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Intellectual --- LF HL Medic Mentor
posted in Mentoring
1
#1
2 Frags +

Hello, I am Intellectual and I am on a Steel east coast NAHL team called Antihero Collective.

I need to work on positioning, calling the enemy Medic's Uber and calling in general.

I have been called quiet and do not call often, and I hope to change that. I make REALLY stupid mistakes sometimes and it makes me angry. I also need help on the new maps in rotation this season (croissant, arctic, etc.)
I really need this help badly.

http://steamcommunity.com/id/intellectualbadass

Hello, I am Intellectual and I am on a Steel east coast NAHL team called Antihero Collective.

I need to work on positioning, calling the enemy Medic's Uber and calling in general.

I have been called quiet and do not call often, and I hope to change that. I make REALLY stupid mistakes sometimes and it makes me angry. I also need help on the new maps in rotation this season (croissant, arctic, etc.)
I really need this help badly.

http://steamcommunity.com/id/intellectualbadass
2
#2
RGB LAN
12 Frags +

I don't think I've ever played medic in a highlander, but most of the rules of playing medic in 6v6 should still apply just the same. I would say the only thing that is a bit different is that you constantly need to check your back for spies, and you need to be careful with carelessly walking out in the open since you can get sniped at practically any point. A really important aspect dealing with the last sentence is if you know exactly who plays what class on the other team (especially spy, sniper, and demo), you can start playing with less worry and more freedom until they spawn and get in position again.

For positioning, hiding behind your heavy should be pretty straightforward. He's a giant 450 hp meatshield, and you should be able to hide behind him or around a corner to minimize much of the damage directed at you. Heavies are pretty much unbeatable at close range unless there's tons of focus fire against the heavy, so as long as the heavy as good reaction time and can turn around to protect you if needed, you should be just fine. If your heavy goes down, just run to a soldier or anyone nearby that can do a decent job protecting you until your heavy spawns.

Calling the medic's uber isn't as hard as you think, you just need to remember to do it. If the medic builds the uber as fast as he possibly can, it takes 40 seconds to get 100% ubercharge (you can time this by seeing exactly when he spawns). Compare this to how much uber you have and communicate it. In example, if the medic spawns and you have 60% ubercharge, simply say "their medic just spawned, we have 60% on them." Likewise, if medic just spawned and you died, you can have a rough idea in your head of how much uber they have when you spawn, saying something like "they roughly have 40% on us." You could technically time their uber by the game clock, but if someone caps a point, the game clock resets. As long as you generally know where the uber stands, that's important. Also, don't forget that building kritzkrieg takes 30 seconds instead of ubercharge's 40 seconds.

For calling in general, just communicate where you are a bunch of the time. It's so much better to have a medic that won't shut up about his position and his ubercharge percentage than a medic who is pretty quiet. If your teammates communicate pretty well, then there's not much need to communicate any action going on unless it directly involves your heavy and you, because you don't wanna clog up ventrilo/mumble with too many people talking at once. Plus, it's not always easy to see what's going on around you when you're constantly watching out for spies and hiding from snipers. There's eight other people on your team, so I'm pretty sure most of everyone can do a good enough job communicating the things you don't see. Also, don't forget to say that you died or that you even dropped uber. It doesn't matter how embarrassing or unlucky the situation was, because it's better for your team to know that the uber you once had (which you now dropped) did not and will not happen anymore, or if you simply died without uber. Therefore, your team can readjust their position and gameplan accordingly.

tl;dr
-Check your back for spies quite often
-Don't blindly walk out in the open when a sniper is likely looking for a pick on you
-Hide behind your heavy when pushing because he does a fantastic job protecting you
-Hide behind corners and walls to minimize taking unneeded damage
-Compare your uber to the enemy uber from when you/they spawn
-Communicate your position a bunch so your teammates know where to go for heals
-Communicate when you died or when you drop uber

I'm not familiar with hl maps at all, but review the maps with your team so everyone is on the same page. Also, a big key to improve is not to get angry at yourself or in general. Once you become angry, you start to lose focus on what's going on and you won't improve at all.

I hope this helps. ;0

I don't think I've ever played medic in a highlander, but most of the rules of playing medic in 6v6 should still apply just the same. I would say the only thing that is a bit different is that you constantly need to check your back for spies, and you need to be careful with carelessly walking out in the open since you can get sniped at practically any point. A really important aspect dealing with the last sentence is if you know exactly who plays what class on the other team (especially spy, sniper, and demo), you can start playing with less worry and more freedom until they spawn and get in position again.

For positioning, hiding behind your heavy should be pretty straightforward. He's a giant 450 hp meatshield, and you should be able to hide behind him or around a corner to minimize much of the damage directed at you. Heavies are pretty much unbeatable at close range unless there's tons of focus fire against the heavy, so as long as the heavy as good reaction time and can turn around to protect you if needed, you should be just fine. If your heavy goes down, just run to a soldier or anyone nearby that can do a decent job protecting you until your heavy spawns.

