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Author Topic: [Class Guide] - [t and Wigglytuff] "Doktor, Dis Vay!"  (Read 2029 times)

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[Class Guide] - [t and Wigglytuff] "Doktor, Dis Vay!"
« on: August 27, 2013, 09:07:58 am »

“Doktor, Dis Vay!” A Comprehensive Guide on Healer for Young Players

By t and Wigglytuff

What's in this guide
1. Introduction
1.1 Stats
2. Jobs and How to be Good at them
2.1 Healing
2.2 Ubering (Superbursting)
3. Important Ideas
3.1  Running Away
3.2 Prioritizing
3.3 Types of Medics
3.3.1 Team Medic
3.3.2 Buddy Medic
3.3.3 Rambo Medic
3.4 Situational Awareness
3.5 Mindsets
4. The Art of Ubering
4.1 Obtaining Ubercharges
4.2 Overlying Ubercharge Skills
4.3 Classes to Uber
4.4 Uber Juggling
5. Game Mode Specific Strategies
5.1 CTF
5.2 CP Variants
5.3 Generator
5.4 Arena

1. Introduction

Medics are hands down the most important members of the team. They keep fellow teammates alive, support vital pushes, and more. However, they are also one of the hardest to master, due to the many things that must be computed and done during gameplay. They function as "portable health cabinets" and keep their teammates alive so they can perform their functions as well. The three main styles of being a medic are combat/rambo, buddying, and team. Healing, ubering, and dancing are not the only things a medic must focus on, and there are many more details that need to be perfected.

1.1 Stats/Weapons/Tools

Medics have 120 health and are equipped with a medigun and a syringe gun. They are one of the faster classes in the game and have autoheal, which heals the medic at a rate of 5 health/second. The medigun's purpose is to heal his teammates, and ultimately keep them alive. Healing charges up a "superburst" (also known as an uber) that when used, can allow the medic and his patient 8 seconds of uninterrupted killage. During this timeframe, the medic and his patient are invulnerable to any damage, and the patient possess unlimited ammo. Another weapon the medic has is the aforementioned syringe gun. The needlegun holds 40 syringes and each syringe does a mere 4 damage, which makes it one of the weakest attacking weapons in the game.


2. Functions

The next few subsections will cover the main tasks the medic should perform to ensure the survival of himself or his teammates.

2.1 Healing

This is the medic's main function. Keeping your teammates alive is very important, as without teammates, you are easy prey for the opposition and are much more likely to lose. It is usually better to heal the entire team (team medic), as opposed to just healing one person (buddying) or just going around trying to kill people with your weak syringe gun (rambo medic). As a basic rule, when on the front lines of the battlefield, it is better to heal everyone into the green, as opposed to full health, as there will be a steady influx of injured teammates coming in. The more teammates, the more damage you can do and the higher your chance of winning is. There will be more describing the types of "medicing" later into the guide.

Tip - Jumping can sometimes allow you to heal people on the front lines, if you are in the back since the heal beam latches on to those closest to the general area you are pointing to. As a general rule, milling about inside your cluster of teammates may make it easier to distribute health better. Staying in the back is safe, but it may not be as effective.


2.2 Spychecking


Those pesky spies are one of your worst enemies. One of the most coveted weapons in the game is the superburst, and as you heal, you slowly charge up that bar. However, just one annoying spy can put an end to that. One stab and all of your hard work may vaporize into thin air. Fortunately, your syringe gun is well suited to prevent this from happening. One of the spy's main weapons is their cloak, which enables them to prance around invisibly. However, when they're hit with any projectile, be it a bullet or rocket, their cover is exposed a little and a little bit of blood spurts out. Your syringe gun fires pretty quickly and just by spamming it around holding M1, you may discover a crazed Frenchman desperate upon forcing his knife into your back. Hitting a spy with a syringe can also help notify your teammates of the spy's presence, which would allow for a quick end to him.

2.3 Superbursting/Ubering

Pressing M2 when your superburst bar is full enables you to unleash a weapon of great proportions. The superburst, as mentioned earlier, is an extremely part of a push that grants its user temporary invincibility. A class specific mini-guide with tips on superbursting will be included later in the guide.


3. Important Gameplay Ideas

The next few subsections will highlight many key strategies, tactics, and ideas that will be often used on the battlefield.

