renxzenTheFragileyou delayed your inevitable death by 12 seconds (and likely much longer if the enemy team allowed it).
Unfortunately it didn't worked out in the end, but better try it than not in this type of scenarios where you see how your push to last failed horribly.
I completely disagree. Absolutely not. You miss an entire spawn wave (so the medic won't be spawning with the soldiers that just died) and you give the other team an extra ~30% uber (which amounts to being about ~60-70% after the medic spawns). When the soldiers spawn, the pocket must then decide if he wants to wait an extra 15 seconds for medic, or if he should try to hold whatever point needs to be held. The former decision means it'll be easier for the enemy team to retake, while the latter means the medic won't be building during the entire time going to the point (which pretty much guarantees a 100% to 0% uber disadvantage).
It only almost worked because the enemy team allowed it to be that way. They didn't need ~5 people trying to kill the lone medic while ignoring the point. In this scenario, you actually want the medic to screw around behind and intentionally delay his death. Thus, you basically choose when to kill the medic, you have massive uber advantage, the other team will have no heals, and you are practically guaranteed a point (and probably more). We've done this in Invite for a long time and I'm well-aware of it. Medics have a "kill" bind for much more than just getting a better spawn.