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Author Topic: Volo's Guide To All Things Medical  (Read 9297 times)

Volothamp Geddarm

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Volo's Guide To All Things Medical
« on: April 01, 2009, 06:21:04 am »

For a long time now it's been requested that I write a Medic guide, and since there's an actual thread for this sort of thing, I really shouldn't put it off anymore.

Also, I intend to update this guide as I gain more and more insight on tactics and strategy with Medic, or as new features are conceivably implemented.

So, with little more ado, I present to you:

Volo's Guide to All Things Medical V-2.0

Index

  • Introduction to Medic/Healer
  • Your Weapons
  • Your Enemies
  • Your Team and You
  • How To Be A Good Medibuddy
  • Miscellaneous Tips and Tactics


     INTRODUCTION TO MEDIC/HEALER:

The Medic is arguably the most team-oriented class on Gang Garrison 2. His main function is to restore lost health to team mates around them. This in turn keeps them alive longer, or prevents their deaths altogether. Furthermore, he's the weakest class in combat, further emphasizing his dependency on his team mates. Essentially, the relationship between Medic and Team mate is as such: "X fights for the Medic, and the Medic helps X survive".

But, you probably already knew that.

Statistically, Medic is a very good character. Second fastest running speed (Only a Scout can outrun a Medic, while a Pyro can keep pace), an average Health pool (120) and He has the power of Autoheal, which vastly increases his durability.


     YOUR WEAPONS:

Medic has two weapons at his disposal: The Medigun, and the Syringe Gun.

 -The Medigun

 Despite my previous claim, The Medigun isn't really a weapon; it's a tool. And a powerful one at that. This Tool makes Medic who he is, all he can be, and everything that is Medicinal is Gang Garrison 2. It is the only way a Team Mate that isn't a Medic can restore health without returning to a Medicine Cabinet, making a Medic invaluable during pushes or holding down choke points.

 The way it works is very simple; Merely point it at the desired team mate, then click and hold the left mouse button. The beam will stay on the target and continue to heal him until either he wanders out of the maximum range of your beam (which is about half a screen), he moves or is moved out of your direct field of vision, you stop holding the mouse button, or if either of you die.

 The Beam is emitted from the tip of the Medigun. Although limited, once the beam is focused on a team mate, the gun can be adjusted, which can allow the Medic to heal someone from atop a staircase, or behind a small obstacle. this can also make healing someone from an inconvenient location slightly more possible, but again, it's a limited ability.

This beam has no effect on enemies, and they cannot obstruct the Medic's ability to target a team mate. However, the Medibeam locks onto the nearest Team mate, which can make it difficult to target the desired person amidst a group of team mates.

The Medigun can only heal at a rate of 30 Hp per second, so healing takes a few seconds. Plan accordingly.

 - The Syringe Gun

 This is the Medic's actual weapon. Firstly and most important thing to note about the Syringe Gun is, it's weak. It's the Dan Hibiki of Gang Garrison 2. Each needle does 3 Damage, meaning it takes about 40 syringes to drop most classes. It also seriously lacks range, which is another big weakness of the Syringe Gun. But, all things considered, it is a reliable weapon: It's got a good firing rate (10 per second) and is fairly accurate. And while it's short range is a downfall, it provides a big tactical advantage. As demonstrated in Figure 1a (Below), the Syringes can be fired from behind a short obstacle (in this case, a box) to attack something on the other side, or, in the instance of Figure 1b, to attack someone/thing from over a ledge. In both instances you can remain safe from direct fire while still attacking, or take out Sentries placed in such places.



A big factor in aiming the Syringe Gun is momentum. Figure 2a demonstrates how the Syringes' distance is hugely affected by your own movement.


Thus, running away while firing syringes gets close to no distance, but you can run forward to give the Syringes extra range!

     YOUR ENEMIES:

As explained previously, Medic is the weakest class as far as combat goes, and as thus, it's generally a bad idea to try to fight with him, but, for those of you willing, confident or thoughtless enough to attempt to engage in combat, (Or if you're forced to defend yourself!) these are specific tactics to use against the various classes.

Please, keep in mind, your survival is more important than a dead enemy. Unless it's an Intelrunner or something.


Scout

 In general Medics have a hard time dealing with Scouts, mainly because some of them choose to run past danger and go straight for the intel, meaning they spend only a few moments in range of your low-damage needles. Should a Scout engage in combat with you, try not to allow him to maintain a point-blank distance; A full blast from the Scattergun does a surprising amount of damage, and it doesn't help he's faster than you. It takes little to defeat a scout, however, so dance about sporadically and keep your needlegun on him.