Calling the medic's uber isn't as hard as you think, you just need to remember to do it. If the medic builds the uber as fast as he possibly can, it takes 40 seconds to get 100% ubercharge (you can time this by seeing exactly when he spawns). Compare this to how much uber you have and communicate it. In example, if the medic spawns and you have 60% ubercharge, simply say "their medic just spawned, we have 60% on them." Likewise, if medic just spawned and you died, you can have a rough idea in your head of how much uber they have when you spawn, saying something like "they roughly have 40% on us." You could technically time their uber by the game clock, but if someone caps a point, the game clock resets. As long as you generally know where the uber stands, that's important. Also, don't forget that building kritzkrieg takes 30 seconds instead of ubercharge's 40 seconds.

For calling in general, just communicate where you are a bunch of the time. It's so much better to have a medic that won't shut up about his position and his ubercharge percentage than a medic who is pretty quiet. If your teammates communicate pretty well, then there's not much need to communicate any action going on unless it directly involves your heavy and you, because you don't wanna clog up ventrilo/mumble with too many people talking at once. Plus, it's not always easy to see what's going on around you when you're constantly watching out for spies and hiding from snipers. There's eight other people on your team, so I'm pretty sure most of everyone can do a good enough job communicating the things you don't see. Also, don't forget to say that you died or that you even dropped uber. It doesn't matter how embarrassing or unlucky the situation was, because it's better for your team to know that the uber you once had (which you now dropped) did not and will not happen anymore, or if you simply died without uber. Therefore, your team can readjust their position and gameplan accordingly.

tl;dr
-Check your back for spies quite often
-Don't blindly walk out in the open when a sniper is likely looking for a pick on you
-Hide behind your heavy when pushing because he does a fantastic job protecting you
-Hide behind corners and walls to minimize taking unneeded damage
-Compare your uber to the enemy uber from when you/they spawn
-Communicate your position a bunch so your teammates know where to go for heals
-Communicate when you died or when you drop uber

I'm not familiar with hl maps at all, but review the maps with your team so everyone is on the same page. Also, a big key to improve is not to get angry at yourself or in general. Once you become angry, you start to lose focus on what's going on and you won't improve at all.

I hope this helps. ;0
3
#3
0 Frags +

wow Nick so helpful.

wow Nick so helpful.
4
#4
RGB LAN
2 Frags +

Also, another thing is that I know some of the hl maps have large spaces out in the open with not much to hide behind. As a medic, you are pretty hopeless, because the only thing you can really do is hide behind your heavy and other nearby classes from snipers and spam. When this happens, it's up to your own sniper, spy, and other classes to shut down the enemy sniper and spam classes when this happens. Otherwise, you will likely get sniped for free and your team won't be able to push or defend.

I would have put this in my former post but I reached the 4000 character limit, l0l.

Also, another thing is that I know some of the hl maps have large spaces out in the open with not much to hide behind. As a medic, you are pretty hopeless, because the only thing you can really do is hide behind your heavy and other nearby classes from snipers and spam. When this happens, it's up to your own sniper, spy, and other classes to shut down the enemy sniper and spam classes when this happens. Otherwise, you will likely get sniped for free and your team won't be able to push or defend.

I would have put this in my former post but I reached the 4000 character limit, l0l.
5
#5
2 Frags +

fragile gave really good advice, but I feel there's one thing that needs to be added:

in the modern hl "metagame", the majority of the top teams have shifted away from a super heavy-centric style to a more demo-centric one, with more heals towards the scout and pyro as well. the heavy is still the best class at protecting the medic, but his speed means it's really hard to use him aggressively in ubers, so in more aggressive situations medics typically lead with demos (and sometimes scouts or even pyros depending on the situation) and use the heavy as kind of an anchor to protect him post-uber

tl;dr mad healz to the demo

fragile gave really good advice, but I feel there's one thing that needs to be added:

in the modern hl "metagame", the majority of the top teams have shifted away from a super heavy-centric style to a more demo-centric one, with more heals towards the scout and pyro as well. the heavy is still the best class at protecting the medic, but his speed means it's really hard to use him aggressively in ubers, so in more aggressive situations medics typically lead with demos (and sometimes scouts or even pyros depending on the situation) and use the heavy as kind of an anchor to protect him post-uber

tl;dr mad healz to the demo
6
#6
RGB LAN
1 Frags +
mustardoverlordfragile gave really good advice, but I feel there's one thing that needs to be added:in the modern hl "metagame", the majority of the top teams have shifted away from a super heavy-centric style to a more demo-centric one, with more heals towards the scout and pyro as well. the heavy is still the best class at protecting the medic, but his speed means it's really hard to use him aggressively in ubers, so in more aggressive situations medics typically lead with demos (and sometimes scouts or even pyros depending on the situation) and use the heavy as kind of an anchor to protect him post-ubertl;dr mad healz to the demo

I would imagine heavy and demoman stick together, so the demoman can push with heavy support and then the demoman can fall back on the heavy when needed. That's ridiculously good, haha. But yeah, I have played hl only a few times, so I'm sure mustard is right.