3.1 Running Away


With allies pretty close behind you - As stated before, the life of the medic (you) is much more valued than the life of a non-medic ally. A fellow ally can just respawn and come back to find that the push is alive and commence fighting again. You cannot afford to do this. The push is supported mainly by its fighters, but its fighters are supported by you. Without you, the fighters will go down, and the push will ultimately be ended. Your team will be killed off one by one, and you will end up back on square one. The most common time in this situation is when you overextend; which means you and a buddy go too far into enemy territory (where there are many enemies of course, with your team placed behind you. Your buddy wants to go in and fight, but right here, you have to think. If you go in, and the bulk of your team is behind you, you can obviously get flanked from the back very easily. When they flank you, there is no safe spot. A safe spot can usually be found right behind your medi-buddy, which allows for him to soak up most of the damage, helping you survive. If you are flanked, however, you have no such safe spot and you and your medibuddy both take a lot of damage. This is where intuition and experience comes in. If you know you have overextended, don’t be afraid to signal your buddy to go back to your main army. Let’s stay he plows on ahead without heeding your advice. Just ditch him and wait up for your other pals. They’ll appreciate the healing too. After all, they need some love too, right?

Main Idea - "if you have overextended and you sense a flank, don't be afraid to run back to your other teammates."

No allies close by - Let's pretend that you and a medibuddy accidentally decided to go rambo and isolate yourself from your friends, and your medibuddy ate a rocket and died. What do you do? In general, it's better to use the path least taken to get out. However, since your goal is to find a friendly teammate to latch onto, it may prove beneficial to take the common path, but the chance of surviving such a situation is less likely in my opinion than the road less taken. Since your speed is higher than most, it isn't too hard to run away from people, but watch out about running into people. Another tip is to make erratic movements and not to be too predictable, after all a sniper shot or a skilled spy can take you down. It all comes down to knowing where your team is and your decision making skills.

Main Idea - "Run, run, run. Take the unused path and make erratic movements to disturb an enemy's prediction."


Tip - Try to find cover, since snipers can easily take down an exposed medic. Try to avoid long hallways or places with long sniper sightlines (cough cough classicwell cough cough)

3.2 Prioritizing

There are two main types of prioritizing: general prioritizing and class based prioritizing.

General prioritizing is in certain situations, there are some players that need healing more than others. Therefore, you want to save them to keep the push alive. These are general rules on who gets a higher priority and who gets a lower one. Priorities also can add up, so be sure to heal the one with the higher average priority. Example - A runner with low health on fire versus an overweight with a decent amount of health left, but in the line of fire. You should heal the runner so he will at least be alive and able to assist the push before healing the overweight.

1) Players on the front lines: These people are losing health all the time from eating bullets, rockets, etc. They need you to heal them to stay alive.

2) Players in the red: These people are very low on health and are at high risk of dying. You should heal them at once.

3) Player affected by afterburn: This isn't that important anymore due to the nerfed pyro, but afterburn can still take a good chunk of health. Heal them up, but remember the priority list.

4) Players that are pursuing the objective: These people are directly helping win the game by capturing the intelligence, capping the point, etc. It depends on if they are actively pursuing the objective, like by actually holding the intelligence or being on the point.

5) Players that do not have full health: As a general rule of thumb, its better to heal teammates up to the green when people are getting injured because it leaves you more time to help the others and they should be able to take a few shots.

Classes based prioritizing is when one player is more important than another during a push. In cases like these, the player with the higher skill level should have higher priority, but there are exceptions (sniper and spy).


 :x16: Other healers are extremely important and make doing your job a lot easier. These people support the push well, just like you.

 :x14: Heavies are also vital for the push. They can provide a fall back option as well as controlling the no mans land between you and your enemy. Their high HP, high DPS, and large hitbox can do a lot for you and the team. Their DPS takes care of people defending against the push, and their high health and large hitbox can soak up enemy projectiles thus leaving you and your teammates safe. Oh, and they also have a sandwich THAT HEALS 200 HEALTH at their disposal, which can allow you to heal other friendlies.

 :x11:/ :x13:  Rocketmen, like the heavy have a large hitbox and plenty of health, while also being equipped with a devastating, ranged weapon. Runners have very low health but are one of the best at wreaking havoc in your enemy's front lines. They can "dance" the opposition and take out key units in the enemy's line, such as a medic or heavy. At 48 damage point blank, their weapon is one of the best for picking off targets at close range.

 :x12:/ :x17:  Pyros aren't as important now, because of the nerf they experienced. However, afterburn can still be a threat and a pyro's airburst, when used properly, is great for shifting enemies out of position and causing disturbances. Engineers are important because they can build sentries, which do massive amounts of damage and can hold areas down very well. They are the best fallback option, as if they have an autogun down in a good place and your push fails, you have better chances to hold your position as you wait for your teammates to respawn. An autogun does especially well in chokepoints and putting an autogun down where it directly attacks the enemy is always a plus for a push.

  :quote:/ :x15:  Quotes can do much to help, as they can block bullets with their bubbles and push an enemy back with their swords. Quotes are also useful for singling out and pinning down enemies, such as against crates and walls. The only downside to a quote is their small hitbox which makes you more vulnerable. A deto is also good at singling out enemies, since mines can pass through enemies. It is a good way to damage a large group of enemies.

 :x18:/ :x19:  Infiltrators are sometimes utterly useless. Usually in a struggle, the middle ground is filled with bullets that no one can pass through so cloaking and rushing is just instant death. If an infiltrator decides to use his revolver, he should stay back and try to revolver snipe people. He should not be on the front lines soaking up damage so his priority is already lower. A sniper shouldn't be on the front lines either. They will usually stay back on a safe spot and take down vital people of the opposition. He shouldn't be taking much damage though, since he's pretty far back.

3.3 Types of Medics

There are three main types of medics: the rambo/combat medic, the team medic, and the buddy medic. The next section will give a main overview of tactics that will cover skills needed to play each of the three different types of "medicing".

3.3.1 The Team Medic

General Overview

The team medic is probably the most commonly used type of medicing. You provide everybody with sufficient health to contribute to the push. Most of the strategies and ideas in this guide stem from team medic play, where healing is shared amongst the group. However, being a team medic is not the best for all situations. As said earlier, the life of a decent medic is greater than the lives of all the non-medic players of the team. This is the most balanced style of play, as you can switch to both other types of medics easily from this standpoint. Team medics are usually not on the front lines and are usually safe behind a wall of the players they are healing. As said earlier, a common mistake of team medicing is to heal everyone to full health. Doing this takes too much time and the other teammates who need health are at a greater risk of having to respawn during this time period. As advised, I think it better to heal everyone up to the green as to be more efficient in healing others and keeping friendlies on the playing field. Another tip is when you have trouble attaching your medibeam to someone. I would jump and then M1 as to get a better view of your teammates and so that there will be less obstacles between you and the person that needs health.

Battlefield tactics

Being in the right place at the right time is very important for efficient healing and staying alive.The place to be is the place you are needed the most and the place where your teammates have easy access to your magical healing rod. Have the people who need health come to you, as being in the wrong place may mean painfully ingesting metal projectiles. The safest and best place you should be in the list below is 1, because you control these areas and baddies are less likely to try and shoot you. 2 is also a good area to be in, but you are more liable to splash damage from explosives and stray bullets. You should be looking to find better area all the time. Spaces 3-5 should always be avoided, but especially 3. If you are stuck in no-man's land with bullets and such flying everywhere, be prepared to respawn. If you are in 4 or 5, you have a greater but still slim chance of escaping and making it back to your own lines.

1) Team-Governed Space - Space behind the front line of attacking that your team already owns. This is the area you control.
2) Team-Possessed Space - Space where your team physically is i.e. the front line of attacking where the most damage is being imported and exported
3) No-Man's Land - Space where projectiles from either side are being violently thrown at the opposing side. This is the place where one step into the line of fire may mean certain death.
4) Enemy-Possessed Space - Space where your enemy is physically is, such as sentries and directly attacking
5) Enemy-Governed Space - Space behind the enemy where the presence of your enemy is very strong. They control this area.

Note: Ever feel like your healing is different at times? Well, that is thanks to the heal ramp, which fluctuates your heal rate. This heal ramp is measure by how long it has been since your teammate has been injured. The heal ramp can make your base healing (15 health/second) jump to 30 health/second so you can heal your teammates faster.