Pyro

 A medic's worst nightmare. Not only do they wreak havoc on a Medic's ability to keep team mates healed, but he moves as fast as you do, and vastly outguns you, making most means of combat with him impossible. If you run into a Pyro by yourself, keep out of range of his flames or you are, short of a team mate helping you or a miracle, dead. That afterburn is deadly, so run away and take cover while firing the Needlegun and hope a teammate comes by who can help you. If you do come across a team mate, Or a Pyro enters your screen, Medibeam the closest Team Mate IMMEDIATELY; you don't want to be responsible for his death too.


Soldier

 Soldiers are quite difficult to deal with, especially one with good foresight. Watch the rockets; They can easily blow you off of a ledge, into enemy fire, away from a Medibuddy, or otherwise screw up a jump you were making. The rockets don't have to hit you dead on to do damage, and even a near-hit can send you flying or dislodge you from a platform. Don't jump needlessly, watch the rockets and dodge accordingly.


Heavy

 It's usually not even worth trying. It's generally effective to hide behind a crate or other obstacle and fire your needles over it until he reaches the obstacle, and then run for cover again, but in most cases this will only soften him up. Do NOT wander into range of a Minigun alone. EVER.


Demoman

 Never underestimate their power of access denial. Three or four sticky mines are all they need to turn a Medic into Roadkill. Furthermore, they can fight by launching the Sticky mines and detonating them in mid-air, and if done correctly the blastback can make it impossible to directly approach one. Still, once you get within arm's reach of a Demo, they're much easier to kill, either by your needles or their own sticky mines, but don't underestimate him their either. Be warned: Even behind a Team Mate(s) A skilled Demoman can still launch a sticky past him and hit you!


Medic

 Fighting with another Medic can get tedious, and tends to boil down to who has better aim. But just remember this: The one chasing always has more range, and therefore the upper hand. Try to remain the chaser as much as possible. Also, if said Medic hops behind a team mate and begins healing him, that's pretty much checkmate; just retreat or find a Medibuddy of your own. DO NOT ATTEMPT TO HURT THE MEDIBUDDY: Medibeams heal faster than they can be hurt by Syringes.


Engineer

 Basically a slower, more durable version of Scout, but the shotgun gets better range. Since you can outrun them, it's easier to avoid point-blank shots, but it's still a rather dangerous weapon at medium range. As for their Sentries, the Needlegun's wide arc makes them well-suited for taking out Sentries placed on ledges or around corners. There should never be an instance where you have to wander into range of a Sentry by yourself.


Spy

 The Needlgun is great for detecting cloaked enemy spies. if your needles uncover one, warn everyone around you Immediately (X, 4 or X, 1/2 [1 for Red, 2 for Blu], 8 ) But only attempt to take him down for as long as is reasonable. The revolver gets some deceiving range and power, so a retreat is not always wise. Fortunately, once a Spy's cover is blown, he usually goes down quickly as nearby team mates will typically attempt to dispose of him. As far as backstabs go, it's almost as simple as not holding still; sporadically move back and fourth, and frequently check behind you for a Spy attack.


Sniper

 Medics are priority targets for most Snipers, so the moment you get shot by one, or see enemy sniper fire, take cover or make yourself as hard to hit as possible (move and jump randomly). A Medic's autoheal makes so that the minimum amount of shots required to kill you is three, so use that to your advantage. If you can get close to him without taking a hit, the advantage may be yours, but if you can't, take cover and allow your autoheal to work its magic. If he decides to chase you down, hope that him closing the distance give you the advantage. Additionally, should you come across a team mate, it's to your advantage to Medibeam him, as Snipers cannot damage a target faster that he can be constantly healed. Obviously, though, he can still take YOU out, so be sure to hide behind your Medibuddy!


Quote

Combat: Quote/Curly are almost invincible to needles behind a bubbleshield, they can run almost as fast as a Medic, and their knives can cause you to miss jumps or fall off platforms. If one gets you pinned to a wall, you're neigh defenceless against them. Dodge their knives at all costs.


Again I remind you [and I speak from personal experience] DO NOT attempt to go Rambo, as a Medic with a death-wish is of little use to the team.

