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rahmediguide: The Art of Medic
1
#1
0 Frags +

NB: I was going to add more stuff and release a more finalised version, but I kinda hit a writers block and started to procrastinate

Here's a medic guide that I want to be useful for all medics; noob to pro, 6's and HL : https://rentry.co/tf2medguide
Give me your feedback and criticisms, regardless of your skill level and your main :)

Also just turned 20 which is insane to me; time really does fly by...

NB: I was going to add more stuff and release a more finalised version, but I kinda hit a writers block and started to procrastinate

Here's a medic guide that I want to be useful for all medics; noob to pro, 6's and HL : https://rentry.co/tf2medguide
Give me your feedback and criticisms, regardless of your skill level and your main :)

[s]Also just turned 20 which is insane to me; time really does fly by...[/s]
2
#2
7 Frags +

yo really well made, i do think crit-heals should be in the definitions section tho since it is very important

yo really well made, i do think crit-heals should be in the definitions section tho since it is very important
3
#3
2 Frags +
RahmedAlso just turned 20 which is insane to me; time really does fly by...

life past 18 is at 300% speed.

With binds you could possibly also include a uber-used mask bind. While subtle, it stops your medic from screaming that he's using. ( It's also potentially useful to have the fact you used post to your team chat )

bind	"MOUSE2" "+attack2;say_team == UBER USED! ==;voicemenu 2 2;-attack2"

also I do like the section discussing toxicity, as it's something I feel is overlooked by a lot of teams. I nearly had a team of close friends breakup entirely midseason because of it.

[quote=Rahmed][s]Also just turned 20 which is insane to me; time really does fly by...[/s][/quote]
life past 18 is at 300% speed.

With binds you could possibly also include a uber-used mask bind. While subtle, it stops your medic from screaming that he's using. ( It's also potentially useful to have the fact you used post to your team chat )
[code]bind "MOUSE2" "+attack2;say_team == UBER USED! ==;voicemenu 2 2;-attack2"[/code]

also I do like the section discussing toxicity, as it's something I feel is overlooked by a lot of teams. I nearly had a team of close friends breakup entirely midseason because of it.
4
#4
12 Frags +

Overall pretty nice guide for new - mid level. I can see quite a few things wrong but they are mostly situational things (like in the "who to heal" section, the answer is "whoever the enemy scout is shooting, and if they are shooting me I heal my scout for the movespeed). But as a general overview its pretty perfect at keeping ideas simple and approachable.

However the uber section deserves more love. The pre-post uber section is pretty important for medic as they are the only person who is in every uber as well as the person who controls the uber. I think there is a lot missing.

For highlander, ubers are not nearly as important as 6s, they are much less calculated and are much more about allowing a team to get into an advantageous position or for buying time on the objective. There are 4 guys who will get the medic on the enemy team if they truly want, and 4 more who can assist very aggressively as well. This is the natural thing when 18 people clash on a team based server. It is going to be less calculated and individual skill will have less of an impact.

In 6s however, ubers can be calculated and used as the strongest tool in the game. Glossing over them without explaining the intricacies is kinda just ignoring the basis of 6v6 competitive tf2.

The pre-uber section should be about the 5-10 seconds before using an uber. There are 3 situations for this:
1. Using uber aggressively with equal ubers.
2. Using uber aggressively with advantage.
3. Using uber from being forced.

1 is a team based decision, using uber to force a play to happen on the map, however numbers 2 and 3 are all about how the medic wants to play. If you are pushing with uber ad, do you want to get the point for free without using? or do you want to use aggressively to guarantee the point? The better a medic, the quicker you can get a point without using uber relative to using it. Checking sticky traps and hiding spots are things the team can do well, but ultimately dodging spam and surfing from bombers and positioning well from any threat is all on the medic player and that is what saves the time.

The other most important thing before an uber is to be healing the right target. The call is to go in and use uber so you shouldn't be healing your flank, use on them first and then use on the player who actually needs it. Being in the right place to actually use your uber is more important when under time pressure than topping up a buff for a roamer. Once again, the better the medic the more efficient healing of the entire team. By gaining more experience, these things will come more naturally.

During uber is all about your section of bad vs good ubers. However you never actually explained what a good uber is, what a bad uber is or what an uber flash is.

A flash is when the medic flashes the ubercharge for a split second on a secondary heal target, draining the uber and granting 2 people the invincibilty for a short time.

An uber trade is talked about as being "good" vs "bad" based on the length of the uber. At a low level that is all you need to know. Count the uber timing based on the number of flashes each medic uses and which medic used first. Whoever is ubered last has the "better" uber.

At a higher level, you start taking into account more things for an uber trade to be good or bad. You have to take into account the ammo counts, the health of the participants, the class of the participants, the ability to get good positioning post uber, the ability of teammates to come into the uber to assist and also the length of the uber to a much finer degree. A lot of high level players use all these things without even realising it. It is a form of gamesense summed up by "who has the easier time killing each other post uber" that determines who has the better uber.

