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Asjo

Asjo's Medic Guide

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I've decided that I wanted to make a few guides about the different classes. I think there's a lot of interesting things to say about this game, but people don't talk a lot about it on here.

I'm hardly any expert on this game, but I'm sure if there are wiser things to be said, people will either chip in or feel an irresistable urge to correct me. I've only played this game on FFA servers and I've played it for less than a year, so I'll be basing my observations on that experience. My main classes are pyro and soldier, but I often end up playing medic instead when the team lacks one or Ljubica needs a pocket medic. I've played an equal amount on 2Fort and Dustbowl, but only have limited experience with other maps.

The life of a medic

As a medic, you will often be of crucial importance to your team. A team of 16 players needs around 2-3 medics to thrive. Your healing provides momentum for your team to push forward and your übers are straight up necessary for mediocre teams to beat a tough defence.

You will often find that teammates try to protect you and stay close to you. You can encourage offensive by healing the players who stay up front and take hard entry kills and you can prioritize where to emphasize defense by deciding who and where to heal. Do you try to keep keep everyone defending by keeping them on high enough HP to survive or do you mainly focus on healing the heavy who's holding down the fort and buying time for your team to prepare against a massive incoming push.

Another important choice is how you best find you can help your team. You have three choice of medi gun that make all the difference in how you contribute to the team. Kritzkreig, Medi Gun and Quick-Fix all have very different uses. Your choice should depend largely on who you have on your team and what the opponents are doing, as I will explain in the next chapter.

The tools of healing

Medi Gun

The most appealing choice to many medics will no doubt be the medi gun. With a normal übercharge that provides invulnerability, you have a good way to keep yourself alive if your teammates aren't doing the job. Medi gun also provides you with a brutal way of forcing your way through the enemy base. It can be near impossibe to stay alive in situations where you enter a room that has three sentries waiting for you, snipers shooting left and right and sticky bombs right around the corner. With a normal über you have a carte blanche to just jump in and shoot up everything.

When going against massive opposition, a normal über would be used on a heavy because of the amazing damage they can do up close and their durability which allows them to sustain offense once they have the upper hand. However, a normal über will also helps sticky demos and pyros thrive. The sticky demos will be able to kill well protected sentries around a corner. In some situation, if sentries are too well protected, a sticky demo will be able to win out where I heavy cannot. If two engies are repairing, the sticky demo can quickly adapt and kill the engies first if he needs to. And if there's a big cluster of players, they might shield each other from the fire of the heavy, while the area of effect of the stickies will make sure everything dies. Pyros can kill sentries effectively as well, but will have a hard time if there are other pyros to blast them back. But if an übered pyro manages to catch a group of enemies in a small area, they can do the most damage of any übered player, having a higher damage output than the heavy and having the airblast to make sure enemies cannot get away. Using a normal über against a soldier is quite wasteful, and the damage will likely be limited unless you're against a group of low hp opponents. The solder will not be able to do enough damage to a sentry that is being repaired by an engineer, so if you über a solder against a sentry make sure it's in a situation where he will be able to kill the sentry first and the engineer later.

If you are against a low skill team, heavy/medic will be the most powerful combo there is, since the heavy has such high damage output and no one can really stay alive long enough to kill him with the healing. It such a situation, it makes sense to retain your über longer, only using it once someone gets the jump on you and you're exposed or if you run into another heavy/medic combo.

Kritzkrieg

While a normal über can turn a bad situation good, a kritz über can turn a decent situation great. The inherent vulnerability of the kritz über is that in situations of high pressure, you will often lose it too late and die, never reaping the full benefits. If you don't get it right, you will use it too early and let opponents get away or use it too late. While you can make some difference yourself, the success also depends on your team and your opponents. If your opponents are very aggressive and all over the place, they will rarely give you a good timing to über. In order to kill your opponents you have to get at them very directly to make sure they don't escape, and against a very aggressive team, you might simply take damage too fast. You might hide away with a soldier, waiting for your über to get ready, and then have two opponents jump right at you and force you to waste the über by using it prematurely to kill them or keep them back. However, if you have passive opponents or a team that groups up, you will always have a good situation for a kritz über. It will be easy to catch a timing where you can find a lot of players waiting for you in a particular position and you won't be forced to über prematurely because your team can protect you. While a normal über is often necessary against sentries and defensive spam, and often wins you good positioning, it very rarely can be as effective as a good kritz über. A seemingly unwinnable situation can be turned around by just a few well-placed crit-shots.

If all your team has for attack are a few pyros, scouts, demo knights, a slow heavy and a soldier who's not the best teamplayer, then kritz can easily be a lost cause. More often than not, using kritz on someone who hasn't got a clearly purpose for it can do just as much harm as good. A pyro doesn't need kritz since they do as much damage with their crit-axes. Only is a select few situations where they can quick spam a room full of players with their flame gun does a kritz über provide any significant advantage. Instead, getting krtiz will force the pyros to run forward in order not to waste it, and they will mess up their timing and get themselves killed. Demo-knight will be limited to their four pipe bombs and while crit can save them in a few tight close-combat situations, it will more often drive them to be less careful and take damage too quickly. Against a stationary defence with a few defenders waiting i cover, some crit pipe bombs can be nice to kill all the players surrounding the sentries when you hit them. But the difference is margical. Heavies can make great use of a kritz über, but just rarely get the chance to. If heavies get too close, they get exposed and die too quickly, and if they are too far, they will never catch up to the opponents running away. As the damage of the heavies is gradual and not instantly, enemies will have a nice chance to retreat if not caught up in the open. Where a kritz über is really at its best is when used on a sticky demo or a soldier. Both combos can both be argued to be the strongest in the game, even stronger than the feared combo of a heavy with a normal über medic. So, what's the difference? Well, a sticky demo will be more flexible in dealing his damage. He can quickly deal damages to opponents no matter the angle and good stickies are all but impossible for anyone to dodge. The amount of damage that eight kritz stickies can do is insane. The main problem for the demo is distance. If the opponents can do a great amount of damage from a distance, the demo will have to kill them more slowly, picking them off little by little. A soldier can more easily keep a drive forward because he does damage on distance faster. Therefore, a crit-soldier will be able to get more kill against hard and aggressive opponents than a demo will, whereas a demo can use his flexibility and extra damage (more stickeis than rockets) to do more damage against a passive and clumped up opposing team. However, you require a better and more aggressive soldier to make good use of a crit über combared what you need in a sticky demo. Another detail is that a soldier who uses the normal rocket launcher for the kritz über, thus having four shots, will be less effective than one using Black Box or Liberty Laucher. However, a soldier using Direct Hit will normally be less effective because of the lack of splash damage.

One important detail to remember is that krtiz doesn't do extra damage to buildings. So, if the player you intend to über is just about to kill off some buildings, with few or no players to kill, waiting with the kritz to avoid having your teammates waste half of the kritz doing normal damage to the buildings. The downfall of being a pocket medic to heavies is that some of them get too meticulous about never dying and simply push too slowly, ruining any tactical advantage their massive tally of kills might have provided. You will only want to pocket these guys if your team is really hard pressed, in which case their kills might grant your team an opening.

Quick-Fix

The use of the Quick-Fix for medics is often contested. Mostly because it's über is so useless on maps where manifest heavy defensive positions and do more damage to 300% extra healing came come even close to surviving. Obviously, with the higher healing rate, quick fix can seem like a sensible choice if you're the only medic on a team, but at the same time it will mean that your team lacks to bite than a regular or kritz über could give your team. Your extra healing might sustain an attack, but if your team simply takes too much entry damage your healing will often be wasted. Another crucial factor is that lack of overheal. Overheal can will often mean the difference between life and death for your teammates, and Quick fix offers none. This is particularly problematic for heavies that depend on that extra health to get in good position and beat their closest opponents without dying. With the overheal, they can survive with a bit of health and then run back to allow the medic to heal them back up to full health (or preferable being overhealed again). In soldier faceoffs, the medic might have to step back in order not to be hunted down by the enemy soldier, so the only thing giving the soldier on your team an advantage is the fact that he's overhealed.

So, why use quick fix? Well, if you're not the only medic and your team attacks in large attack groups, the quick healing really can make a difference. The other medic will provide the crucial übers and the overheal, while you'll make sure to keep people going by healing them up, while being careful not to let yourself or the other medic die, using the quick fix über if you have to. A recent update added another good reason to use quick fix since you can now jump together with soldiers or sticky demos. If your opponents have a weak defense, a good soldier will be able to break it with the help of good healing and good positioning. The good positioning can be gained by rocket jumping (example: soldier jumping onto the balcony in 2Fort), while the healing will be provided by the medics who flies after him. The soldier will survive most battle because of his positioning, getting the jump on the opponents, but without the healing of the medics he would more easily be caught among too many opponents or slowly get wittled down.

Often, the best use of a quick fix über is in a situation where an enemy is trying to hunt you down, ignore the player you're healing. Here, the quick fix über does what a kritz über cannot; it can keep you alive, and comfortably so. With the enemy chasing you, they'll be exposed to your teammate who can pick them off while you enjoy a 300% healing rate on yourself to keep yourself afloat. If you are entering an area where you look to be at a disadvantage, you can also use the über here. While it's good to keep in handy for saving yourself, you shouldn't hesitate to use it. Before you know it, you'll have 100% übercharge again, and there won't be many situations that are ideal for you to use it in. Just know, you can never use this über to face unbeatable odds the way you can a normal über, and if you try to use this über to that effect, you'll fail miserably. A pyro who would otherwise die trying to kill a sentry just around the corner might be able to take it down and kill the engie with a quick fix über, but the pyro will not be able to do so if the sentry is up a flight of stairs and can shoot at you all the way up, in what will be a very long and painful trip to get close to the sentry.

Vaccinator

This is a tricky healing gun, and not one I would recommend you to use. While it gets übercharge faster, the übercharge is also weaker. If you choose to use this gun, make sure you use it as a pocket medic, as it requires great focus for the one you're healing to play to its advantages. The only chance this gun has to be better than the Medi Gun is that you get ideal situations where you limit the number of opponents you have to fight at at time. In such a scenario the über of this healing gun can be close to as powerful as a regular über since you will be able to match the damage type of all the damage that you're receiving. If you match the damage type of the damage that you're receiving when übering, your healing target will basically only receive 25% of the damage aiming at him. At the same time, you will have a much easier time staying alive because you will be healing 25% of the damage that your healing target it taking. Adding the 10% resistance that normal healing to your target adds, the Vaccinator could be slightly better than Medi Gun. However, the lower overheal rate and the fact that constantly have to cycle through damage types to provide the right resistance means that it will not be nearly as good in any other situation.