     YOUR TEAM AND YOU:

 As mentioned in the Introduction section, Medic stands the least chance in direct fights, and is the most team-dependant class. The team will always look to its Medics when they need health, so Medics should make it their primary duty to reinforce the team by doing everything that you can to see that they live to see another battle.


 -Medibuddying

While I discourage against it, "Medibuddying" is the act of following one person around and constantly healing them, regardless of the presence of danger. This tactic can be used for things like making a concentrated push against the other team, getting the team mate into a certain position, or, less practically, healing everybody else around you you would be counterproductive (They're complete noobs). The following is My personal list and analysis of every Class' effectiveness as a Medibuddy, from best to worse:

Soldier: My personal favorite. Soldier has a high health pool, close to Heavy's, without all the encumbering speed (but still slow), and his Rockets do a high amount of damage and destruction. The only real problem is you stand the chance to block his shots, so try not to be in intrusion. Give him space so he's free to back up without you blocking his shots.

Heavy: This guy would make the perfect Medibuddy with his absurdly high health pool and powerful gun, but his low speed makes it difficult to cover ground with one. Still, you're usually the safest around one of them.

Pyro: A Pyro with a Medic behind him is a great destructive force! He stands a much better chance of getting in close to his opponents and surviving, but this doesn't guarantee it, especially if the Pyro intends to go kamikaze: His movement speed allows both of you keep up the same pace, AND he won't catch fire, making it much easier to keep healed. Average shield and health pool.

Demoman: Demo's usefulness as a Medibuddy is a variable, since some don't see direct combat very often. A Demo that operates as a trap-layer generally doesn't need a Medic to do so, and despite their awesome power at mid-range, those that choose to go offensive can be overtaken rather easily at close range. Average health pool.

Quote/Curly: A higher-that average health pool and movement speed would make them a lot more attractive if they were actually effective shields. Standing at half your height, shots will tend to bypass them and hit you yourself, and their short-range knives means they have to get in close to do any damage. Still, His/Her bubbleshield can help to shield you and others, which makes them a good choice.

Engineer: His usefulness as a medibuddy is also a variable, since he himself possesses no special abilities. But if the Engineer dies, so does his Sentry. And that is where the Variable lies. His Sentry could be defending a key point, or the Engineer could be trying to build it in front of enemy fire, or may not even exist. His shotgun is still a decent weapon, though. Average health pool and movement speed.

Scout: The Scout has a low health pool, which makes him a fragile shield, not to mention it's difficult to follow one since they move faster and jump farther, often taking to routes otherwise inaccessible by Medics.

Medic: While two Medics healing each other is a great way to get one another past an enemy front or choke point, their low attack power and range is enough to hinder them as an effective Medibuddy. It is the most versatile pairing, however, since the attacking and healing Medic can switch roles when the need arises. Average health pool, but Autoheal makes them slightly more durable than most classes.

Sniper: A poor choice. Most snipers are logically not in the middle of the action, and thus don't need to be constantly healed. Those that ARE in the fray will have a hard time keeping track of you, and they stand least able to be able to defend you from attackers; they only get one shot every two seconds or so, and you stand the chance to block their shots, meaning you could actually decrease their effectiveness. Try to keep a fair distance between him and you to compensate, and be sure to check behind you for Spies. Average health pool and shield.

Spy: Without a doubt the worst candidate for a Medibuddy. Their low health pool makes them as delicate as a Scout, and following them around with a beam on them ruins their ability to cover and move stealthily. While the revolver is a decent weapon, it usually won't hold back enemy advancement.


     HOW TO BE A GOOD MEDIBUDDY:

 While this section of the guide is not directly related to the Medic, it's important for the rest of the team to know how to not, well... suck as a person who the Medic has temporarily befriended. The following tips are basic guidelines to Medibuddy and Friend/Medic etiquette.

 -Defend him!
   While the Medic himself upholds some responsibilities for his own personal safety, he looks upon his team for protection from enemy attacks. If your Medic is in trouble and it is reasonable to do so, aid him in ridding his attacker(s). You'll be glad you did.

 -Don't be Greedy!
   There are many people on the battlefield constantly being shot and wounded, so don't be annoyed if a Medic stops to tend to another injured friend. Though it's okay to ask for him to heal you again, it's rather rude to yield whatever you're doing and demand him to continue healing you. He's a fast runner and can catch up without much difficulty.