3.3.2 The Buddy Medic

General Overview

Ever seen a medic just pocketing one player, rarely healing others who may need the health? Yeah, these types of medics are known as buddy medics. They will remain attached to their buddy, even as they watch fellow teammates fall or get damaged. So why use this tactic, you may ask? Well, if the person is competent and can defend you, it may be good. However, by just buddying up with one guy, you are ruining your team's potential to deal damage.

Battlefield tactics

What should you do when you get into a battle with an enemy? You should carefully analyze the terrain of the map, and make a decision based off of it. 1 is the best place while you should try to avoid being in the third situation.

1) A place where stuff is between you and the enemy
Your buddy is doing damage to the enemy, but he is also taking in damage. Being on a secure area where you can heal him up is ideal and advantageous, since you are conserving your health and staying alive while also supplying a steady stream of healing. Watch out for spies though, because they'd to love to stab a stationary medic. Another necessity of being in this position is to have some way to run away safely, just in case your buddy is overwhelmed by the opposing forces.

2) A place where your buddy is in between you and the enemy.
Your buddy takes most of the brunt, but is also buying you time for you to heal him. An area of importance is to know whether or not your buddy will try to jump rockets. If he doesn’t, you get a a little bonus of charging to your uber. If he does jump it, however, you need to jump with him, so that you won't take that whopping 55 damage from the rocket. Also watch out for detos in this situation, as their mines can pass through your buddy and harm you.

3) A place where you are facing the enemy at a different angle than your buddy
If the enemy decides to take shots at you, it can give your buddy some breathing room. If he has high enough HP, he can counter the enemy who is shooting at you, giving them some motivation to take their fire off you and put it onto your buddy. If the enemy shoots at your buddy, you have time to recover some health. When you are outnumbered, this vantage of healing is a bad idea because you can be flanked or shot at by a different enemy who can deal a lot of damage to you without a buddy for you to hide behind.

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3.3.3 The Rambo/Combat Medic

General Overview

Ramboing is better in situations where you have to run away and have nobody to heal. Since your DPS is so small, it is hard to gain kills this way so this style of play should only be used in emergencies. Your gun has a pretty good range, but a very long reload time so be sure to conserve ammo and fire only when you know you can get shots in.

Battlefield tactics

Strafing is one of the most important skills of a rambo medic. You can't stand still or else you will be hit, and since you weapon is so weak, you have to whittle your opponent's HP down, 4 damage needle by 4 damage needle. Your goal is to drag out the battle as long as you can, so you can take advantage of your passive regeneration. Strafing, to clarify, is not dancing. Dancing is moving erratically, usually by dancing, but strafing is moving to avoid your enemy's shots using prediction. Knowing the refire time helps a lot, especially against sniper and rocketman. Something I like to do when strafing is all of a sudden standing still. They are going to try to hit you and are expecting you to be moving, so they'll predict where they think you'll be when they fire. Standing still really messes with that. Being aware of the terrain is also very useful here, as you can use it to block shots.
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3.4 Awareness

Awareness is basically knowing your surroundings e.g. autogun placement, projectiles hurled your way, the location of teammates. Being aware is the main difficulty of playing medic.The more experience you have, the better your awareness is usually, as you must think like your opponent. Charging blindly into an autogun nest will do you no good and will usually put an abrupt end to your push.

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3.5 Mindsets
Experienced players may attempt to harass you out of playing medic. They may taunt or :z5: / :z6: after killing you. It is important to not let your emotions get ahead of you. By switching off medic, you put your team at a disadvantage for personal gain.

Instead, try and shrug it off. Look at the death as a humorous one. Laugh. Chuckle. If it really makes you so mad, take a small break and goof around. And then get back down to business.

4. Ubercharging and its Effects

In the middle of a match, a big fight, you’re healing your teammates, and all of a sudden, a bubble with a red lightning bolt in it appears over your head. That is an indicator that you have an Ubercharge prepared. While it must have taken you quite a bit of time to obtain this mysterious thing that you have no idea what to do with, it is quite useful in combat.