Often an über will fail terribly since there are different damage types targeting your healing target at the same time. A greatly redeeming quality is the fact that you can use your über in four parts. For every 25% übercharge you've reached, you get a mini-über. This means that you can activate a two-second über even at 25% übercharge. If you activate at 100% übercharge and keep holding down your mouse button, you will use it all. However, if you release your button, you will only use down to 75%. If you're at 75%, you can likewise use down to 50% or use the remaining über down to 0%. This means that you can targets parts of your über very specifically. For instance, if you know that you will fight a sentry next, you can use 1-2 parts of your über to kill it off, and still have something left for the enemies that might come once you kill the sentry. It's not possible to switch damage-types while über is activated. So, if possible, only use one mini-über at a time, switch damage types and quickly reactivate. Also keep in mind that being able to activate über at 25% makes it easier for you to stay alive as a medic. If someone is chasing you, simply activate the über and set the resistance to their damage type. You might only have to use 25% to get away.


Healing focus

Regardless of which medi gun you pick, you still need an understanding on how to emphasize your healing. If your team is attacking heavily to break an entry point, and your teammates keep retreating after getting low, you will likely be of most use staying back a bit and making it easy for whoever needs to be healed to get to you. However, if your team is a bit passive, and several full-health players are lurking around or randomly spamming, you should focus your healing on the players who seem to drive the team forward. Since you respawn in Team Fortress, no battle is ever won by just killing your opponents, rather by moving forward while doing so. So, if many players are low, how do you distribute the healing? Well, some classes have a harder time managing with low HP than others. Pyros and heavies are altogether too fragile with low HP to do enough hard. Soldiers and demos can effectively deal damage from a distance, but low pyros and heavies can only successfully kill with low HP when they manage to gain positional advantage on their opponents. That means that instead of having a pyro in front, blasting around enemy players and rockets, you will have a pyro hiding around corners or carefully spamming flares. A heavy will wait around a corner or just stand in cover until the right opportunity arises. Then again, if you're facing an entry point where the opponents are using a lot of defensive spam, the pyro might have a hard time getting much done, so therefore it would be more important to heal the soldier who, with some healing can be more daunting and spam back effectively to force the retreat of camping opponents.

If you start healing a player, you should always seek to heal them up to full health and a bit of overheal. Nothing is more annoying that having to wait in the back to be healed and them being still stuck short of full HP. You need to establish a trust between you and your teammates, and a part of that trust is that you won't just "tease" heal them, but that when you heal them, they can actually depend on it. Of course, this doesn't apply to all situations. In defensive situations, you might have 2-3 players rotating to defend a choke points. If the opponents are trying to spam them down, you need to make sure none of the exposed players have low enough health to die from a random rocket or shot. So, if a player runs for cover, you might have to wait with healing him up until the other players defending run for cover. If you aren't under a lot of pressure, though, you will benefit from healing the low players before the go elsewhere to get healed up, since healing low players will gain you übercharge faster. So, make sure they don't get disgruntled with your lack of healing and get away - heal them enough that they feel it makes sense to stick around. And, of course, in any situation where all your teammate are full health and none of them are exposed, make sure you overheal them all so that they have that temporary benefit, even if you won't be able to keep healing them.

On the topic of trust between the medics and their teammates, another relevant point arises. "Pocket medics" are often frowned at because they choose to heal one player over all others, perhaps even giving all their übers to this play. However, a team is more likely to benefit from a pocket medic than be harmed by one. That one player you're healing will do the damage of 3-4 other players on your team if he or she has decent skills. What makes the difference is that when you work closely with someone like a pocket medics and target will do, you can get to develop good attack timings and attack patterns together. You get to understand the weaknesses and strength of each other and manage to rely on each other. Also, a soldier who feels he can rely on his medic will jump ferociously around a corner, only having the aim of killing his opponents and not letting them get away. A soldier who does not depend on the medic will be limited because he also tries to limit the damage he takes, being more likely to use careful strafing techniques or more forward less decisively. It does not matter if the soldier depending on the medic does a lot of damage. He often faces his opponents with the advantage of being overhealed and only going for the kill. Once the opponents are down, there is plenty of time to heal up while moving forward. A heavy that's always overhealed and jumps into battle will often win the faceoffs with other heavies and kill their medics as a consequence, this accumulating the advantage. A pocket medic will often be better protected than a "team medic" because whoever they are healing will be just as aware of them as the other way around, because of the dependency. Just keep in mind that being a pocket medic does not mean you don't heal others. It just means that your first priority is to keep whoever you're healing at full health and stay close to them. If that is accomplished, you can stray to heal others. Just will just never move away from your main target to heal those other players. Your teammates can still depend on you to save them if they're near you and burning to death, but if they fall behind, they cannot call on you to come heal them.

Another doubt that might fall on medics is how to position yourself while healing your team. Most players find medics a taste snack, and because of their crucial role, they will always be high priority targets in most situations. Players will often find themselves in a situation where they are unable to kill their immediate opponents before killing the medic healing them. A good general rule for a medic is to always keep your teammates between you and the enemy. That can be hard in areas where enemies can jump down from above to get at you. Here, you will want to seek the far corner or wherever there is cover which mean that enemies can only jump down in front of you and shoot you, making it much easier to dodge and survive. In such position, don't run forward just because a teammate in the far corner keeps calling out "medic". Make they come to you. You run towards them and next thing you know a random pipe bomb from above kills you. At the same time, never get caught behind. The most important timing to sense when healing your team is when the team is moving forward. If resistance is broken at your current position and your team surges forward, you must be with them. Getting this timing right means that you can make sure always to be in decent cover or moving directly towards one, not lingering in between. Keep in mind that the best cover might not always be among your teammates. Sometimes you'll have too see which position is opportune. For instance, a medic staying under the enemy grill/grate on 2Fort to heal the teammates fighting in the entrance will almost always die from some opponent who comes from the corridor or grill when they least expect it. Rather, it would be better to stay win the sink room, just waiting for an opponent to jump forward, in which case you'll fall back to the more exposed position. This way you manage to stay in the least exposed position, healing your teammates, but adapt to how the situation develops.

Über timing

How do you get über timing right? I've learned the hard way myself. I was too cheap about using my übers. As a perfectionist, I didn't want to use them a second before I had to. Often that meant that I would surprise whoever I was übering, wasting valuable time, or would have to uber two save my life. Übering a player who has just used most of his shots and is yet to reload is a waste since more time will be spent reloading than shooting. And if, as a medic, you insist on waiting for the perfect time to über, you will often be slightly too slow or end up exposing yourself because you keep trying to have a peek to see how many opponents might be around the corner. Say you're going to use kritz über on a soldier. If you're too slow, your soldier will have already used the first shot and started aiming for the second by the time you realize that it's a good time for the über, meaning a valuable opportunity has been wasted. If, instead, you see a few opponents and decide that it's time to make a quick push, you can über just as the soldier step in, before using the first shot, and the soldier will know exactly what to do, being on top of the situation. Rather than just trying to damage whoever is most exposed, the soldier will know to damage those who do quickly kill him or who are in a position to run away. The soldier moves forward quickly and picks off several opponents since he knew from the beginning that moving forward was the most important thing for the success of the über.

Of course, you should hesitate to use a über to save yourself. If you have kritz über ready and a heavy/medic is coming at you, being just around the corner, don't wait to see whether your soldier can finish them off, which is often unlikely if the heavy protects the medic well and the soldier gets not random crit-rockets to help finish off the heavy. Catch them off guard by using your über before they can escape or use theirs. You might end up killing only those two, but you survived, and in doing so you prevented an über from your opponents. Of you have a an über ready and you're approaching a heavy defense, try to focus mostly on using that über. If you stop to heal teammates, you might get killed before you have a chance to use the über or you might be forced to waste it. So, if you're in a room with four low teammates, you would do better to ignore the others and über one of them. With the über, you can kill all of your opponents, whereas if you stay and heal the players, you will likely be slowly picked off and surrounded if you're in enemy territory. So, by using the über you save more players than by healing the low players. You must always keep in mind how to keep the attack going forward and break entry against a tough defence. Of course, as with everything, this isn't set in stone. If you über a heavy to take out a few sentries, it's a shame that the pyro stayed back due to low HP and didn't catch the fleeing enemy medics, who instead return with an über against you. If it doesn't delay you too much or put you off your über timing, you should definitely heal your teammates before using the über, but pressure from your opponents just often will not allow that.

Often you just have to accept that you need to rely on others to get the best über timing. If you use voice communication, this is quite easy to coordinate, but if you don't you'll have to watch for when a player is fully committing. If a teammate that you're healing runs straight at the opponent instead of slowly progressing, you better über them. They've realized that you have über ready want to get close to the opponents, and you will learn to recognize that. Don't' do your teammates or healing them and following them into a defensive choke point (example: lower entrance to courtyard on 2Fort) if you're not ready to über them. If you have a normal über ready and a pyro/sticky demo/heavy runs into a room that has two sentries ready, and you keep healing and following, they will expect that you über them and quick die if you don't. The more players you don't über when given the opportunity, the more will die. And the longer you wait to use your über, the longer until you get another one. So, when you have an über, always look for that opportunity where a fully loaded teammate of your can charge right at the opponent. Of course, there are situations where you should try desperately to preserve your über. For instance, when you've gotten into the intel room of your opponent on 2Fort, preserving the über to help you get out can be well worth the risk of dying in your attempt to get in. And if you know there are sentries in a heavily defended position right around the corner, try to avoid using your über just because you feel threatened by a few opponents popping up. Rather, go for cover if you have to and wait until your opponents are able to push through, healing only what you can without being exposed. If you use the über too early in such a situation, you will might killed a few players (if they don't manage to run away), but will not get any sentries, and your team will have to wait for another über to break the tough defensive position.

Do not be afraid to über a heavy a bit late with the normal über to allow him to get into better position for the über. It can be risky if the heavy suddenly dies, but unless you expect a sticky trap, kritz über or have sniper shots going off near your head, you can normally let the heavy take a bit of damage before activating the über. Also, if the opponents think there's a chance that they can kill the heavy, they will sticky around, making it easier to kill once you go on über rampage.

Medics fighting

And when does a medic need to pull out his weapons and fight? Rarely, if with a good team. One of the most frequent situations where you will have to do damage is against spies. Once you recognize that a spy is going for your heavy, who won't be able to react in time, you place yourself directly in front of the spy, blocking them, and start to hit them with whatever weapon you've got, to kill them, scare them off or to buy time. If the spies go for you, you might not always have time to react, but often they will go for that overhealed heavy of yours who's tearing apart their teammates and is about to be übered. What you need to learn is to recognize when the spies are try to get in the right angle for a stab against you so that you can dance with them appropriately and make sure that they never get the chance. If they take one step to the side, you need to either take a step back or turn towards them.