 -Be careful!
   Just because you have a medibeam on you doesn't mean you're impervious to damage. Every class (except Sniper and Medic) is able to damage someone faster than a single Medic can heal, so don't suddenly become reckless just because a Medic's tending to you. And try not to lead him into needless or overwhelming danger, as survival is Key for Medics.

     MISCELLANIOUS TIPS:

 -Priority

 While it would be Ideal to heal every person exactly when they need it is impossible, and there will be times where, unfortunately, you have to choose between a team mate to heal. This is where priority comes in. Some people and situations are more demanding and/or rewarding of Medical attention.

Please note that there are many exceptions to these rules, and the circumstance should be approached with an appropriate degree of common sense.

From greatest to least, Priority should be given to:

 1) People who are in the middle of Gunfights: Obviously, these are the guys who are taking the most amount of damage or holding back an enemy advancement, so they will be needing a Medibeam first.
 2) People who are on Fire: Fire afterburn can be quite damaging, but once all other hazards have been evaded, the fire wears off after a short period of time. But the damage being done still warrants quick Medibeaming.
 3) Intel runners: Chances are, someone carrying the Intelligence is going to be under pursuit by the enemy, so having a Medic escort will make the Intel runner that much harder to stop.
 4) Hurt But none of the above: Those who aren't seeing any action shouldn't be healed right away if there are other patients around that are currently depending on the Medic to keep him alive.

In the instance one or more of the same priority example exist simultaneously, you can attempt switching between the two, but do so with caution: you may end up losing both patients! Again, use common sense.

 -Be Observant!

 Learning how to effectively communicate using the Speech bubbles can allow you to warn your team mates about incoming threats they may not yet see, or be unaware of.
Watch the screen for any signs of danger and be prepared to act accordingly. (For example, x-1-2, c-3, z-1 can mean, Look out, there's an enemy Pyro coming!) Hitting the desired pattern of speech bubbles while healing/fighting/navigating the map isn't exactly easy, so on your off time, practice doing so.

 Also, be very wary of what is happening around you. A Spy could try to backstab you at any moment, and some enemies will attempt to take you out before attacking a Patient! Always have a retreat plan.


     In conclusion..:

Remember that as a Medic, you are the only way the team can heal without returning back to the base. This makes you a powerful asset, and it should be utilized to the fullest extent. Whenever you see someone hurt, heal them. If someone is on fire, heal them. Where ever there's a red health bar, make it green. Try to keep as many team mates alive as is surviveably possible, and your team will love you. Not to mention, doing so will give you assist points, and assist points will help keep you close to the top of the Team roster.


That pretty much concludes Volo's Medic Guide. Remember: Stay awake, stay alert, stay alive!

~Volo
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Meower

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Re: Volo's Guide To All Things Medical
« Reply #1 on: April 01, 2009, 07:34:44 am »

Insta applaud.
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Alfred

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Re: Volo's Guide To All Things Medical
« Reply #2 on: April 01, 2009, 08:00:18 am »

Spy: Without a doubt the worst candidate for a Medibuddy. Their low health pool makes them as delicate as a Scout, and following them around with a beam on them ruins their ability to cover and move stealthily. While the revolver is a decent weapon, it usually won't hold back enemy advancement.

D:
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Re: Volo's Guide To All Things Medical
« Reply #3 on: April 01, 2009, 08:01:38 am »

To be honest, I've never met a Healer that actually heals someone.
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juicebox360

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Re: Volo's Guide To All Things Medical
« Reply #4 on: April 01, 2009, 10:20:08 am »

Excellence, as expected from you, Volothamp.

GR WOULD FOLLOW AGAIN
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Alfred

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Re: Volo's Guide To All Things Medical
« Reply #5 on: April 01, 2009, 11:48:17 am »

But...But...'Spy is terrible medibuddy'?
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I_am_awesome

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Re: Volo's Guide To All Things Medical
« Reply #6 on: April 01, 2009, 12:05:03 pm »

But...But...'Taimat is terrible medibuddy'?

fix'd :hehe:
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Re: Volo's Guide To All Things Medical
« Reply #7 on: April 01, 2009, 12:08:53 pm »


 -Priority

 While it would be Ideal to heal every person exactly when they need it is impossible, and there will be times where, unfortunately, you have to choose between a team mate to heal. This is where priority comes in. Some people and situations are more demanding and/or rewarding of Medical attention.

Please note that there are many exceptions to these rules, and the circumstance should be approached with an appropriate degree of common sense.