When your team needs to get past a particularly difficult obstacle, a stellar defense, the opportunity to properly utilize an ubercharge is neigh. By pressing left click and right click together while healing your uber target, you will give you and your target invincibility for eight seconds, along with infinite ammo. Should you activate the ubercharge while your patient is ablaze, the invincibility effects of it will extinguish the fire. In order to maximize your team’s benefits from the uber, you can flash your teammates that are on fire and/or out of ammo to fix their problems.

Of course, if you are in serious danger, you must use the uber, as it is your ticket to survival. Pop the uber and run for your dear life. Get back to your team and heal, or if the uber is still ongoing, attempt to get a bit of damage in. An ubered lone medic can still fight for a point by standing on it, so you can use this to your advantage by ubering yourself as the timer winds down to 0 and wait for your friends to hopefully arrive and regain/hold the point.

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4.1 Obtaining Ubercharges

Ubercharges, or Ubers for short, are built up by healing teammates. By default, assuming that you are constantly healing a teammate that is not taking damage, ubers will be obtained in one minute. However, the build rate for the uber will double when you are healing an injured teammate, as well as during setup for Attack/Defend Capture Point matches. By healing a Rocketman or Detonator who is dealing out damage to himself, one can obtain a quadruple uber build rate! This is quite useful when you need to get an uber in a hurry.

4.2 Overlying Ubercharge Skills

Naturally, you want your “Uberchargee”, so to speak, prepared to do all the damage he can to the enemy group. Ubercharging without warning is a surefire way to waste valuable seconds as your uberchargee realizes that he is ubered and has to position himself to do damage. The positioning can be done beforehand; why waste a part of the uber on it?

It is usually best to tell a buddy that you want to uber him by saying flashing a directional bubble in the enemy’s direction. If he’s too thick to understand this, run into the enemy. When your buddy runs in and starts taking serious damage, uber him. While your buddy approaches the enemy, walk in front of him to absorb knockback. Under these circumstances, the net movement of your buddy will be undiminished. Keep in mind, however, that unlike its three-dimensional counterpart, Team Fortress 2, in Gang Garrison 2, bullets pass through ubered players, making tanking bullets impossible. When the activated uber dwindles below twenty percent, it is good idea to retreat if there are still too many enemies. That way, you and your buddy live to fight and heal some more.

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4.3 Classes to Uber

Note – All of these commentaries assume that the uber targets are skilled players of their class. Player skill should always decide your uber choices, even if it means choosing a less powerful class over a stronger one. Should the situation during an uber change, switch ubers to adapt. However, should a teammate be in need of healing, you should switch – the survival of teammates is more important than the damage against the enemy team.

TL; DR LIST
Note - These circumstances are offensive ubers that involve chasing, not breaking through defenses, and once again assume that the players are very good.
1: Runner :x11:
2: Rocketman :x13: / Detonator :x15:
3: Infiltrator :x18:
4: Quote/Curly :quote: / Firebug :x12:
5: Constructor :x17: / Overweight :x14:
6: Rifleman :x19:
7: Healer :x16:

Runner :x11:
The Runner is a phenomenal uber choice. His default movement speed is one of the highest possible speeds in the game. His maximum DPS is good at 64, assuming he gets in all of his point-blank shots. With this, he can take out weaker targets – engineers, medics, spies, autoguns – using three shots, and stronger targets – heavies and soldiers – in four or five shots. Incredible firepower, and inescapable, too, in the hands of a good runner.

As a cautionary point, runners have the tendency to run around erratically in order to follow his targets. Unfortunately, that means that he may break the beam of healing. While this is not instantaneous death, it puts him at considerable risk, especially if he is in a situation where the overall DPS of his surrounding enemies is greater than 100. This means that in order to reap the greatest rewards from the uber, you must position yourself near the target, so that it is difficult to break the beam.

Firebug :x12:
The Firebug is a decent uber target, but not one of the finer choices despite his high walkspeed. Since version 2.5, his damage has been significantly reduced, his airblast range shrunken, his flarespam useless. His airblast can clear platforms of enemies in maps like cp_transmission and koth_nukleus, but these perks are situational. Although as of version 2.6, his damage via afterburn has been increased, he is still a fairly bad choice unless you have other teammates with you to do damage and have enemies in close proximity with you and him. The uber’s damage will otherwise be negligible.