Scouts can quickly get in and out and they will use this to target you when you're in the back of your group, attacking a choke point. If you have a syringe gun, and no one else is trying to save you, you should get close to the scouts as well. Getting up close to the scouts all the while firing at them will mean that they take damage very quickly while they have a hard time hitting you because you move so quickly around them. Since their quick themselves, that will make it even harder for them to hit you. They will try to get distance, jumping back, and once they do, you seek cover. Always use the walls when you can and pre-fire the scouts around the corners. If you are caught out in the open and allow them to use the guerrilla tactic of going back and forth, any good scouts will kill you before you can kill them. But if you surprise them by anticipating them and getting up close, you can do enough damage to outright kill them or simply force them back or force them to avoid your pre-fire around the corner, thereby missing their best damage opportunities.

In the fights against scouts and spies, you kill targets that your teammates might not spot or be able to hit properly. The only other situation where it is preferable to shoot rather than heal is in situations where your teammates cannot do enough damage quickly. If your teammates are reloading, that might be a good time. Another situation would be one in which a pyro is closing in on the soldier you're healing, who's failing to get a decent shot in. With good airblasting, the pyro can get close to the soldier without dying and will be able to kill the soldier with crit axe despite your healing. However, if you take out your syringe gun and start damaging the pyro running towards the soldier, there is nothing that the pyro can do the mitigate this damage. The pyro will be low when reaching the soldier, and the point blank shot of the soldier will finish off the pyro.

There are also situations where you should seek the fight when you use the syringe gun, and where it's quite advantageous for a medic to fight. In the water on 2Fort, a medic beats a pyro that doesn't use shotgun every time. The pyro has almost no way of dealing damage to the medic, who can quickly dispense of the pyro. Soldiers and demo knights are very vulnerable in water as well. The soldier already moves slow and will have a hard time getting in the right position and making full use of their splash damage and the knockback effect of their rockets. The demo knight will not be able to properly target the pipe bombs. So, if you swim around them, using your speed and the flexible syringe gun that suffers no disadvantage in water, you can often win those battles as well.

Blutsauger is the best syringe gun to have in almost any situation. You'll probably find that you use it a lot when you're on a weak team. All your teammates die off and the opponents immediately try to change you down. If you run away all the while firing at your opponents, this gun can keep you alive surprisingly well in tight situations. Since it's a decent distance weapon with a good amount of ammo, you can spam it around corners if you have enough distance to dodge the shots of the incoming demo or soldier. If they keep at you, eventually they will be too low and you can kill them before they kill you. However, if you don't manage to get any damage in and they get close to you with near full health, they will almost always kill you before you manage to kill them. So, don't outstay your welcome. Buy time and try to keep opponents chasing you low while you dodge around corners.

Not all medics use syringe guns, and no doubt that it can be hard to win any kind of close combat with crusader's crossbow. I've seem medics go great stuff with their melee weapons as well, which is particularly fortunate if you use Übersaw and get charge from your opponents. However, any good medic has to realize the limitations of melee fights. Sure, you can finish off a distracted engineer or a cornered sniper, but you'll be exposed while doing so and will not always have much luck in such an endeavor. In some situations, it can be wise to use your chance for a melee hit, though, if an opponent is distracted and you have to fight them. First you hit them with your melee weapon once, and then, anticipating their reaction, you which to syringe gun and start strafing while moving away from them. The reason that you do this is that often a fully loaded syringe gun will not be enough to kill you opponent, unless you hit the mark perfectly. However, with you having saved some shots on the initial melee damage, it likely will be.

Medic technique

As far as surviving goes, as a medic you want to speed as far away from the teammate you're healing to avoid taking damage from the fire directed at them. However, if you the enemy is moving in on you, getting between you and your teammate, you need to get close to the person you're healing. This way, they can protect you more easily and you can more easily stay behind them if the opponent changes angle. Another factor here is to avoid getting blasted away from the player that you are übering, ending up wasting it this way. Likewise, if you über against sentries the positioning you use is important. Heavies and pyros need to get close, and the only way they can do that is often if you run in front of them and block the shots of a sentry. A pyro can only kill the sentries at melee distance, while has heavy will greatly benefit for getting closer. If they heavy is too far away, he will do insufficient damage to the sentry and the engie will be able to repair too quickly and keep the sentry alive.

Be aware not to have two medics healing the same player unless he's taking heavy damage. When two medics heal the same player their healing rate is significantly lower (healing rate is divided by number of medics healing a target. So, if you're alone with a medic and another player, just heal the medic and let the medic keep the other player overhealed.

Something that can be very useful is sharing an über between several players. When shared, a normal über can allow several players to move forward or allow you to save players on your team. Whenever you stop healing someone during an über, they will still have the über for around a second, so if you switch quickly between targets, you can keep two or three teammates invulnerable. With a kritz über, you can give one player kritz and them switch the über to another player once he has to reload. Just keep in mind that whenever you change über target, it can really mess with the mind of the player who was originally übered. The surprise can stun them or if they loose the über for one second before getting it back they can start to doubt their attack and be more careful, killing less opponents as a result. Against sentries it can be particularly risky to switch the über between several players. Also, your charge will be drained more quickly, since there is a penalty if you apply the über to a new player while another player is still under the effect of your über (so, the more players you über, the quicker it drains).

Melee weapons

I do not really feel that melee weapons are such an important aspect to cover, so I have snuck it in here at the end. There are two good choices in melee weapons as medic: the Übersaw, which has a very significant advantage in that it adds 25% übercharge for every hit against an opponent (except cloaked spies). On the rare occasions where you get to use melee as a medic, this advantage will make the Übersaw worthwhile. It also allows for the so-called "medic trains" where two medics über each other in turns, use Übersaw to build more übers and keep on chain-übering each other with the übers they build from hitting the opponents. Another viable melee weapon is Solemn Vow. The advantage of it is slightly less significant, but applies at all times. Since it allows you to see the health of your opponents, if gives you a much better idea of whether you can finish them off quickly enough if you're forced to fight or flee. Also, if you use voice communication, you use this info to give valuable information to the player you're attacking with. For instance, if a heavy is at half health, it might be worthwhile for a soldier to go for the heavy even though the heavy's being healed by a medic.

It's worthwhile to note that the crit chance on melee weapons will often be high on medics. Melee weapons have a base of 15% crit chance, as opposed to the 2% base crit chance of other weapons. You get a bonus to your crit chance based on the amount of damage you did within the last 20 seconds. Whereas other weapons can add a maximum of 10% to the crit chance, bringing them to a 12% crit chance, melee weapons can add 50%, meaning they can get as much as a 65% crit chance. Since your assists on kills against enemies count towards your damage does in this respect, you will often have a very high crit chance as medic.

I'll add more to this guide when I can be bothered to do so smile.png

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Wow, nice post! Thanks for sharing.

If I can drag my sorry ass away from FFIX I might try some medic tonight following this guide (I rarely play medic).

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Wow, nice post! Thanks for sharing.

If I can drag my sorry ass away from FFIX I might try some medic tonight following this guide (I rarely play medic).

Good, I'll need a pocket.

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Good, I'll need a pocket.

I've always wanted to quick fix a good soldier since the medic goes with them now...

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A lot of words. I will do a decent answer on that later, when i have the time, but so far a few points:

On Kritzkrieg

* A soldier with a "normal" rocket launcher in a tight spot is ALWAYS better than any other rocket launcher when you have a Kritzkrieg. Because, no real need to aim because of splash damage, and 4 shots. See Se7en for reference. :-P

* Kritzkrieg is my medigun of choice for defense, usually. Paired with a Heavy, Soldier or Demo... let them come. Best is having 2 people to uber, then... with good coordination, you can have 8 crockets on its way. ;)

On Blutsauger

* My weapon of choice. If it is handled right, you can do an awesome amount of damage. If you know what you do, you can always go against Spies, Scouts or Engies, even Snipers if they don't have the Cuntspam. ((%§§(**§$&& weapon). Hell, i sometimes use it when charging the enemy for a "quick refill" when i am low on health.

* Whatever you do, MAKE SURE THE CLIP IS FULL. I always check before charging into a situation with my teammates. It's worth that second. It saved my life so many times.

Attacking/Fighting as a Medic with a Blutsauger

-> i will only cover the Blutsauger, as i suck at melee :( and am actually a Blutsauger expert. ^^

* If needed, a Medic can go very well as an interceptor, especially against Scouts trying to get away with the intel, as he is the second fastest class in the game (modifiers aside).

* Using the Blutsauger depends on what you have to deal with. Against Scouts and Pyros, try to stay out of close range, preferably in an area where they cannot move quickly. My preferred spot to hunt Scouts or Pyros is either the water, or in a long, tight tunnel. :3 Also, Soldiers on low health are easy prey (unless they're Se7en, then you better be behind him). If they move faster than usual, they are low on health and a few well placed needles solve that problem.

Interestingly, If in a tight spot and you have to deal with Soldiers or Demos, being really close to them - which means, running into them until you bump into them - is the best way to deal with them. Most of them - with a few exceptions - won't be switching to melee, and will take a second to try to aim at you without damaging themselves. And in a tight spot, every second counts (and gives you health and deals damage to them). Unless it's Se7en. He doesn't care about self-damage. And you're dead anyway.

* When feeling cocky, or being in a good situation, you can use the Blutsauger to start an attack although you're low on health. Just shoot a full clip into their general direction - no real aim needed - reload, and switch to healing. The moment you have your charge pointed at your teammate, you'll get a decent health boost, and sometimes a few kills. Yeah, a few. Don't forget, you're spamming 40 needles in a row, which means 400 damage without random crits. Oh, and, maybe a lucky 120 HP back. ;)

On being pocket medic

This game's basic concept is team work. It's not called Team Fortress for nothing (although, lately, Trade Fortress... *sighs*). The Medic is a class designed for teamwork. A Medic alone has no special value (most of the time). But while teamwork with other classed adds up, teamwork with a Medic multiplies. Therefore, having a good tag team partner is, like the Heavy says, "credit to team".

Like Asjo pointed out, when having a good tag team partner, this also means that sometimes, you have to ignore people. But this shouldn't stop you from telling your tag team partner to stay back for a moment, as someone else might be a better choice to uber. As said before, an invul Pyro can spread a lot of havoc and destruction, but it does not mean that you shouldn't switch to another person for a specific task. Like, to a Heavy or Demo to take out a sentry nest.

On Stacking

A.k.a. two Medics on one player. This can be very effective, because it means you can each other alive, and deliver more ubers. This requires switching, though. Don't insist of you healing the player that does the damage, just for the points. If the other's got their charge before you, switch to healing them, and they shall deliver the uber. Don't try to be selfish. You'll do a lot more damage like that.

In General

* Trust noone, if you don't know them, DON'T TRUST THEM. They might be a Spy. They might leave you in battle. They might jump off to another place (yeah, FU, Soldier, i got crits ready, there's a bunch of them coming AND YOU FUCKTARD JUST JUMP AWAY). Unless you're not entirely sure on what they might do, better be paranoied on their actions.

* Don't trust anyone to protect you unless you know they will. You, as a Medic, are a prime target. THE prime target. (Yes, leave me alone, Se7en. :-P ).The enemy will try to aim for you first if they got half a brain. If you can't trust your teammates to protect you, prepare to run. Hell, start running when you're having less than 50% charge left, because you might need it.

* Don't tease heal. If you have a 100% charge on your medigun, and you heal up other people as the person you will uber later, TELL THEM that you will only heal them up. Let them know it. "Here, wait, i'll heal you up." Overhealing someone that is close to a Sentry is often misunderstood as a "okay, let's go kill that thing." And they will rage at you later, and they're right to do so. Please. Don't tease heal.

* Heal everyone. Noone is too low for your healing beam. Spies, Scout, whatever. ESPECIALLY your own team's other Medics. Every point healed means your charge is getting up faster. And seriously, nothing is more humiliating than ubering a good Spy that rapes the enemy team then. Thnx to Bloody for the many lulz on that. ^^

And the thing that annoys me most:

Two Medics healing the same person will heal that person faster, BUT it will reduce their build up of charge. So, if you see another Medic healing a target, don't do so, too. Heal the other Medic, instead. Everyone is happy about another 50% health, and you need that charge as fast as possible.

...damn... and here we go, i ended up writing something tl;dr worthy. -.-

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This is an excellent collection of medic advice. Makes me want to go play some more on UK!

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[quote name=im a penguin ;)' timestamp='1352851488' post='145424]

This is an excellent collection of medic advice. Makes me want to go play some more on UK!

Dude, you only have to ask your wife. She's doing pretty well, actually. :-P

You're still welcome there. ;)

Edited by DrObvious

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Bring your medic :]

Stop that. You only want another target to shoot at.

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Thanks for the tips! A very useful guide, indeed =)

I would like to add a couple of simple advices,often overlooked: never melee a spy, disguised or not (even if it is sometimes tempting to get free uber, at least if you equip the ubersaw), unless you take him by surprise or you see that he's one of those "you're hitting me but I will keep ignoring it becuZ i'm a pro deceiver" spy.

A good spy has so many tricks to kill a medic up close, trickstabs, damage output of the revolver/amby etc, and usually for that one time you manage to kill a spy, you get stabbed at least three times.

And in tight situations remember that you can multi-uber. Often, quickly switching the uber between two players can save lives and help killing enemies more effectively. Just don't do this while targeting a sentry tongue.png

I must confess that, at least for me, the best (and fun!) ubers often came from unexpected and far from ideal conditions. I remember a time when I ubered a good widowmaker engy, because we were ambushed and most of the DPS class were killed. Well, that engy just kept shooting and shooting, killing and killing, because the enemy team didn't run away, probably underestimating the consequences XD

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I must confess that, at least for me, the best (and fun!) ubers often came from unexpected and far from ideal conditions. I remember a time when I ubered a good widowmaker engy, because we were ambushed and most of the DPS class were killed. Well, that engy just kept shooting and shooting, killing and killing, because the enemy team didn't run away, probably underestimating the consequences XD

That is why i like to uber Bloody. ^^ Seeing a spy doing trickstabs for the lulz while he's ubered is fun. ^^

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And that´s how you play medic smile.png

pocket medic ftw

WELCOME TO THE FORUMS :-))))

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Since I wrote this guide quickly without planning it, I of course ended up leaving out and forgetting a lot of things. I've added a few of those to the guide: use of quick fix über, late über timing, sharing an über, block sentry shots to allow über target to get closer, the use of normal über on soldier. I'm sure I'll think of more, and since people seem to appreciate the guide, I probably can be bothered to add it smile.png

It's interesting to hear your take on things, Obvious, since you're likely the best medic I've ever played with on the LotusClan servers, and certainly the most awesome one. Does not surprise me that you talk about Blutsauger a lot tongue.png

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From what I read with one eye on the bus, this is a great guide to the basics (and more) of medic. I will read the rest tomorrow when I'm not so drunk that reading with one eye is easier than two.

£2.95 bottles of wine FTW!

Also Ljubica, where is your app?

Edited by Princess_Possum
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Great medic guide...any player wanting to learn to play medic should read this guide. To become a good medic its always good to have a good mentor to teach you...someone you can pocket and build a relationship with. Become a regular on these servers and keep track of good players that will help you...and help keep you alive. And one more thing...if you see a medic waiting to use a tele dont jump on the tele in front of them. Medics and engies should always take first priority on the teles. Thanks for the guide...I approve.

sig-118467-random.png

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Does not surprise me that you talk about Blutsauger a lot tongue.png

Well, you know, you already covered most of the relevant topics already, so i thought i add the stuff people usually don't know how to use... and Blutsauger is one of the most underestimated weapons in TF2. Although. Not so much anymore when i've played on a server for a while... ^^

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block sentry shots to allow über target to get closer

^This! Every medic should know this trick.

Run behind engy and let his sentry kill him... x) Similar to bonk scouts.

And ty for welcome :o)

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I'd like to add something to "sharing an uber", when it comes to normal uber.

I've seen a couple of great medic moves on control points; control points are prone to sticky traps. Remember that when you switch uber targets, the initial uber target will stay ubered for another second or so. Which means, when you see your teammates running into a sticky trap, a gamble my pay out: most demos tend to explode the stickies as soon as 2 people are in it, even if there's more to come. If you see stickies and 2 people stepping on them, you can switch your uber target to the other player, keeping them both ubered for a second or two. If you're good enough, you can keep 3 or even 4 people ubered and alive (and i managed the latter only once, so trying that usually means you're desperate enough to do so). It is a tactical gample, as it will deplete your uber in an instant, but you might be able to keep your team alive like that, so they can effectively wipe out the rest of resistance.

Bloody posted me a link to a vid...

... Re: "the life of a medic"... sad but true...

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Added a few minor things. Even though it's obvious, I had to mentions that kritz doesn't do extra damage to buildings. Also, snuck in a reference to how heavy medic combos own low-skill FFA servers :)

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Added a few minor things. Even though it's obvious, I had to mentions that kritz doesn't do extra damage to buildings. Also, snuck in a reference to how heavy medic combos own low-skill FFA servers smile.png

Agreed.

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Added a few minor things. Even though it's obvious, I had to mentions that kritz doesn't do extra damage to buildings. Also, snuck in a reference to how heavy medic combos own low-skill FFA servers smile.png

Harvest especially, a decent heavy-medic combo can win almost on their own against a disorganised team.

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And the best Advice imo: If you want to be a Medic, heal everyone. being a Pocket Medic is fine and good when you need uber, but abandoning a dying teammate over a 450 Health Heavy is really unnice. Oh, and better don't use Vaccinator except for when you play MvM. because you sometimes can't know what damage type is waiting ahead. so you go ubering someone with bullet resistance against Soldiers and Demomen for example. for MvM however, beautiful choice imo since you will know what kind of damage type is upcoming. trust me, it's not half funny to use Vaccinator in normal Gameplay. some people even hate you for it.

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And the best Advice imo: If you want to be a Medic, heal everyone. being a Pocket Medic is fine and good when you need uber, but abandoning a dying teammate over a 450 Health Heavy is really unnice.

...

...Vaccinator... some people even hate you for it.

Depends. If you want to be healed, take care of the Medic. Soldiers rocket-jumping to St. Elsewhere as soon as the enemy shows, for example, don't really need healing. Except i need uber. Then maybe.

++hate on Vaccinator in regular gameplay. First of all, the Medic needs to know what he does there. Which a lot of Medics don't. Second, the guy you're healing is in front of you and sees the enemy first. If that guy doesn't tell you what kind of damage is coming up at you, you're dead meat, too.

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      Crit axe combo

      Sometimes good pyros are feared for their impeccable airblasting. More often, though, they are feared for their use of the crit axe combo. Using Degreaser and Axtinguisher, you can employ a simple technique which allows you to do great damage to your opponent. In fact, a hit from a crit axe will kill every class that’s not overhealed except for a heavy. However, while the technique is simple, it’s getting the chance to use it that is really the biggest challenge.

      In itself, the technique is as such: getting within melee range of an opponent, you set them on fire with the Degreaser, the very instant you set them on fire, you switch to Axtinguisher and hit your opponent. Your Axtinguisher will do crit damage against burning players, so using this technique will allow you to quickly kill any opponent who gets close. If you catch them off guard, even the mighty heavies will fall with just two strikes, unless they are overhealed by a medic (in which case three successive strikes is enough). One thing that is very important to mix into this technique is the airblast. Airblasting your opponents basically lines them up for your strike, and without the airblast to pin them down, hitting your opponents can become really difficult. Thus, the technique becomes: fire, instantly followed by alt-fire, then 3 to switch to melee, instantly followed by fire again. There are times when you’re better off not airblasting, for instance when an opponent is getting away and it just out of reach. If you set him on fire and keep running forward while switching, you can catch up and kill him almost instantly with the Axtinguisher. However, if you opt to airblast such an opponents, you will accidentally blast him just out of radius of your crit axe, and you will end up in a very difficult situation. When this happens, I curse the fact that I automatically airblast whenever I employ this technique. However, in a lot of cases, it works into your advantage. Sometimes soldiers react instantly when you set them on fire, so your airblast will actually deflect the rocket that they instantly fire. This airblast not only saved you from the rocket, but likely killed the soldier as well by doing increased damage by hitting him at point blank.

      You should not be stuck blindly using this technique, of course. The above situation describes how you can use it to engage a single player. However, if you run around the corner and run into three opponents, a smarter option might be to set them all on fire first and them just hunt them down with the Axtinguisher. If any of them do try to flee, you can airblast, but by not having to switch between the weapons you can do damage with the Axtinguisher quickly enough that you can kill your opponents before they manage to kill you. Whether or not you use the normal crit axe technique will often depend on how quickly your opponents can do damage to you. If they are waiting for you around the corner, possibly pre-firing at you already, you won’t have time to heard them and maximize your Axtinguisher damage. Instead, you will have to use the crit axe technique to kill whichever opponent can damage you first and them either go for the other opponents or be ready to mitigate their damage with airblast into you can get in position for another strike with the crit axe (or you can bring them down with crit flares, which are useful if they are outside the range of the axe, but on fire already).

      Airblasting

      Airblasting is no doubt the most important ability that a pyro has. Therefore, no matter how good you are, you are not a complete pyro before you learn to do it. With experience, you will learn all the airblasting timings by heart. It will never by easy to airblast Loch-n-Load pipe bombs or Direct Hit rockets, and in some situations you will simply have to rely on preemptive airblasting, predicting when an airblast is likely to be needed. However, as much as you can, try to prevent doing “panic airblasts”, where you airblast because you’re nervous that you might not be quick enough to react to a projectile and therefore just hope that you do it at the right time. More often than not, it will fail, and relying too much on “random” airblasts will prevent you from becoming really good at doing it.

      Airblasting can be good in any situation. If you’re surrounded by opponents and won’t be able to damage them in time, airblasting them will often diminish their chance to deal damage and buy yourself or your team valuable time. Whenever you airblast opponents back, you put them out of position and have them scrambling to refocus. However, if you airblast soldier unnecessarily, they are likely to sting you. Many good soldiers wait until you airblast and shoot right afterwards. So, always airblast with a specific purpose. If a heavy übers, and you ran towards him just to airblast him, you might delay him with your airblast, but once he lands, he will likely be able to kill you with his mini-gun before you retreat around the corner. If, instead, you are patient and wait until the heavy jumps around the corner (he will jump to minimize his spin-up time), you can airblast him back with a minimum risk of him hitting you. If you desperately want an opponent not to hit you (if they are übered, for instance), airblast them upwards by aiming upwards while you airblast them. However, if you are also trying to kill your opponents, be careful not to get them too high in the air since you want them to land soon after. Sometimes, you can get in trouble if you’re trying to kill an overhealed soldier because you airblasted him into the air, hit him with your axe, and the knockback of the crit drove him even further away so that you couldn’t finish him off. If you do this on purpose, make sure you have a flare ready to finish off the last remaining health.

      Basically, airblast is great to catch any player who wants to run away from you. A medic is slightly faster than a pyro, but if you manage to barely hit them with a few airblasts, you can delay them sufficiently to catch up. Blasting them into a wall might be optimal, but any blast upward or away from their escape path will do. While airblasting is a part of the crit axe combo, it can also be great to set you up for a hit with the crit axe combo. If a sniper or scout is defensive in base and is strafing back and forth carefully around the corner, airblasting them will pin them long enough that they won’t be able to escape when you set the crit axe combo in motion. Also, if a medic gives you kritz über, all rockets projectiles you airblast will be kritz ones. While a kritzed flame thrower can kills a group of players really quickly if you catch them by surprise, you will often die running into them. If you get the chance, airblasting can be a really good alternative, depending on how close your opponents are.

      You can airblast pretty much anything in the game. Any missile you airblast will deal mini-crits to the enemy players you hit (but not to buildings). Only exception is Cow Mangler, where all reflect shots will do normal crit damange when reflect. If a sniper throws Jarate or a scout throws Mean Cleaver, you can airblast it back in their face. Only a few things in the game cannot be airblasted (most bullets, Pomsom, Manmelter). What's important to know about mini-crits, apart from the fact that it deals more damage than a weapon usually would, is that it deal damage regardless of distance. This means that ever at long distances, where a soldiers damage with his rockets would be fairly insignificant, your deflected rockets have a big impact. Airblasting does have a its limitations in certain situations, though. Once a medic with Quick Fix activates übercharge, you cannot airblast the medic, nor his healing target.

      Once you become really good at airblasting, you should consider learning the airblast rocket-jump. See an example of the pyro airblast rocket jump
      . Pipe jumping, where you airblast pipes to use them to jump up, is easier to manage, but not as effective. For people who are used to rocket jumping as a soldier, this technique should be easier to learn. When rocket-jumping you crouch, jump, fire in instant succession. You do the same when airblast jumping. The crouch-jump makes sure that you jump further and higher, while you need to airblast the rocket somewhere close to you and below you to give the needed momentum. In my experience, the hardest way to rocket jump, is when you jump over a rocket and airblast it right below you. This type of jump gives you more of an upward momentum. It is easiest to do when people are shooting at you from above, as illustrated in the video example. The reason it's harder is that the timing you have to hit is shorter. If, instead, you sidestep a missile (aimed below your waist), you can more freely airblast it as it's going by you. You simply let the missile fly right by you, do the crouch jump while aiming your flamethrower at your feet to that side, and airblast the rocket. As long as the rocket is in range to be caught by your blast, it will go where you point it to. While the more difficult technique of jumping over the rocket will usually cause you to take almost full damage from the rocket, around 75 health, airblasting the rocket to your side will normally only cause you to take around 50 health of damage. If you don't want too much momentum and just need to which jump to a low building near you, just do the airblast jump without the crouch.

      Predictive flares

      Typically, if you make good use of your flare gun, you will get one kill with the it for every two kills you make with your Axtinguisher. Weapons in Team Fortress do greatly diminished damage if they are fired from a distance. Because the flare does full damage and afterburn regardless of which distance you fire from, it’s worthwhile to use the flare gun to kill opponents who are shooting at you from a distance. If you shoot at people who are running away, it’s often easy to read the path which they are going to take. Engineers and snipers in particular seem to always run right where you expect them to, not wanting to delay their retreat. Medics might stay for a bit longer and do more strafing when they retreat, and solders and demos might stay and spam some more before running back. Once you’ve airblasted an opponent, it’s also very easy to hit them since they are pinned down. However, it’s hard to hit opponents who know you’re shooting at them and are actively watching you and trying to dodge. One thing that makes it harder for people to dodge you is that you’re strafing back and forth. It’s easier for people to predict a shot coming from a player who is standing still than a shot coming from a player moving. This is because once you’re moving, they have to recalculate the angle at which your shot might be fired. Furthermore, if you move towards them, they might be inclined to react in different ways. If you start moving towards a cuntsman, he will normally stop to aim right away. If you start jumping around, a sniper might adjust his positioning slightly to be more directly in front of you. If you run close to the wall where the scout is and make it hard for him to hit you, this will normally prompt him to run away from you in a circle line around you. Once you notice these patterns of movement, it will be much easier to predict where you should hit your flares. Regular snipers normally strafe quite slowly. If they know you are firing any them, they might move slightly. Whenever you fire at a sniper who knows you’re there, you just aim just slightly to the side of him, in the direction in which he will retreat. Cuntsmen that you’re a facing in direct combat will strafe more heavily. So, if you jump to your right and he misses, you can expect him to either jump/run or quickly strafe slightly back to his left. Heavies will either stand still or move slightly while firing. If they are facing some fire, and have decided to move, they will only move slowly, and normally go back and forth, not wanting to stray too far away from the direct angle to their opponent. They will only break this pattern if they see that you’re shooting at them, so normally hitting them with the flares is quite straight forward. If they start dodging back and forth between shooting, you should try to get an area that is directly in front of them, and closer if possible. At this angle, they will be more inclined to stay and shoot and it will be harder for them to dodge your shots since your shots will cut off their sidewards movement better. Pyros will often go behind cover only to come running right at you, so if they dodge, you can depend them to peek forward a moment later. How they do it will depend on whether the aim to engage or to simply shoot at you from a distance.Even though it's nice to get off a quick flare against opponents at a distance, you should never run around the map with your flare-gun out. You should always have the flame thrower ready to airblast opponents and their projectiles away.

      Enhancing the team

      As a pyro, you can have the responsibility of acting as a support class for your team. You can do this effectively in many ways. If your team has forward sentries, you can fire the flame thrower to spy check. Spies often like to hide out around dispensers. Likewise, if you see an opponent running right towards your teammates without firing, then quickly dying, it’s likely a dead ringer spy, and you should stay back a bit and use your flame to see if you can catch the invisible spy where he might try to run past your team. If your teammates are on fire in an offensive position, make sure to extinguish them with airblasts, unless any medics are ready to heal them (if the medics don’t have other players to heal, they can get slightly quicker charge by the player being damaged and you don’t have to waste your ammo). If another pyro is trying to go for your teammates, you should be even more aware of airblasting them since this can counter crit damage of the pyro. Make sure you stay aware of protecting them medics, pushing away anyone who jumps at them with your airblast and saving them from stray missiles by airblasting those. If you are next to a sentry that is being spammed by the opponents, you should also airblast those projectiles. Often low-skill demomen will spam pipe bombs at sentries from above in hopes to slowly kill them off if the engineer dies or doesn’t pay attention. If you airblast these pipe bombs, your own team won’t take damage from them since they become your pipe bombs. So, this way you can save the sentries. When you need to enter choke points, pyros can often do a good job as front runners, deflecting rocket shot from above or airblasting away stickies from sticky campers. If your team is being held down by stickies, make sure you clear a path by blasting them to the side so that your team does not have to waste an über to get past a very dedicated sticky camper in a choke point. Stickies that are stuck to walls might sometimes be a bit harder to airblast away than stickies on the floor. If it’s just a single sticky, and the demo cannot see you, it can sometimes be a worthwhile to destruct a lone sticky in a tricky spot with your axe instead.
      Fighting in water
      With the loadout that I have recommended, it will be hard to fight under water. Whereas a shotgun would do undiminished damage and benefit from the slower movement speed of enemy players, a flare gun will not even fire in water. A flame thrower won't fire in water either. So, with the limited non-burning damage of Axtinguisher, you are at a distinct disadvantage against any other class underwater. However, there are a few tricks that can help you regain a bit of that advantage. If you hold down your jump-button to swim on the surface of the water, you can still fire your flare gun. So, whereas your axe will do greater damage per second by simply hitting opponents underwater, the flare gun will give you a chance to do some damage at a distance. This is great in situations where you are fighting an opponent who is low on health in water. Even if you're at full health, a soldier will be able to kill you off easily in water by shooting unblastable rockets at you underwater, pinning you down before you ever get the chance to get close. However, if you get to do the 30 damage of the flare gun, you could finish him off where your life would otherwise be forfeit. You can also use the flame thrower if you stay on top of the water. However, you will do no damage to your opponents if they stay under the surface of the water. However, it's actually possible to airblast an opponent who is under water, even if you're above it. You cannot angle your airblast far upwards like you normally would. If you aim the flame thrower straight out in front of you, you can only aim it a little higher than that. This helps airblast opponents away from you and lets you get out of water.
      Should your opponent ever make the fatal mistake of staying on top of the surface of the water, you've got them. If they are on the surface of the water, they can catch fire. If you set them on fire and they stay on top of water, they will remain on fire for about a second. If you are right in front of them, you can just use the crit axe combo against them, without airblasting. If they are up against a wall, you can set them on fire, airblast them out of water and use your crit axe to kill them. If they are not against a wall, you can set them on fire, airblast them and finish them off with a crit flare. If an opponent is underwater, up against a wall, it will take three airblasts to get them in a position where you can use the crit axe combo. First airblast is to get them out of water, second is to get them higher, third is to get them high enough into the air that you can set them on fire before they hit the water and do the crit axe combo as they fall down on you. It's possible to do with two airblasts, but this will rarely succeed because your opponent is resisting.
      Despite all this, the best advice about fighting in water is still not to do it. Given that, you can still use this knowledge to your advantage. If I jump into water on 2Fort to go into sewers, a scout might spot me and jump after me. If I just try to run, I will be dead since he can get some clear shots at me as I'm trying to exit water and getting cover in sewers. But if I don't run and stay at the edge entrance, I can kill or greatly injure a scout with the crit flare combo. Just before he surfaces, I shoot the flamethrower. Since the flames linger for half a second, he will catch fire once I airblast him out of the water. Then I can switch to flare gun and get in my shot. Even if it does not kill him, it gets him out of the range of a killing shot and makes sure that if he pursues you further, a single flare will kill him. If you don't airblast the scout out of water and wait for him to exit water before doing the crit flare combo, it is likely he will land his shot first. Remember, you can also do crit flare combo while you're in the water yourself if you have to, but when the scout is trying to exit water is when you can be sure he will seek the surface. A few of the best scouts will not exit water until they see that the pyro is in fact running away. They'll stay in water, out of airblast range, and shoot, meaning you're dead whether you stay or run. However, by far the most scouts I have ever played against will want to directly chase down what they see to be a free kill and won't pause.

      Killing all classes

      Scout

      Scouts are tricky to kill because they are faster than you and you need to get close to them. They have a surprisingly high damage output, which is why you should never run straight at them if they’re standing still, waiting for you. In such a situation, flares will set them in motion, and once you’ve hit your first flare on them, you’re set up for the second hit, which will kill the scout if he’s still on fire, meaning they have to avoid getting too close to you, allowing you to chase them. However, scouts will actually rarely seek a direct engagement with you. They have low HP, and if they stop to start shooting at you, a stray shot from one of your teammates will quickly finish them off. Instead, they will try to outmaneuver you to either get past you or to get in a position where they can do damage to you or your teammates before you can react properly. So, since scouts will try to get past you, you often get the chance to pin them down with the airblast. Any time a scout has used both of their jumps, they are just as helpless as any other class you will airblast and use the crit axe combo on. However, good scouts will always preserve that last jump, using it to dodge when their opponent reacts to their aggression. So, always try to corner the scouts. If you manage to corner a scout, and you are at full health, they will almost always be dead, unless they get crit or use Force-A-Nature. Regardless of where they jump, you will be able to catch them in an instant, slam them up against the wall with the airblast and kill them in an instant with the crit axe. If they get crit, they will kill you in one salvo, and if they use Force-A-Nature the knockback will save them.

      In big open areas, scouts will want to engage more often. Due to their mobility, it’s possible for them to isolate the players they want to fight and avoid the others. They will normally keep jumping around you, making sure they’re close enough that their shots do good damage (if they kill you too slowly, they will randomly get killed off by one of your teammates if they keep jumping around, shooting only you), but far enough away to dodge you. Here, the trick is to always close them down, making sure they don’t have any space where they can land comfortably without risking you setting them on fire. Doing this keeps them jumping, making it harder for them to focus on getting in the decisive damage. Once you manage to close down a scout, you force them to jump past you. Whenever a scout jumps past you, you turn around and run in the direction that they are jumping, although slightly sidewards to cut into their path. Now, you can airblast them in the direction that they are jumping and crit axe them right afterwards. Even though they have their second jump available, they cannot use it to jump away from you. They cannot jump forward, nor backwards, and whichever side they jump to won’t be enough to bring them out of melee range soon enough. If, while performing this move, you know that won't get within melee range, use this chance to land and instant flare on the scout after the airblast if he’s burning. If you fail to close them down and they get some space, be careful not to run right at them. Strafe back an forth while running at them, shooting flares to make sure they can never stand still comfortably. If it seems like the scout will be able to get a clean shot at you without you having the right angle to kill him, strafe backwards, airblast the scout out of position and shoot a flare at the scout. Only use such delay tactics if you are forced to, though, if you do this several times, you will give the scout too much of a chance to kill you.

      Soldier

      As a pyro, you should have the advantage when fighting soldiers. You can airblast any rocket they shoot at you, and often use it against themselves since they are a slow class and won’t dodge the airblast rocket easily. If they take out their shotgun at a distance, you will be able to do more damage to them with flares than they can to do you with their shots. However, mess up your airblasting once, and you are in big trouble. 70% of all soldiers use shotgun, and will quickly see the opportunity to finish you off. So, therefore, airblasting is the most important element to beating a soldier. If they haven’t managed to damage you while you are running at them, but still decide to take out their shotgun, it’s often a death sentence to them, and you can almost always get close enough to crit axe them. However, one thing to be aware of is the offbeat timing that most good soldiers use to catch you with their rockets. They either shoot before you would expect or wait just a little longer than you anticipate. If they can catch you at a bad angle around a corner, where it’s hard for you to airblast, they can catch you with their first rocket, and once you’re immobilized by the knockback they have rich opportunity to shoot a second rocket into the floor or wall near you, out of your airblasting range, but still dealing damage. And if you’re getting close to using the crit axe on them, they can save a shot for the moment that you take the axe out and try to finish them off. Unless a soldier uses Direct Hit, you don’t even have to predict their shots if you’re good at airblasting, since you will always be quick enough to deflect the rocket. However, at close range, you do. As a last measure, a desperate soldier will be happy to shoot right into the ground, which will mean that you cannot airblast the shot, and you are knocked away from him, both of you taking similar damage. However, if a soldier has used all his shots and has to reload, you should never hesitate to get close and kill them with the crit axe. If they do manage to reload one rocket, you’re so close that they will be forced to use it right after the reload, meaning you can easily predict the timing of the shot.

      The fact that soldiers have many ways to sneak rockets off at you means that you should not be too standoffish while fighting them in open areas. Whenever you’re around a doorway or at a choke point, doing that can be incredibly effective, but if there is any space at your sides at close-mid range, the soldier will be able to shoot rockets outside of your airblast radius and slowly kill you off. Some will simply take out their shotgun. Since you aren’t moving towards them, cutting off any retreat angles, they can purely focus on dodging, more easily escaping the flares. Sure, bad soldiers might feed you the rockets you want, but the good ones will always have a good chance to kill you. Airblasting while moving is slightly harder, but it really helps to limit the options of the soldier and make it much harder for them to beat you. Once you’re running at them, one thing that instinctively seems to bait a rocket out of most soldiers is activating your flame thrower, even if you’re not in range. Whenever a soldier sees this, they will fear your airblasting less and start to envision the pyro in front of them catching up to them and setting them on fire. So, they want to shoot a rocket at you to keep you back. That means that you can usually expect a rocket almost right after you’ve activated the flame – you’ll get used to the timing.

      Any soldiers that use Direct Hit are likely to have an advantage on you. It’s incredibly hard to airblast these quick rockets, which means that you will often be quite defenceless until you get close to the soldier. Most pyros can airblast them at long range. At medium range, very few pyros will manage consistent deflects. At close range is where most pyros get kills with their deflects against Direct Hit soldiers, but also where they die most often. At this range, no pyro will be quick enough to react to the Direct Hit rocket. Instead, you anticipate when the soldier will shoot and activate airblast right before the shot. Since you have a hard time airblasting, what is interesting about fighting Direct Hit soldiers is the chase. Due to the very limited blast effect of Direct Hit rockets, the soldier will be more likely to shoot directly at you instead of aiming for your feet. This often means that the rocket become easier to dodge. If you can anticipate when the soldier will shoot, you can bait a rocket by running straight forward and then strafing right when he shoots. Once you close in on them, even the Direct Hit soldiers will try to aim for you feet to knock you back. However, given that you’re running towards them, you can simply jump over such rockets and avoid most of their damage. Often it’s smart to be jumping in advance when you’re approaching close range against a Direct Hit soldier. Since Direct Hit mini-crits when hitting airborne targets, jumping bears a risk, however, if you are hit once, it will set the soldier up for a second shot and likely kill you either way. When you run at them, make sure you try to cut off any retreat angles while constantly strafing around and forcing them into bad angles with your flares. If you can get close to a Direct Hit soldier and keep them from getting a good shot by airblasting them around, a Direct Hit soldier can be just as easy to pick off as other soldiers with the crit axe combo. However, what often happens is that you dodge their shots and shoot flares at them. They try to retreat once you’re close, you use walls and corners to dodge their fairly predictable shots and finish them off with the flares, without ever getting into melee distance.

      Pyro

      Fighting other pyros can often be a costly affair. Unless you outmaneuver them, they will do almost as much damage to you as you do to them when you kill them. And the fact that you have no quick way to kill them off (since you cannot use the crit axe combo) means that their airblasts will leave you exposed, more easily killed off by their teammates. Of course, enemy soldiers will often work to your advantage when you face other pyros. While the other pyro is focused on you, your focus is on the soldier. He will often no have any qualms shooting rockets at you when one of his teammates is close to engaging you. Once he does, you deflect that rocket to bring down the other pyro. This can be a great way to deal with a tricky situation where you are surrounded by opponents and a pyro is keeping you pinned. If you do end up fighting other pyros, positioning is really all-important. If a pyro is running straight at you, you can start running backwards and activate your flame thrower. Your flames will have longer range since you’re running backwards, whereas their flame will have shorter range because they are running forward. Not only will your flame hit them first, since they are running into you, but you can stay away from their flame altogether. Yes, since you are running backwards, they will run 10% faster than you. But before they ever catch up, they are dead. So, this way you can kill another pyro almost without taking any damage. If a pyro manages to catch you off guard. You need to quickly airblast them back so that you once again have a chance to keep your distance while backing off. Of course, when you are attacking, it won’t work out quite so easily. You need to get behind the other pyro. If you round them around their side, while making sure your flame keeps hitting them, you will often do more damage than them because they have a harder time controlling their flame while standing still or moving forward once they have to quickly aim to their side. Some pyros will sidestep and get in your way, and if they do this, you have to airblast them to the side. Once you manage to get behind them, either by running past them or airblasting them, you’ve set up a situation where they have to run towards you. If they don’t, you’ve cut off their retreat path or you’re allowed into their base. So, once again, you have a great chance to run backwards and deal damage while they’re running at you. Skilled pyros will make sure to airblast you away so that you don’t get in position. If you’re almost cutting them off, what will often work is counter-airblasting them, making sure that if they airblast you, you also airblast them out of position and make it harder for them to airblast you away with their second airblast. Meanwhile, you keep moving into position and airblasting them further out of position. If they manage to blast you back completely, though, you will have to bring out your flare gun and shoot at them to keep them off balance. Slowly bringing them down with flares is a slow way to kill them but if they take out their flare gun to retaliate, it can leave you with an opening. However, if they manage to airblast your flares or hit you a few times with theirs, you are too low on health, and when you try to run around them, they can simply turn around and run with you, which means that even though they kind of run into your flame, their health advantage wins out and they kill you first. Be careful to airblast while running directly into another pyro. This allows them to get in some damage with the flame thrower, and should you miss your airblast, they can manage to kill you before your second airblast.

      If you are using Flare Gun, as prescribed by this guide, you will have a really hard time against shotgun pyros. If you engage directly against a shotgun pyro, they will have an easy kill at their hand. They can kill you with the shotgun before you ever get close. So, your best chance to kill a good shotgun pyro is to stay back, dodge shots behind walls and catch them whenever you manage to get close. If they’ve used a few shots and you manage to get close, they will often miss at least one of their remaining shots, meaning that they won’t have enough to finish you off. So, they are forced to reload or switch to the flame thrower, in which case it’s often too late for them. While the technique of getting close and running around them will kill of some shotgun pyros, some of them are simply too good at airblasting. They will do a quick combination of airblast, shoot, switching between weapons with every shot. Here, you once again have to dodge amazingly around corners with your strafing, while getting into whichever damage you can with flares. Your best chance against these guys is really to use missile that their teammates fire against them or to pin them with the airblast to expose them to your teammates.

      If you are working with a teammate pyro against other pyros, you can always bring them down very effectively if you mange to surround them. One can airblast, while another can do the damage. If you work together well, you can even take it to the next level. If one of you pins down the other pyro and is then attacking with the flame thrower, his teammate can quickly finish off the enemy pyro with a flare, which will do crit damage because the target is burning at that very moment. Whenever you get a normal über from a medic, stay away from pyros if there are any other targets to kill. If you get the chance, airblast them out of the way and run away from them, if you can do this at an angle where they won’t be able to catch your medic with their airblast. If you are forced to engage other pyros with your über, preferable lure them into attack before you go forward for the über. If you get them down to around half health, they shouldn’t manage more than a few airblasts before dying. And if you catch them mid-combat, they might not adjust quickly enough and won’t airblast in time to save themselves.

      Heavy

      As a pyro, you can always kill a lone heavy around a corner, If they try to get into position against you, you can blast them back infinitely, and your flares will eventually bring them down or set them up for a quick single-strike kill with the crit axe. This can be a very effective way of killing off a lone heavy who is staying in a fairly defensive position inside the enemy base. Likewise, you can always kill a lone heavy at a distance, since your flares will be able to do more damage than his minigun, unless he dodges very well, in which case, you can always run away unless he catches you with a random crit burst. However, heavies are not normally alone. They often have a medic healing them. So, if a heavy is in a defensive position, you need to keep them back with airblast while trying to kill off their medic with flares. If a heavy is attacking you, you need to find just the right situation to kill him with the crit axe combo. An overhealed heavy takes three consecutive hits with the axe to take down. The rule is that if a skilled heavy can react to your aggression right away, you don’t have a chance of killing them. You need to somehow catch them off guard or make sure they cannot react because they are being airblasted around. This gets even worse if they use Natasha or Tomislav, since the knockback will prevent you from staying in melee range from the moment they start shooting at you. So, it goes without saying that if at all possible, you should try to catch the heavies from behind, from the side or while they are shooting at your teammates. If you see a chance to quickly kill their medic and escape, this will be a great option as well, of course. If a heavy is waiting for you, with their spin up ready around a corner, you will never get them. However, if they are jumping around the corner and you manage to pin them against a wall, you have a chance to get in all three hits. Once you hit them with the axe, they will get a knockback effect due to the crit. So, if they are not up against a corner, make sure your anticipate where they will be knocked back and make a strafing movement towards that location. If you do this right, the knockback will have a similar effect to the airblast, making it hard for them to focus their fire on you because they are kept off the ground and keep changing positions. If you are trying to finish off the heavy and feel that you are a bit too far away to make it if they start firing, don’t hesitate to quickly airblast them once more to delay their fire and give you that extra second to get close. Against bad heavies, you don’t normally need the extra airblast, but against good heavies, you often will, unless you manage to catch them in a bad position and get in the first hit before they react. If you make a crit axe move on a heavy who has full health and doesn’t have a medic, you will be able to kill him in two hits. However, since the knockback knocks him away, he will be able to kill you if he’s not up against a wall. Make sure you anticipate this and switch to your flare gun right after you hit him so that you can finish him off with a flare before he hits the ground. A crit flare and an crit axe hit is enough to kill a heavy at full health. Alternatively, if the heavy gives you the time, you can do enough damage with your flame thrower that your axe hit will kill the heavy. You only need to burn the heavy for a short moment longer, and the moment he reacts you will already be doing the crit axe combo.

      Demoman

      When talking about demos, you need to distinguish between two different types of demos. There is the demoknight and the sticky demo. The demo knight will not be able to use stickies against you and has to rely on pipe bombs. At medium-close range, pipe bombs should be fairly easy for you to either dodge or airblast away. So, basically, you just have to get close to the demo and finish him off. One hit with a crit axe will kill a demo unless he is overhealed or has more health due to having killed multiple opponents with Eyelander/Nessie’s Nine Iron. Once you get into close range and get ready for the crit axe strike, you are most vulnerable since a quick pipe can catch you and will either kill you right away (if you’re not a full HP) or knock you back slightly and leave you to be killed by a second pipe bomb. Therefore, you should never let up on your airblasting awareness and stay ready to kill the demo with his own pipe bomb. However, if you are at full health, a single pipe will not kill you, so if a demo keeps shooting his pipes and reloading with each shot, you know he’s dead even if he manages to hit you with that one pipe. If you try to kill someone by airblasting pipe bombs, try to aim slightly upwards as you'll have a greater chance of hitting others with the airblast because the pipe bomb flies a great distance while still at face/chest height. Another thing that can kill you is if the demo manages to catch you off guard with his charge. Most often this will happen if you get too greedy with the flares while a demoknight is backing up. Never loose awareness of the fact that the demoknight will charge at any chance he gets. If you stay ready for the charge, you will find that it’s one of the easiest kills you can get as pyro. The demo charges at you, and you can basically do the crit axe combo, where the airblast stops his charge and the axe kills him right afterwards. Despite charging while shooting pipes actually being a quite effective combo, I never see demos using it. So, you can rest assured that they will try to hit you with their melee weapon, and you known exactly when to stop them with the airblast.

      If you face a sticky demo, they will often prefer to use their stickies against you. Sticky bombs are perhaps the most effective weapon in the game, since they do great damage and are hard to dodge. They just need two good sticky hits on you and you’re dead. However, the fact that they use stickies means that they are incredibly vulnerable when you get close. So, any chance that you get to catch them around a corner, you’re very likely to kill them by simply charging at them and using the crit axe combo. Bad sticky demo will shoot the stickies right at you, which often means that they miss you or end up knocking you into them. Good sticky demos won’t panic in such a situation and will know to shoot the stickies at their feet or the wall. Doing this means that they can retreat while keeping you back with stickies. They will also try to make a surprise switch into pipe bombs, which means that you have to be quick to close the distance and stay very aware with your airblasting. To make it hard for demos to get in a position to do damage to you, you can airblast them once as soon as you get within airblasting range. This doesn’t set them up directly for the kill, but it halts their retreat and can leave them in a angle where it’s hard to hit you with their shots. This is the best way to deal with a demo if they bring out the pipe bombs. However, if they stay on stickies, you should always be ready to airblast. If you’re close enough, of course, you shouldn’t airblast since you will end up airblasting the demo, getting him away from melee range. But until you get that close, you need to airblast any sticky he shoots at you while it’s in the air. The demo will try to shoot stickies at you and detonate them instantly. But if you airblast the sticky bomb before it with your range, it does very limited damage. Also, if the demo tries to place stickies on the floor before you, you simply airblast those stickies into him. If you do manage to get close and he detonates a sticky which knocks him away, you will be able to quickly finish him off with a flare if you set him on fire.

      Sniper

      There are two different types of snipers. A regular sniper, who uses a sniper rifle, or a cuntsman, who uses the Huntsman bow. The regular snipers are easier to kill off at close range, whereas the cuntsmen are easier hunt down and kill when you are at mid-long range. A long range, if you run at a cuntsman, you can dodge the arrows. Once you get closer, you can try to dodge them by baiting and predicting shots. However, the closer you get, the harder it becomes to dodge thee arrows. The speed of the arrows is almost as quick as a Direct Hit rocket, in fact, even quicker if the cuntsman gets time to fully charge his arrow (it will be fully charged if he draws arrow back and waits one second). Cuntsmen rely on being able to predict where people will run so that they can get headshots against moving targets. So, at medium range, even if you’re dodging well, a skilled cuntsman will hit you with half of his shots. However, since the timing of the arrows are often easy to predict, you have an excellent shot of airblasting them. Dodging is good to get close to the opponent, but with airblast you can make absolutely sure that he won’t hit you, and sometimes even kill him with his own arrows. Once you get close, it’s a simple matter of using the crit axo combo to finish him off. The cuntsman cannot shoot when he’s in the air, so if you get in the airblast, you should be good to go. If you can see that the cuntsman is in too good a position, where it will be hard for you to dodge or airblast because you have a very narrow angle and you’re too far away, it makes sense to keep distance until you hit him with your first flare. From that you can move up and kill him with your second flare if you don’t get close. If you’re chasing a cuntsman around the corner, make sure you never round the corner at a predictable timing. If they have a bit of distance around the corner (which is really the optimal position for a cuntsman), they will pre-fire an arrow, knowing exactly when you will come around the corner if you keep running. If they are too far away, don’t even go in (unless you feel you’re in a position where you can airblast the arrow coming for your head), but instead do a quick strafe and pre-fire at where you expect them to wait with your flare gun, at an offbeat timing. If you’re close enough to airblast against a cuntsman, but too far to get in melee range, airblast to keep him from killing you. You might have to airblast twice to get him against a wall, but once you do, he’s yours.

      Regular snipers will be waiting for you to come around a corner or into a clearing, focusing intently with a zoomed sniper rifle. If you can do it from an unpredictable position, doing a quick strafe out to fire a flare at their position is a very effective way of making sure that you get a bit of freedom to move. Either they move and dodge your flare or get hit by it. Either way, since you’re only exposed quickly, they won’t manage to kill you. If your flare hits them, they have to run back (or switch to Jarate to extinguish), which means that you get the chance to get forward without them waiting for you. If they doing go back, you can pre-fire a flare at their position (or where you expect them to peek out from) and kill them instantly. If you ever catch a sniper around a corner, they should always be an easy kill. Their unzoomed shots won’t kill you, and if they react quickly and throw jarate at you and in order to kill you with one hit from their Bushwacka, it’s basically suicide for them. If they try to hit you with their melee weapon, you simple use the crit-axe combo against them. The airblast means that they don’t hit you. Even if they predict the airblast, it’s pretty much impossible for them to get in a hit if you time your crit axe combo correctly.

      Engineer

      Like snipers, engineers are another easy pickoff if you get close enough. They shotgun does decent damage, but they rarely manage to get off more than two shots when you close them down. Many engineers will be hesitant to engage, and if they try to escape right when they see you, they will do even less damage. If an engineer has a sentry behind him and is peeking, you should set him on fire right way. While charging into him with the flare thrower or crit axe would mean running into the range of the sentry and dying, you can simple use the airblast to make sure he cannot escape back into safety and the use the flare gun to kill him. If he’s at full health, the flame and flare hit sometimes won’t kill him soon enough, and he will escape back to his dispenser. Therefore, if you have the chance, hold the flame on him a little longer before you airblast him back and finish him off with the flare. Alternatively, if you’re in the right position, you can airblast him once, flare him, airblast him again and hit the last flare as he tries to round the corner. It’s entirely possible to lure out an engineer and kill him this way. If you’re a lone pyro against his sentry and you’re just posturing and firing flares, engineers will often want to finish you off, feeling they are safe with their sentries in the back. If they’re not aware you’re there, you often have the chance to kill you when they’re peeking around the corner, trying to see what’s going on or simple wanting to spam with their Pomson 6000.

      Engineers who use mini-sentries can really be a nightmare to pyros. The mini-sentries can kill you quickly, which means that if you engage, you’re forced to kill the mini-sentry first. If the engineer is trying to run away and you’re in a great position to kill him, then go for the engineer first. But if he’s strafing around, trying to kill you with his shotgun, then always kill the mini-sentry first. You minimize the damage you take from a mini-sentry by getting close to it and running in circles around it. Of course, when you do so, make sure you first run in the direction that is furthest away from the engineer shooting at you. Once you’ve killed the mini-sentry, you’re free to kill the engineer, who will still be close by (his shotgun doesn’t do much damage from a distance). If you can see that a mini-sentry is too far for you to close the distance, you might have to kill it with flares (it cannot be repaired). This is never an effective way to kill mini-sentries, so I suggest that you never do it if you have to expose yourself in areas where snipers will be aiming. You need four flares to kill the mini-sentry. If you encounter a mini-sentry in water, don’t try to kill it with your axe. It will take four hits to kill, but you will never make it since the shots of the mini-sentry will knock you too far away.

      Sentries can often be the big weakness of pyro. If a sentry is holding down a choke point, you cannot get close. Any time you can bring down an enemy sentry, you help yourself tremendously, since sentries greatly hamper your offensive efforts. Despite the limitations of range, there are several situations where pyros are quite good at taking down sentries. Whenever you encounter a sentry that is around the corner, you have a chance to kill it. If you peek around the corner and you can see a little of the sentry without being fired upon, that means that you can crouch down and fire at the sentry through the wall. Part of your flame will hit the sentry, and you will hit it burning. If an engineer is repairing the sentry, he can repair it quickly enough that you won’t kill it. However, if he doesn’t have a dispenser right beside him, he will burn to death or quickly run out of metal, allowing you to kill the sentry. The same goes for a sentry up on a ledge, where you can kill it with your flame from below. Even if the engineer manages to repair, you still give your teammates a great chance to take out the sentry since you’re doing great damage to it. If you engage in direct combat with a sentry, it’s very important to remember to constantly run around it to minimize the damage it will deal to you. However, even if a sentry is unguarded, you cannot kill it outright by just running into it with your flame thrower. If a sentry is close to a corner, but not quite close enough for you to hit it around the corner, it will survive such an assault with a very low amount of health left. So, if you know the sentry is slightly damaged or a teammate will be hitting it as well, go for it. In fact, if you get a head start on the sentry, with something blocking its view for a moment, you can run around the sentry quickly enough that it won't hit you at all.

      Another important thing to remember is that you can airblast the sentry rocket. If you’re at full health, don’t hesitate to get the sentry to shoot a rocket at you if you see the chance to finish it off, kill the engineer or one of his teammates. Sentry rockets have the same speed as normal rockets and do slightly more damage. If you airblast them, they will do mini-crit damage, which will be enough to kill an engineer with a single direct hit. If you kill the engineer and want to finish off the sentry, you can do this at a distance by employing a simple method: strafe out to get the attention of the sentry. Once you hear the sentry active and then hear the sound of the first shot fired by the sentry, strafe back. Now the sentry is triggered and will fire a rocket. Once you have a sense of how quickly these rockets fly, you will be able to know exactly when you need to strafe out again and airblast the rocket towards the sentry, strafing into cover before the sentry fire at you. You can then repeat this process. The closer you are when you do it, the harder it will be to do dodge the shots of the sentry and time the airblasting. At medium-long range, if you do this right, you should only take 5-10 damage for each time you deflect a rocket from the sentry. If the engie is repairing the sentry at a distance or around a corner, you can often finish him off with flares even if he’s sitting right next to his dispenser. If he’s not covered by the setry, and your flares can hit him, it normally takes three consecutive flares to kill him despite the dispenser healing. It requires that the engies never hides completely and you’re able to predict it if he tries to dodge. However, if you’re in a stand-off situation, it’s often worth a try.

      Another thing that pyros can abuse against engineers is bad building placement. If an engineer has placed a dispenser in front of the sentry, simple crouch behind the dispenser and shoot through it with your flame thrower. The sentry won’t react, since it doesn’t see you, and you will be able to kill both the sentry and the engineer while destroying the dispenser (dispenser has same health as sentry if they are same level, so you will destroy them almost simultaneously). Also, while killing off an engineer with crit axe works great, don’t waste your chance to kill of his dispenser quickly if he’s standing right next to it. Run around the engie and the dispenser while killing them both at the same time with your flame. That way, you are exposed for less time against other possible opponents when killing the dispenser. If an engineer wrangles a sentry (you can see it from the force field that appears around the sentry) around a corner, you have a great chance to kill it if you can sneak up on the engineer. Once the engie is dead, the sentry won’t do anything. However, don’t waste any time to kill it, since it will have double the usual health because of the effect of The Wrangler, and will shoot at you once the effect wears off.

      Spy

      Killing spies is an important function of pyros. Detecting a spy is easy enough once you recognize how the suspicious behaviours look like. If you’re ever in any doubt, you can use the flame thrower to test it, either by setting the suspicious player on fire or airblasting him. If a really good dead ringer spy is roaming around, it can be hard for your team to get the jump on him without a pyro to set him on fire and give away his position. Around 80% of spies on public servers use the Dead Ringer item, so unless you catch a spy while he’s trying to kill someone else, you should always assume that they are still alive, even if they seem to die. The only exception to this is if they just got hit by an engineer with Pomson 6000 or if you just saw them uncloak. If they uncloaked without any sound, that means they were using Cloak and Dagger, and if they uncloaked otherwise, it means they dead ringer (or Invisibility Watch, depending on uncloak sound) effect just wore off, and unless they just picked up a lot of ammo from dead players (or hit you with L'Etranger), they won’t have enough cloak to do it again right away. If a spy manually cloaks, without taking damage, it likewise means that they are not using Dead Ringer, and should be easy for you to kill once you catch them. The best way to know that a spy is dead is to notice whether he drops ammo. A fake death will still leave a weapon behind, but it will not provide you with any ammo.

      Spies who Spy-cicle will not catch fire or take damage for the first two seconds after you first hit them with your flame thrower. However, when you first hit them and initiate this two-second fireproofing, they will give away a unique sound which gives them away, so you will always know when they are using this effect. For the next 15 seconds after the fire-proofing activates, you don’t have to worry about the spy facestabbing you, though. His knife melted, so he’s quite harmless, unless he gets in some good hits with his pistol. Normally when you set a spy on fire and they activate their Dead Ringer, they will stay on fire. What happens is that the fire is put out and then they re-ignite if your flame is still on them. However, if your flame is not right on them when the Dead Ringer activates, they will not catch fire again and you have to find them with your flame and put them on fire again. In this situation, you will have to wait two seconds to ignite a spy using Spy-cicle, but as long as your flames are hitting the spy they will make a burning sound, you know they are still hitting the spy. So, if the sound stop, you know that the spy has turn, and you can try to predict where he has gone and turn the flames there. If no other opponents are around, I recommend that you keep a spy who activated his Dead Ringer pinned down with airblasts until the 6.5 seconds of cloak (more, if he picks up ammo after cloak activates, less if he gets hit by Pomson) have expired. A spy has 125 health, and while he’s a cloaked dead ringer you do a tenth of your normal 195 crit damage with the Axtinguisher. This means that it would take seven hits of a crit axe to kill a full heath spy. But if the spy is low, you could finish him off with a few hits, and this save some time and ammo instead of airblasting until cloak expires. Just be careful that you only hit the spy with crit axe when he’s up against a wall, since otherwise the knockback from the crit will help him escape if you do it in the wrong direction. Using the axe would ruin your airblasting fun, of course, and if you’re in a defensive situation, you should airblast the spy into an engie, who can wrench-kill him (this will open the doors of pyroland to you, I'm told). If the spies manage to escape, keep in mind that a flare will finish them off if they are already burning. Try not to shoot too soon if it’s evident their cloak is just about to expire. If you catch a dead ringer spy in the middle of the enemy base in an exposed position, I suggest that you ignore the spy. Going for the kill means that someone else will often kill you in the mean while. Ignoring the spy often provokes them to uncloack sooner rather than lately, trying to backstab you as you engage their teammates. So, you can turn around and get an easy kill. Ignoring cloaked and burning dead ringer spies is tricky, and requires great positional awareness. You need to know exactly when the spies could come to backstab you if he uncloaks so that you can turn at the right time (in case you don’t hear him if he has item set that allows for silent dead ringer uncloak or uncloaks from afar).

      You should never assume that a spy is a sure kill just because he’s cornered, burning and low on health. Many spies use Ambassador, and one headshot from it will kill you if you’re at half health, so don’t get lazy and run right at them from a distance. Also, when you chase spies around a corner, never aim for where you think they will be. Instead, aim for where they would be if they stopped, jumped out and tried to stab you. Many good spies perform so-called facestabs (watch
      about lag compensation to understand how facestabs work), and if you look down or to the side, they will get an angle which allows them to kill you instantly with a backstab, even if they are technically right in front of you. You can easily prevent this if you stay aware of which angle you have in relation to the spy.

      Medic

      Fighting medics is quite straight forward. If you get close enough, they hardly have any chance. The most important thing to note is that you should never run straight at a medic who’s firing off his needs unless you’re close to him or he’s almost out of needles and has to reload. Right when then start shooting, you strafe and run behind wall to dodge. Also, when chasing down a medic, don’t get careless. When they know there is no escape, medics will often turn around to get in a hit with their melee. Don’t let them get a free hit just because it seems inconsequential. Melee weapons crit more often, and they might end up killing you with a random crit. The more damage you've done recently, the more likely you are to crit, and since assists count as damage, medics always have a high crit chance with their weapons.

      Your opponents might sometimes be very protective of their medics, but if you posture a little with the flame thrower and perhaps do some airblasting, you can normally get an opening to flare the medic.
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