From greatest to least, Priority should be given to:

 1) People who are in the middle of Gunfights: Obviously, these are the guys who are taking the most amount of damage or holding back an enemy advancement, so they will be needing a Medibeam first.
 2) People who are on Fire: Fire afterburn can be quite damaging, but once all other hazards have been evaded, the fire wears off after a short period of time. But the damage being done still warrants quick Medibeaming.
 3) Intel runners: Chances are, someone carrying the Intelligence is going to be under pursuit by the enemy, so having a Medic escort will make the Intel runner that much harder to stop.
 4) Hurt But none of the above: Those who aren't seeing any action shouldn't be healed right away if there are other patients around that are currently depending on the Medic to keep him alive.

In the instance one or more of the same priority example exist simultaneously, you can attempt switching between the two, but do so with caution: you may end up losing both patients! Again, use common sense.

Great article Volo. I heartily agree with everything written here.

Also, you touched on it but I'd like to stress that in the middle of a pushing firefight, it's not always beneficial to just heal the frontline, especially if it's a heavy or a soldier. If they look like they can survive for a bit and there's someone else in the fray taking heavier damage, focus your attention on them, because even if your heavy or soldier is taking fire, they can still survive longer than the little guy.

I know this isn't always a typical option though, and sometimes if you don't do it right it can end badly. Discretion is advised.
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Re: Volo's Guide To All Things Medical
« Reply #8 on: April 01, 2009, 12:27:55 pm »

I luh u
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Also, fucking retards, a heart made of gold would fail faster than a heart made of ice. Valves of gold fucking suck. Get some brass.

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Re: Volo's Guide To All Things Medical
« Reply #9 on: April 01, 2009, 01:57:02 pm »

Other stuff that may or may not be valid:

If you are running away on generally level terrain, aim the syringegun about five or ten degrees up. The needles will all practically hover where deployed, and unless your pursuer jumps, they all hit. If the chasing party decides to be smart, give the needles a wave about two or three degrees more, and they shouldn't go too much higher than jump height. If you begin jumping however, I cannot offer advice. The needles are crazy when they are shot while jumping/retreating.

Oh, and ASSUMING there was any one reason to go Rambo, it would be lightning intel raids. Only attempt this if you are sure no enemy will be guarding, and most of them are behind you, and only if THERE IS ANOTHER MEDIC. If you are the lone medic, maybe try once at the start, but your team will hate you if you are the only medic and you ignore them.

If you are Medibuddying, they are fully healed, and you are not in immediate danger, STOP HEALING AND SPYCHECK. Especially with heavies, because then they don't have to slow down for nothing, only if a spy really appears. Just remember to start again when you hit a hot zone.

Spies may be healed only if they are uncloaked for more than a moment, cannot be invisible (i.e. not behind enemy soldiers), and/or only if they ask for it. Or if they have intel, remember they die easily.

And if I had anything else to say, it would be VOLO KNOWS WHAT HE IS TALKING ABOUT. FOLLOW GUIDE. AND FOR GOD'S SAKE IF YOU ARE NEW JUST HEAL (non-spy) PEOPLE, IT MAKES YOU CRAZY POPULAR AND IS HELPFUL TO BOOT.
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Re: Volo's Guide To All Things Medical
« Reply #10 on: April 01, 2009, 03:50:01 pm »

YOU BASTARD

NO SPIES? NO SPIES? WHAT SICK MAN PLAYS SUCK PRACTICAL JOKE?
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Re: Volo's Guide To All Things Medical
« Reply #11 on: April 01, 2009, 05:45:06 pm »

I DISAGREE WITH EVERYTHING VOLO SAID.
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Re: Volo's Guide To All Things Medical
« Reply #12 on: April 01, 2009, 06:00:01 pm »

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Re: Volo's Guide To All Things Medical
« Reply #13 on: April 01, 2009, 11:16:46 pm »

gah, wtf volo? deto's are way better medibuddys than firebugs. ignoring the fact that no competent deto uses sticky traps as more than a brief pressure technique, they are by far the most flexible combat class, and are more all-terrain than firebugs, who rely on rambo or bait n wait.
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Dark Legends

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Re: Volo's Guide To All Things Medical
« Reply #14 on: April 04, 2009, 06:46:21 pm »

But...But...'Spy is terrible medibuddy'?

I agree with you point, a spy is a great medibuddy. just depends on the situation, sometimes a spy IS the worst medibuddy.
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