Rocketman :x13:
The Rocketman is an excellent uber choice. His rocketjumping grants him great mobility, and his DPS is good at 55, and his range is significantly better than the runner’s. He can set up powerful, unavoidable rocket shots by popping his opponent up in the air and airshotting. However, his rockets are much easier to dodge than the runner’s bullets, and faster classes can escape him. His fire rate is rather slow. Rocketmen are usually at their best at midrange. Since he has splash damage, he can do massive damage to crowds. Use the ubers under these circumstances to do the most damage. Rocketman is also a fairly decent counter to uber pairs, because he can knock them back.

Overweight :x14:
The Overweight is a poor offensive uber choice, but an excellent defensive uber. Due to his ridiculously slow walk speed, which is halved during his firing, he is very bad at chasing and can at best do chip damage against retreating foes. But when he is holding a point and the enemies are coming to him, he can get the most out of his 120 DPS. In order to attack the area he is defending, his enemies must move toward him, and in the process they as they get closer and closer. However, usually if the enemy is smart, they will retreat upon seeing the ubered overweight. After that, it is better to switch uber to an offensive class to pursue.

He does, however, have his benefits with offensive ubers. The Overweight can easily smash through enemy defenses and tear apart autoguns efficiently. However, his slow walkspeed, once again, hinders his ability to do high damage against medium-full health retreating players.

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Detonator :x15:
The Detonator, assuming he is god-tier, is a good uber choice. His max DPS rivals is only slightly lower than that of the Rocketman’s, while completely besting the Rocketman in mobility with a higher walkspeed and much more versatile stickyjump. On top of that, his stickies go through foes, meaning he can pick off important targets like Healers better than any other class. He also has splash damage. Like the Rocketman, you’ll want to position yourself between him and the enemy before ubering in case he wants to chase with his stickyjumps. Of course, if the Detonator is anything less than god-tier, it’s better to reconsider ubering him.

Healer :x16:
The Healer is an awful uber choice. While he has a walkspeed only slightly lower than the firebug’s, his DPS is one of lowest in the game, a meager 30, second only to the Rifleman. Yet the Rifleman’s lower DPS is still superior to the Healer’s, owing to the fact that he can do quick bursts of damage over long range, allowing for picks, whereas the Healer can only do gradual damage at midrange. Bottom line, only uber a healer if there are weakened enemies without a healer close by, if he needs it to survive, or if you have no one else to uber.

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Constructor :x17:
The Constructor is a decent choice for ubers, with no obvious downsides or upsides. His autogun is made irrelevant against retreating foes, as it does not become invincible with him, nor does it build fast enough to do very much damage against retreating foes. He can, however, build his autogun in a high-traffic area and attempt to shoo off enemies while it’s building. His DPS is considerable at around 47, and his walkspeed is average. You should only uber him if there’s no one better to uber or if there are significant benefits for him placing an autogun deep in enemy territory.

Infiltrator :x18:
The Infiltrator is a pretty good uber choice. His revolver has huge range and its bullets have high movement speed. His DPS is slightly higher than the Constructor’s at 50. His movement speed is also average. The only thing that sets him apart from the Constructor and Firebug is his range, which is roughly a screen, as opposed to the Constructor (half of a screen) and Firebug’s (flames cover around one sixth of the screen, flares cover one screen) ranges.

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Rifleman :x19:
The Rifleman is a bad uber choice. His DPS is cancelled out by a medic’s heal rate, and he is fairly slow. His only upside is his range and hitscan. He can do 35 damage in a flash, picking off weakened players. However, in order to do more damage, he needs to scope, which brings his walkspeed to a snail’s pace, hindering his ability to walk. On top of that, he can be bodyblocked by his teammates. When you are ubering him, stay close to his back and be ready to get out of his way when his target moves to get behind him.

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Quote/Curly :quote:
Quote/Curly is a decent uber choice. His King’s Blade has high DPS (Ranging from 104-48 DPS based on his ammo bar), but it pushes enemies away from him. Good Quotes will know to jump up and shoot down to attempt to  pin enemies against terrain to get the most out of their dps. Smart enemies will know to jump to avoid getting pinned against objects. However, the King’s Blade’s range is only slightly higher than the Firebug’s, covering roughly one quarter of the screen. Ultimately, the only unique merit for ubering him is to clear an area of enemies temporarily, namely knocking enemies off a control point on maps like koth_drill and koth_corinth. This is only situational though, and does not significantly increase the benefits of ubering him.

