Medic
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[edit] Collated medic tips
The following pointers have come from a number of contributors in this forum thread. They have been accumulated and categorised here for ease of access.
[edit] Movement
- You should stay close to the squad leader, but don't stare at his back. Glance at the minimap regularly and quickly to make sure you are near him, but for the most part keep your eyes open for threats.
- Play as a second squad leader, and shadow him on the field. If need be, stay behind him so that you can see the SL fall when it happens. It's easy to be concentrating on firing and miss a necessary revive. The most important revive you can make on an attack is the SL, other guys on your squad are important, but DO NOT LET THE SL FALL. A revive not only saves a ticket, but realistically puts your teammate back on the battlefield in less than 20 seconds, and in firing position already.
- Also, keep an eye on your minimap for revives. You shouldnt have to ask very much where the SL is down so that you can revive him. Just look at your minimap and navigate that way. The only times you wont know where the SL is down is if your in a multy story area and it depends which floor hes on. But, you should probably already be on the floor he is on anyway.
- Hoarde your sprint meter for when you need to cover ground quickly for a revive, there is nothing worse than running out of sprint in the open.
[edit] Revives
- If you are moving in for a revive, already have your paddles warmed up before making your revive dive. Do not use your Run speed unless you need to so that you can quickly make it to a fallen teammate. Keep an eye on your minimap as it tells you where the action is coming from. Med Packs out all the time, on route to a flag, at the flag, everywhere except directly on the SL's position on an attack (The enemy can see you throwing med packs).
- When a squadmate goes down, do not immediately grab your paddles. Keep your rifle up, go to his position, and make sure the immediate area is clear first. There is no point in reviving him just for both of you to get shot right afterwards. Suicide reviving is only to be used in certain situations, and a good squad leader will inform you if it's one of those times. This lesson has been a hard one for me to learn. I've conditioned myself to get revive tunnel vision, and breaking that habit is a work in progress.
- If you see a downed squadmate in a doorway or around a corner, if no friendlies are on the minimap in that position, feel free to throw a frag grenade on his body. This will hopefully eliminate any immediate threat in the area or at least scare them away, that way you can revive your mate. But don't forget to make sure the immediate area is clear.
- When I go for an 'under fire' revive I always toss a medpack at the dead mans location... because more then likly one of us is going to need it before we make it back to cover...
- you dont have to be right on top of the victim to revive. There is a 2-3 metre radius so if one of your teamates has walked around a corner and been shot you can more than likely revive him from within cover. You can also dump a medpack on his body prior to revive to give them the best chance of making it back to cover.
[edit] Med packs
- Drop med packs behind cover. Don't make them run out into the open to get them.
- While moving, check up on guys dug in as you pass. Throw that sniper a medpack so he can crawl over it when he needs it. I like to cover my CO in medpacks when passing by, though he usually never knows.
- You can have up to 5 med packs on the ground at any time. A 6th pack being thrown will result in the 1st one you laid disappearing.
- Med packs will last for approximately a minute after you have died. If someone picks up your kit the medpacks will stay until a minute after his death or until they have been used.
[edit] Combat
- Although you are a supporting class, do not underestimate your killing potential. The M16 is deadly accurate in semi-auto. You can see this used to great effect on Karkand during the river stand off. Drop med packs, keep your buddies up, and snipe away. The AK-101 goes without saying--one of the best assault rifles in the game. