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Asjo

Asjo's Pyro Guide

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Cool cool.png very nice and informative for people who want to become better pyros biggrin.png

Too bad it's the Great Text Wall of Text or I would have read it...

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"An uneducated amateur pyro" xD Whoever played with/against you will disagree :) Just reading this "Pyro Guide" made a lil tear in my eye, I´m so proud ahaha

Glad to see spy section is purrrfect now. And yes, m2 on spy is sweet trolling into Pyroland ^^

mmph phmm mph! hudda!

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Wow Asjo. I've only read parts thus far but the level of detail you went into to make this is quite amazing. This is great.

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Now if Newbie Pyros would read this... Oh well, they would still do it the W+M1 way. I can't believe they don't notice how useless they are most of the time, running into Rockets and Grenades not using M2.

But I want to be fair here: I am happy they go W+M1, because i would quit TF2 if all of them would use Degreaser and Axtinguisher lol

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I dun hate Degreaser + Axtinguisher :C

I just wouldn't be in the mood to take on 100 of them :(

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Added: No airblast against quick fix medic and target when übered, comment about deflecting different types of projectiles, comment about cuntsman arrow speed, aim slightly upwards when deflecting pipe bombs, video link to explain facestabs/lag compensation (thanks blooDy).

One thing I'm considering adding it a technique on how to get crit flares against pyros. However, my experience with this is very limited, and I would initially say that it's not worthwhile since the other pyro has to run into your flames for it to be possible. But if anyone has more experience with this, feel free to share.

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Also, re: reserve shooter, its switch speed buff does stack with the degreaser.

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Also, re: reserve shooter, its switch speed buff does stack with the degreaser.

I know, and I abuse the fuck out of that.

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Added the following to the guide: Chapter about fighting in water, using sound to chase spies with Spy-cicle, airblast scouts and running backwards if they can get clean shot without you being able to kill them, never running with your flare gun out.

Edit: Corrected a fuckload of typos as well. I'm always too lazy to spell-check my own texts. My friend Aleci wasn't.

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I have updated the guide again. I have added a full guide to do a pyro airblast jump in the "Airblasting" chapter. Once I perfect this skill myself, I will try to make the guide more detailed. I have also added a paragraph to the "fighting in water" chapter, giving an example of how to deal with scouts who are chasing you.

Edit: And now I corrected most of the typos and errors in these new parts I added smile.png

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Bumping for awesomeness.

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Bumping for awesomeness.

Why not just pin it?

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Why not just pin it?

No need. It's a relatively low activity forum, so the thread will be visible for a while smile.png

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No need. It's a relatively low activity forum, so the thread will be visible for a while smile.png

^

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Bump for justice before it 404's. This is 4chan, right?

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An amazing guide, a big part of your time and effort! This guide is one of the most information packed guides I have ever seen so far. Really good job!

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Holyshit i know asjo is a good pyro(best i know tbh) but do i really need to read all that?
W+M1+m2?

Not trying to dis-credit Asjo i hate him hes the best Pyro ive ever seen in TF2 and its cool he posted all that info.

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Okey, as a pyro fan i have to read this.. somewhere this day... @-@

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Holyshit i know asjo is a good pyro(best i know tbh) but do i really need to read all that?

W+M1+m2?

You're pressing all the right buttons, but not necessarily in the right order. Think of the guide as programming how to play Pyro in C+. Your brain then takes the block of text, and compiles it into the machine code that is W, M1, M2, etc.

You can also think of ragequitting as a BSOD. And I might want to stop with this metaphor now....

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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
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