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Thread: Medic Round table

  1. Registered TeamPlayer sleeepy's Avatar
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    #31

    Re: Medic Round table

    Quote Originally Posted by Oozish
    Quote Originally Posted by sleeepy
    I'd like to weigh in on the blut vs needle debate. In the long run, the huge regen bonus from the needles is going to do a lot more for you than the blut which may or may not save you from a single scout. This is especially true in the mid fight of a 5cp map; no matter how good your movement is you're going to take damage in any number of ways and with the needles you'll be able to recover that health faster while still being an asset to your team.
    For me the blut is mandatory. It's what saves you when you're running away--you can't depend on regen (when not under attack) when running from someone whose shooting at you; you actually have to KILL them yourself, and for this the extra health of the blut combined with the damage output usually puts you ahead in 1vs1 situations. Usually you'll hvae to survive shotgun/scattergun whatever gun while running backwards.

    Tried both extensively and this is what I've come to believe based on survival experiences with both.
    I see where you're coming from, but in my experience if something does manage to flank you, you're probably dead with or without the blut. Of course there are situations where you I would have lived if I had blut instead of needles, but those situations are rare and far rarer than the regen bonus from needles which is helping you practically all the time. I know this doesn't really carry much weight in the casual/pub environment, but every top Medic switched to needles the second they got buffed with the extra regen.

  2. Registered TeamPlayer 8Gigs8's Avatar
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    #32

    Re: Medic Round table

    Quote Originally Posted by sleeepy
    Quote Originally Posted by Oozish
    Quote Originally Posted by sleeepy
    I'd like to weigh in on the blut vs needle debate. In the long run, the huge regen bonus from the needles is going to do a lot more for you than the blut which may or may not save you from a single scout. This is especially true in the mid fight of a 5cp map; no matter how good your movement is you're going to take damage in any number of ways and with the needles you'll be able to recover that health faster while still being an asset to your team.
    For me the blut is mandatory. It's what saves you when you're running away--you can't depend on regen (when not under attack) when running from someone whose shooting at you; you actually have to KILL them yourself, and for this the extra health of the blut combined with the damage output usually puts you ahead in 1vs1 situations. Usually you'll hvae to survive shotgun/scattergun whatever gun while running backwards.

    Tried both extensively and this is what I've come to believe based on survival experiences with both.
    I see where you're coming from, but in my experience if something does manage to flank you, you're probably dead with or without the blut. Of course there are situations where you I would have lived if I had blut instead of needles, but those situations are rare and far rarer than the regen bonus from needles which is helping you practically all the time. I know this doesn't really carry much weight in the casual/pub environment, but every top Medic switched to needles the second they got buffed with the extra regen.
    And thats because the top medics play in scrims. In a scrim, never use the blut, your team should protect you and the extra health is needed because you don't have a second medic to heal you. Like you said, On a pub, when theres another medic, the blut is much more useful because the extra regen during the round isn't that necessary, just find the other medic. The blut gets you out of sticky situations when your team can't.

  3. Registered TeamPlayer Walkerxes's Avatar
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    #33

    Re: Medic Round table

    Quote Originally Posted by sickwookie
    This one may need to be multiple parts with all of the topics suggested. Good stuff by the way.
    It should be stated that NONE of the class discussions need to happen all in one sitting. The brilliant thing about TF2 is that it is ever evolving, so there's always new stuff for each class to talk about.. I mean, as those in the Spy cast can tell you, we probably missed a bunch of shit they could have talked about, same for the Pyro cast we just released..

    Never think that we can't revisit a class.. it would be preferable to get through all of them at least once, however, before going back to a class.

    This looks like it is shaping up to be a great one to listen to, however. Zelmon, thanks for starting the ball rolling.


  4. Registered TeamPlayer Zelmon's Avatar
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    #34

    Re: Medic Round table

    Quote Originally Posted by Walkerxes
    Quote Originally Posted by sickwookie
    This one may need to be multiple parts with all of the topics suggested. Good stuff by the way.
    It should be stated that NONE of the class discussions need to happen all in one sitting. The brilliant thing about TF2 is that it is ever evolving, so there's always new stuff for each class to talk about.. I mean, as those in the Spy cast can tell you, we probably missed a bunch of shit they could have talked about, same for the Pyro cast we just released..

    Never think that we can't revisit a class.. it would be preferable to get through all of them at least once, however, before going back to a class.

    This looks like it is shaping up to be a great one to listen to, however. Zelmon, thanks for starting the ball rolling.
    Your most welcome. Considering the podcasts shouldnt be longer than 45 min or so, do the basic's first and get a solid foundation to work from later. This I think will help make sure everybody is on the same page for the next edition, Where's the medic NOW? (or at least thats alot of what I hear playing ...lol)

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