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Uber Juggling

Since ubering replenishes ammo and puts out fires as well as granting temporary invincibility, switching back and forth between teammates is a useful skill. Its good to juggle everyone but the classes with longer reload times (including rocketman and heavy) should be given the higher priorities. You can easily juggle by taking your mouse off the main person you are juggling and rapidly clicking and releasing your mouse on and off your teammates that are around you. If you see a rocket going towards a teammate, you can quickly juggle that person to negate the 55 damage the rocket brings. If one of your teammates happens to be in flames, juggling him will restore him to his normal not-on-fire self.

5. Individual Gamemode Strategies

While the Healer’s play revolves around supporting pushes and keeping teammates alive, each gamemode he plays a slightly different role. Knowing what to do in different situations presented by each gamemode is a great way to increase your helpfulness to your team. Once again, skill should decide priorities.

5.1 Capture the Flag (CTF)

Like always, you want to keep healing based on priorities. As  the objective is to capture the intelligence/flag, priorities, class wise, will shift slightly. Healing should generally be directed toward faster/more mobile classes like the Runner, Rocketman, and Detonator should they drop by, so they can have an easier time on intel runs. Should you come across multiples of these classes, i.e. one Runner and one Detonator or two soldiers, stick with them and give them a constant stream of health while they advance on and attack the intelligence’s defenses.

Should the intelligence’s defenses be difficult to penetrate, obtain an ubercharge and bring in an Overweight or Detonator. The main objective of the uber should be to get rid of all stationary defenses, such as autoguns and sticky traps, since they have high DPS, and then, if possible remove all defending players. Detonators excel at eliminating sticky traps and autoguns via multitasking with multiple stickies, and Overweights simply have a high DPS that can rip through stationary enemy defenses.

Note that while it is important to get the intelligence back to your base, it can be done without a constant stream of health. Yes, heal the intel carrier when he is in the line of fire, but once he passes the protection of your teammates, stop healing him, and instead focus your efforts on healing the teammates on the front line. The intel runner’s chances of survival are much higher than your frontline teammate’s.

Although ubered teammates will drop the intelligence, it is important to not die whilst you have the uber. It's always better the clear out the enemies if you aren't sure you can make it without the uber, and then pick up the intel after.

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5.2 Capture Point Variants (Capture Point (CP), KoTH (King of the Hill), A/D CP (Attack/Defend Capture Point), DKoTH (Double King of the Hill))

Your role on this mode is to once again to support pushes, keeping as many people alive as possible to increase the strength of the push and speed up capture times. However, staying with the main push-group is especially important. As opposed to CTF, when it is okay to leave the group to support a small group of people attacking the intel, CP variant modes, especially Koth, A/D CP, and DKoTH, revolve around pushing. Since the groups that are pushing are usually on the front lines, it is important to be there to support them.

Mobile classes may leave the push and occasionally drop by for health. Place them, along with infiltrators, high on your priority list, since it is they who go ahead and weaken the enemy’s defenses for your push, or attempt to backcap. They also have less time to be healed the other members of your push, as they are not around you as often.

When your team does make it to an enemy point and some members decide to advance slightly to hold off incoming defenders, it is best to stay on the point. Not only does this help capture the point, but also gives your teammates incentive to keep close to it.

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5.3 Generator

In Generator matches you should, if practical, never be defending. Defenders are generally close to a health cabinet that replenishes all of their health and, for Constructors specifically, metal. Meanwhile, the attackers are far away and must face enemy defenders that have access to the benefits of a health cabinet. As a rule of thumb, be on the front lines. Ubering the higher DPS classes is also better, since the gen is stationary and will not attempt to run away.

but gen is dumb and you should never take it seriously


5.4 Arena

Prioritize on healing and dodging. If possible, avoid ramboing, as your dps is meager in comparison to your teammates’. Keep them alive and keep your team’s dps up.

Positioning is especially important. Your death severely hinders your team’s chances at victory. Do not follow an overextending teammate unless you are confident he can protect you. Otherwise stay with the main body of team members. If your team scatters, go with the most skilled player. Should your team lose a teamfight, be ready to run.

