pocket
x) General Defense (concerning entire team)
Quote: So a rather general question about pushing. How should a team
practice pushing onto a defense? If you look at Invite level TF2,
Intermediate TF2, low-level competition, and public play, you will find
many attack styles that generally all miss the mark.
It is important to think about your attack from the defender's point of
view. Like, what would you NOT want an offense to do to you?! In general
you must do that.
First lets identify what the defense has setup:
Medic with Uber
Soldier with 300 health
Sticky Trap
Sniper
Roaming Soldier covering flank
Engineer with Sentry
Now, what do you have on offense:
Medic with Uber
Soldier with 200-300 Health
Roamer ready to spam sentry or engage the demo
Scouts ready to spring free once the sentry is down
Demo able to take down a sentry and sticky the point
The table is set.
PRACTICE
You need to practice three types of things.
1) killing the medic or forcing the uber with an isolated attack
2) killing the demo or forcing him to blow his trap with an isolated
attack
3) taking down the sentry prior to going in by double spamming with
soldiers/demo
A few things that are important to know:
Your scouts are useless unless the sentry is down'
Your demo needs to sticky the point
Your roamer and/or scouts need to work the point by either suiciding on
it or jumping on and off. This will bring the enemy tot he point and
your demo will kill 1-4
The quality of your push is dependent on how clean you get into the area
and when you uber your soldier and demo. You want to make sure they are
ubered when they are max health, so when they leave you post uber, they
have a high chance of being affective.
Get back to me once you've practiced this stuff.
x) Map Tips:
A) Yukon
B) Granary
Quote: Originally Posted by breloom Do you have any advice on how to get
out of open?
Also adrenalynn, I'm not pyyyour, but in my as a soldier on granary,
it's really best not to jump the crates to try to control them, but to
just jump on the other team's heads at the same time. When the scouts
get to mid they should call out the scouts of the other team and sort of
check them, which is the best way to keep your medic alive, because if
you dedicate a soldier to babysitting your medic, the other team's
soldier ends up on your medic's head and your medic is respawning.
Basically, don't try to ward off attackers or hold crates, instead bring
the fight to them.
Answer:
Breloom hit the nail on the head. Soldier jumps on
Mid granary continue to evolve on a daily basis. Meaning the weak are
getting eaten alive and the strong survive.
I am literally playing a Granary match tonight where I am the roaming
soldier. So I guess I will just tell you exactly what I do.
Depending on where my medic spawns, depending on how fast my demo is to
mid, and depending on if we get an initial kill or death, I will do an
assortment of aggresive jumps.
Like Breloom said, just jumping on your box, and spamming and sitting is
relatively worthless. I do actually jump up there a lot but I move
quickly to my next target.
Assuming we go left to mid, and I equalize, here are 4 things I do as
roamer:
1) RJ to mid left and go onto point and spam whats on point and then RJ
at demo/medic
2) RJ to back left and spam their garage and then RJ at
scouts/demo/medic
3) Double RJ off crate into medic and kill him
4) RJ on crate, identify where combo is, jump in combos direction.
That is literally what I am going to be doing tonight.
Mid granary is an elusive situation. You can be destroying middle for
weeks and then the whole game switches up and your style is left in the
dust.
Practice being hyper aggressive, and really passive, see which pays off.
The 4 things i mentioned are mainly used to take pressure off of me team
and to put a kill strike at the more important targets. And since I use
gunboats I can escape post-kills almost all the time.
C) Freight
Question:
Any tips on Turbine and Freight? On Turbine the huge amount of SPAM
pretty much forced me into using Kritz because I hardly got the time to
get a full Uber, and the opposing Medic fell into that same strategy
after us. Positioning between offense and defending the Flag was very
troubling as well. My issues with Freight mainly lie in pushing last,
where the (when looking from last) left entrance gets you SPAMmed, the
mid entrance gets you Sniped, and the right entrance gets you SPAMmed
AND Sniped.
Answer:
Freight? God I loathe middle. Even when you middle it does not even feel
like you won anything of consequence.
When attacking last on freight you need to show multiple fronts and
activiely change where you are healing from in order to keep the sticky
traps guessing and sniper not very comfy.
Identify where the sentry gun is, see if you can jump your demo roamer
in.
Make sure to put pressure on the sniper. You should be able to uber in
with your demo and take out the sentry gun and force the uber.
That should be your continuous attack, ubering in with demo to take down
gun and medic, and hoping you win the post-uber fight.
D) Granary
Do you have any tips for pushing last on Granary when both teams have
uber and the defending team has a heavy? Sorry I have been planning
Valentines Day and have been relatively busy with my team. I have
already explained how to attack a heavy. It is in one of the previous
comments. Additionally though, the heavy requires a lot of resource, so
if you focus the other targets, the medic sometimes makes a mental error
and just lets everyone his team die by sticking on his heavy. But
please, read the first comment.
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