[quote=mustardoverlord]fragile gave really good advice, but I feel there's one thing that needs to be added:in the modern hl "metagame", the majority of the top teams have shifted away from a super heavy-centric style to a more demo-centric one, with more heals towards the scout and pyro as well. the heavy is still the best class at protecting the medic, but his speed means it's really hard to use him aggressively in ubers, so in more aggressive situations medics typically lead with demos (and sometimes scouts or even pyros depending on the situation) and use the heavy as kind of an anchor to protect him post-ubertl;dr mad healz to the demo[/quote]

I would imagine heavy and demoman stick together, so the demoman can push with heavy support and then the demoman can fall back on the heavy when needed. That's ridiculously good, haha. But yeah, I have played hl only a few times, so I'm sure mustard is right.
7
#7
1 Frags +
TheFragilemustardoverlordfragile gave really good advice, but I feel there's one thing that needs to be added:in the modern hl "metagame", the majority of the top teams have shifted away from a super heavy-centric style to a more demo-centric one, with more heals towards the scout and pyro as well. the heavy is still the best class at protecting the medic, but his speed means it's really hard to use him aggressively in ubers, so in more aggressive situations medics typically lead with demos (and sometimes scouts or even pyros depending on the situation) and use the heavy as kind of an anchor to protect him post-ubertl;dr mad healz to the demo
I would imagine heavy and demoman stick together, so the demoman can push with heavy support and then the demoman can fall back on the heavy when needed. That's ridiculously good, haha. But yeah, I have played hl only a few times, so I'm sure mustard is right.

yeah, that's the general idea

if you look at heal stats nowadays, demos usually trump heavies, but you also have to factor in the fact that those stats don't include buffs and the way heavies play often prevents them from falling as far below full health as other classes

it's definitely still true that there are occasions where heavies lead pushes, like in a lot of situations where you just need to use that wall of health (e.g. him being the first guy to walk onto the point on a koth map repush), it's just that like a year ago teams seemed to ALWAYS have the heavy lead pushes, which has changed a lot

hell, -ts- (the team that won last season) had ruwin on scout, and they often used him extremely aggressively in uber fights to chase the enemy if they had a worse uber

EDIT: it's a lot like 6s where the heavy takes the place of a pocket soldier, but while the pocket has the edge in both protecting the medic and using ubers while the demo just has the edge in damage, the heavy isn't always super great during uber fights, so rather than demos taking shelter behind their pocket they lead a lot more

[quote=TheFragile][quote=mustardoverlord]fragile gave really good advice, but I feel there's one thing that needs to be added:in the modern hl "metagame", the majority of the top teams have shifted away from a super heavy-centric style to a more demo-centric one, with more heals towards the scout and pyro as well. the heavy is still the best class at protecting the medic, but his speed means it's really hard to use him aggressively in ubers, so in more aggressive situations medics typically lead with demos (and sometimes scouts or even pyros depending on the situation) and use the heavy as kind of an anchor to protect him post-ubertl;dr mad healz to the demo[/quote]

I would imagine heavy and demoman stick together, so the demoman can push with heavy support and then the demoman can fall back on the heavy when needed. That's ridiculously good, haha. But yeah, I have played hl only a few times, so I'm sure mustard is right.[/quote]

yeah, that's the general idea

if you look at heal stats nowadays, demos usually trump heavies, but you also have to factor in the fact that those stats don't include buffs and the way heavies play often prevents them from falling as far below full health as other classes

it's definitely still true that there are occasions where heavies lead pushes, like in a lot of situations where you just need to use that wall of health (e.g. him being the first guy to walk onto the point on a koth map repush), it's just that like a year ago teams seemed to ALWAYS have the heavy lead pushes, which has changed a lot

hell, -ts- (the team that won last season) had ruwin on scout, and they often used him extremely aggressively in uber fights to chase the enemy if they had a worse uber

EDIT: it's a lot like 6s where the heavy takes the place of a pocket soldier, but while the pocket has the edge in both protecting the medic and using ubers while the demo just has the edge in damage, the heavy isn't always super great during uber fights, so rather than demos taking shelter behind their pocket they lead a lot more
8
#8
0 Frags +

bump

bump
9
#9
0 Frags +

bamp.

bamp.
10
#10
0 Frags +

bemp.

bemp.
11
#11
0 Frags +

http://ozfortress.com/showthread.php?t=37274

just replace "pocket soldier" with "heavy" and "scouts / roamer" with "everyone else"

http://ozfortress.com/showthread.php?t=37274

just replace "pocket soldier" with "heavy" and "scouts / roamer" with "everyone else"
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