For post uber fights, this was glossed over but is so important it even has a stat in the logs for it. During the tail end of every uber, every medic should be thinking about where they should be standing. In general, high ground good, avoid standing in choke points, avoid standing in front of your team.

As a team, there has to be a call during the uber if you are committed to the post uber fight or if you are leaving. This call has to come with sufficient time for the medic to either commit to a safe(ish) position in the fight or for the medic to backout of the fight and be completely safe. At a lower level, I would recommend the medic always give this call. At a higher level, I would recommend the most vocal person in the uber (ideally a combat class leading it) to give the call and if the call doesn't come at the right time for the medic, for them to acknowledge it and for them to then make the call. The reasoning for this is that at a lower level, the medic will be the most experienced person during ubers for their team but as you reach a higher level, everyone on the team will have sufficient experience to be able to lead an uber.

As you can see, the pre-uber, during uber and post-uber are all closely linked, with decisions and gameplay styles weaving between each other. Ultimately all stemming from how the medic and their team wants to play.

Ubers are hard to get right. Very hard even. Arguably the hardest thing to get right in the game. They are the best offensive, defensive, stalemate forcing and staltemate breaking tool in the game and is what forces competitive 6s to have the flow it does.

I could go on for a lot longer but I think this is enough for now.

tl;dr ubers are important and deserve more love in a guide about medics.

Overall pretty nice guide for new - mid level. I can see quite a few things wrong but they are mostly situational things (like in the "who to heal" section, the answer is "whoever the enemy scout is shooting, and if they are shooting me I heal my scout for the movespeed). But as a general overview its pretty perfect at keeping ideas simple and approachable.

However the uber section deserves more love. The pre-post uber section is pretty important for medic as they are the only person who is in every uber as well as the person who controls the uber. I think there is a lot missing.

For highlander, ubers are not nearly as important as 6s, they are much less calculated and are much more about allowing a team to get into an advantageous position or for buying time on the objective. There are 4 guys who will get the medic on the enemy team if they truly want, and 4 more who can assist very aggressively as well. This is the natural thing when 18 people clash on a team based server. It is going to be less calculated and individual skill will have less of an impact.

In 6s however, ubers can be calculated and used as the strongest tool in the game. Glossing over them without explaining the intricacies is kinda just ignoring the basis of 6v6 competitive tf2.

The pre-uber section should be about the 5-10 seconds before using an uber. There are 3 situations for this:
1. Using uber aggressively with equal ubers.
2. Using uber aggressively with advantage.
3. Using uber from being forced.

1 is a team based decision, using uber to force a play to happen on the map, however numbers 2 and 3 are all about how the medic wants to play. If you are pushing with uber ad, do you want to get the point for free without using? or do you want to use aggressively to guarantee the point? The better a medic, the quicker you can get a point without using uber relative to using it. Checking sticky traps and hiding spots are things the team can do well, but ultimately dodging spam and surfing from bombers and positioning well from any threat is all on the medic player and that is what saves the time.

The other most important thing before an uber is to be healing the right target. The call is to go in and use uber so you shouldn't be healing your flank, use on them first and then use on the player who actually needs it. Being in the right place to actually use your uber is more important when under time pressure than topping up a buff for a roamer. Once again, the better the medic the more efficient healing of the entire team. By gaining more experience, these things will come more naturally.

During uber is all about your section of bad vs good ubers. However you never actually explained what a good uber is, what a bad uber is or what an uber flash is.

A flash is when the medic flashes the ubercharge for a split second on a secondary heal target, draining the uber and granting 2 people the invincibilty for a short time.

An uber trade is talked about as being "good" vs "bad" based on the length of the uber. At a low level that is all you need to know. Count the uber timing based on the number of flashes each medic uses and which medic used first. Whoever is ubered last has the "better" uber.

At a higher level, you start taking into account more things for an uber trade to be good or bad. You have to take into account the ammo counts, the health of the participants, the class of the participants, the ability to get good positioning post uber, the ability of teammates to come into the uber to assist and also the length of the uber to a much finer degree. A lot of high level players use all these things without even realising it. It is a form of gamesense summed up by "who has the easier time killing each other post uber" that determines who has the better uber.

For post uber fights, this was glossed over but is so important it even has a stat in the logs for it. During the tail end of every uber, every medic should be thinking about where they should be standing. In general, high ground good, avoid standing in choke points, avoid standing in front of your team.