When the control point is enabled, use CP Variant tactics.

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Conclusion

Thanks for reading, and we hoped these tactics helped you and your team in game.
« Last Edit: August 27, 2013, 06:34:45 pm by iced t »
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if you dont want to be here stop being a petulant child and posting. just log off. nobody cares about the point yure trying to make, least of all me. instead of giving you the satisfaction of being banned ill just delete all your shitposts/derails for now. enjoy wasting your time.

when baby boy intel is cry and mad ://

t~

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Re: [Class Guide] - [t and Wigglytuff] "Doktor, Dis Vay!"
« Reply #1 on: August 27, 2013, 09:08:42 am »

Reserve, opinions and ideas are welcome.
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if you dont want to be here stop being a petulant child and posting. just log off. nobody cares about the point yure trying to make, least of all me. instead of giving you the satisfaction of being banned ill just delete all your shitposts/derails for now. enjoy wasting your time.

when baby boy intel is cry and mad ://

Derpduck

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Re: [Class Guide] - [t and Wigglytuff] "Doktor, Dis Vay!"
« Reply #2 on: August 27, 2013, 09:13:10 am »

In the running way section you could mention snipers, since they can easily kill an exposed medic. To avoid it you need to be aware of sightlines and such and you need to stay behind something at all times.

t~

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Re: [Class Guide] - [t and Wigglytuff] "Doktor, Dis Vay!"
« Reply #3 on: August 27, 2013, 09:27:36 am »

In the running way section you could mention snipers, since they can easily kill an exposed medic. To avoid it you need to be aware of sightlines and such and you need to stay behind something at all times.

Okay, I'll update it. :z6:

I'm also in the process of adding screenies. They are in the spoilers.

Okay done updating. Check it out people!
« Last Edit: August 27, 2013, 09:47:45 am by iced t »
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if you dont want to be here stop being a petulant child and posting. just log off. nobody cares about the point yure trying to make, least of all me. instead of giving you the satisfaction of being banned ill just delete all your shitposts/derails for now. enjoy wasting your time.

when baby boy intel is cry and mad ://

cabalier

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Re: [Class Guide] - [t and Wigglytuff] "Doktor, Dis Vay!"
« Reply #4 on: August 27, 2013, 09:55:22 am »

Quote
Medics are hands down the most important members of the team.
stopped reading right there :x28:

21Dan

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Re: [Class Guide] - [t and Wigglytuff] "Doktor, Dis Vay!"
« Reply #5 on: August 27, 2013, 10:12:03 am »

Hmm, loooooong. But it's very nice and I'll read it when I have time. I think I know everything I wanna know about medics. I only hate when I play with RBY when he's scout. That bastard. EDIT: read half, good one mate.
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Danikah

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Re: [Class Guide] - [t and Wigglytuff] "Doktor, Dis Vay!"
« Reply #6 on: August 27, 2013, 11:54:35 am »


...
Well, at least I'm mentioned somewhere on the forums.
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Dumbledank

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Re: [Class Guide] - [t and Wigglytuff] "Doktor, Dis Vay!"
« Reply #7 on: August 27, 2013, 05:53:04 pm »

Make sure to mention that ubered players can still contest a point and prevent it from being captured, even a lone medic who ubers himself could save the game by allowing his teammates to get to the point in time.
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Blaze the Cat

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Re: [Class Guide] - [t and Wigglytuff] "Doktor, Dis Vay!"
« Reply #8 on: August 27, 2013, 06:35:45 pm »

well done, very helpful guide

i was doing this stuff before reading, so does that mean i'm doing it right? or do we just share the same opinions on healer? :P
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Hm.

Wiggles

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Re: [Class Guide] - [t and Wigglytuff] "Doktor, Dis Vay!"
« Reply #9 on: August 27, 2013, 06:43:01 pm »

well done, very helpful guide

i was doing this stuff before reading, so does that mean i'm doing it right? or do we just share the same opinions on healer? :P
you're doing it right

be sure to vote for this guide  :yaymoney: :yaymoney:
« Last Edit: August 27, 2013, 06:43:54 pm by Wiggles »
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and you say i am a nigga
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