As a team, there has to be a call during the uber if you are committed to the post uber fight or if you are leaving. This call has to come with sufficient time for the medic to either commit to a safe(ish) position in the fight or for the medic to backout of the fight and be completely safe. At a lower level, I would recommend the medic always give this call. At a higher level, I would recommend the most vocal person in the uber (ideally a combat class leading it) to give the call and if the call doesn't come at the right time for the medic, for them to acknowledge it and for them to then make the call. The reasoning for this is that at a lower level, the medic will be the most experienced person during ubers for their team but as you reach a higher level, everyone on the team will have sufficient experience to be able to lead an uber.

As you can see, the pre-uber, during uber and post-uber are all closely linked, with decisions and gameplay styles weaving between each other. Ultimately all stemming from how the medic and their team wants to play.

Ubers are hard to get right. Very hard even. Arguably the hardest thing to get right in the game. They are the best offensive, defensive, stalemate forcing and staltemate breaking tool in the game and is what forces competitive 6s to have the flow it does.

I could go on for a lot longer but I think this is enough for now.

tl;dr ubers are important and deserve more love in a guide about medics.
5
#5
13 Frags +

very small thing but i think those uber masking binds r fairly bad and it's always obvious that a medic is masking unless they use the MEDIC one, since theyre probly gonna be spamming MEDIC a lot anyway

also think the custom resolution thing is rly specific + unnecessary imo

also i think there's little to no point in watching legacy players on any class if ur wanting to learn

very small thing but i think those uber masking binds r fairly bad and it's always obvious that a medic is masking unless they use the MEDIC one, since theyre probly gonna be spamming MEDIC a lot anyway

also think the custom resolution thing is rly specific + unnecessary imo

also i think there's little to no point in watching legacy players on any class if ur wanting to learn
6
#6
3 Frags +
Doughy Good stuff

I could go on for a lot longer but I think this is enough for now.
.

No please, do go on when you have collected more thoughts - I want this guide to include as much as possible. Will edit your text in once I grab some spare time :D

Crayonvery small thing but i think those uber masking binds r fairly bad and it's always obvious that a medic is masking unless they use the MEDIC one, since theyre probly gonna be spamming MEDIC a lot anyway

also think the custom resolution thing is rly specific + unnecessary imo

also i think there's little to no point in watching legacy players on any class if ur wanting to learn

Yeah I kinda agree with the MEDIC mask, but tbh I just always fake uber - just my way to mask a real uber sometimes - as well as doing what you said and spam E

The custom res thing imo is not necessary at all; it's something I found in gedu's + mirelin's guide, and I thought - if you want to, well here it is. I've made sure it's explicitly stated it's unnecessary too.

The legacy players thing is to distinguish the old meta with the new, and also if you want to see how the old meta was played, well here you go. Also, it honours the medics of old to the newer generation - like, how many new players would know about these legends, unless they were mentioned in a mumble/discord once or something.

Very helpful stuff; thank you everyone :D

[quote=Doughy] Good stuff

I could go on for a lot longer but I think this is enough for now.
.[/quote]

No please, do go on when you have collected more thoughts - I want this guide to include as much as possible. Will edit your text in once I grab some spare time :D

[quote=Crayon]very small thing but i think those uber masking binds r fairly bad and it's always obvious that a medic is masking unless they use the MEDIC one, since theyre probly gonna be spamming MEDIC a lot anyway

also think the custom resolution thing is rly specific + unnecessary imo

also i think there's little to no point in watching legacy players on any class if ur wanting to learn[/quote]

Yeah I kinda agree with the MEDIC mask, but tbh I just always fake uber - just my way to mask a real uber sometimes - as well as doing what you said and spam E

The custom res thing imo is not necessary at all; it's something I found in gedu's + mirelin's guide, and I thought - if you want to, well here it is. I've made sure it's explicitly stated it's unnecessary too.

The legacy players thing is to distinguish the old meta with the new, and also if you want to see how the old meta was played, well here you go. Also, it honours the medics of old to the newer generation - like, how many new players would know about these legends, unless they were mentioned in a mumble/discord once or something.

Very helpful stuff; thank you everyone :D
7
#7
0 Frags +

I would put more, but reading what I posted and I could add in 10 things here and there to make it more correct and I know I'll just come back in 2 days to do it again.

Ubers define the flow of the game more than anything else and that deserves more of a guide than any single role/class guide. It requires a slew of examples and a scientific paper to get it even close to correct and I don't have the time for that unfortunately. GL on the guide

I would put more, but reading what I posted and I could add in 10 things here and there to make it more correct and I know I'll just come back in 2 days to do it again.

Ubers define the flow of the game more than anything else and that deserves more of a guide than any single role/class guide. It requires a slew of examples and a scientific paper to get it even close to correct and I don't have the time for that unfortunately. GL on the guide
8
#8
0 Frags +

just wanted to shoutout that someone realizes r_drawviewmodel 0 is not always the answer.

viewmodel_Fov 0.something/1 disables tracers (some part of it at least lmao) and flames.

just wanted to shoutout that someone realizes r_drawviewmodel 0 is not always the answer.

viewmodel_Fov 0.something/1 disables tracers (some part of it at least lmao) and flames.
9
#9
6 Frags +

I would also add to what doughy said that medics should make decisions themselves based on what is going on in the uber, if theirs is shorter and things don't look good to them, call halfway through the uber that you are leaving. Relying on a combo scout or demo to call post ubers is a pretty bad idea, even in invite it doesn't happen that often and it will screw you over on a new team.

As a medic you can see who your scout and demo are shooting, see the enemy team much better as you aren't focusing on killing things, and see the health of your teammates (and enemies thanks to solemn vow), the only information missing is what your combo scout intends to do. By all means if the scout or demo wants to collapse or chase people after the uber is over they should call that, but most of the time it is better for the medic to say what he intends to do (e.g., commit top left, tell scout to play point, etc.)

I think in general as a medic it is important to take advantage of the fact that you aren't a DM class and don't have to focus on aiming, and use that to dictate how ubers are going as a stream of consciousness, giving as much information to your team as you can since it is miles easier than the combo scout who is trying to kill people as fast as possible. Main calling pushes and commits during dry fights and stuff like that definitely goes to the maincaller, but most things uber related can be called by a medic and if you practice it and get a good feel for it, it will help your team a lot.

Also I feel like the best way to do this would be to have this initial guide, turn it into little video chunks (with topics for each one so you can skip what you already know), and then get experienced medics to talk about more advanced topics like intricacies of ubers. Nursey had some really good map guides for medic but then deleted them all so there is definitely an opening for content like that, I think if you are keen and willing to do some editing and organizing you could definitely get people to help you out with things.

Marxist's precepts of medic and '10 ubers' videos were great and something more updated to scout speed meta would be super helpful. If you found examples of stuff like good and bad pushes, good and bad ubers, baiting too hard vs not baiting enough, etc. and recorded them I would be happy to talk about them and say what was done well/poorly (plenty of other meds like skeez would probably be down as well if you reached out). TF2 is so fast paced and there are so many little details that I don't think can really ever be conveyed by a bunch of paragraphs, the best way to help people is definitely to do videos with examples for more advanced things.

I would also add to what doughy said that medics should make decisions themselves based on what is going on in the uber, if theirs is shorter and things don't look good to them, call halfway through the uber that you are leaving. Relying on a combo scout or demo to call post ubers is a pretty bad idea, even in invite it doesn't happen that often and it will screw you over on a new team.

As a medic you can see who your scout and demo are shooting, see the enemy team much better as you aren't focusing on killing things, and see the health of your teammates (and enemies thanks to solemn vow), the only information missing is what your combo scout intends to do. By all means if the scout or demo wants to collapse or chase people after the uber is over they should call that, but most of the time it is better for the medic to say what he intends to do (e.g., commit top left, tell scout to play point, etc.)

I think in general as a medic it is important to take advantage of the fact that you aren't a DM class and don't have to focus on aiming, and use that to dictate how ubers are going as a stream of consciousness, giving as much information to your team as you can since it is miles easier than the combo scout who is trying to kill people as fast as possible. Main calling pushes and commits during dry fights and stuff like that definitely goes to the maincaller, but most things uber related can be called by a medic and if you practice it and get a good feel for it, it will help your team a lot.

Also I feel like the best way to do this would be to have this initial guide, turn it into little video chunks (with topics for each one so you can skip what you already know), and then get experienced medics to talk about more advanced topics like intricacies of ubers. Nursey had some really good map guides for medic but then deleted them all so there is definitely an opening for content like that, I think if you are keen and willing to do some editing and organizing you could definitely get people to help you out with things.

Marxist's precepts of medic and '10 ubers' videos were great and something more updated to scout speed meta would be super helpful. If you found examples of stuff like good and bad pushes, good and bad ubers, baiting too hard vs not baiting enough, etc. and recorded them I would be happy to talk about them and say what was done well/poorly (plenty of other meds like skeez would probably be down as well if you reached out). TF2 is so fast paced and there are so many little details that I don't think can really ever be conveyed by a bunch of paragraphs, the best way to help people is definitely to do videos with examples for more advanced things.
10
#10
11 Frags +

The Three Laws of Medics

•A medic may not injure a teammate, or, through inaction, allow a teammate being to come to harm.

•A medic must obey the orders given it by teammates beings except where such orders would conflict with the First Law.

•A medic must protect its own existence as long as such protection does not conflict with the First or Second Law.

[b]The Three Laws of Medics[/b]

•A medic may not injure a teammate, or, through inaction, allow a teammate being to come to harm.

•A medic must obey the orders given it by teammates beings except where such orders would conflict with the First Law.

•A medic must protect its own existence as long as such protection does not conflict with the First or Second Law.
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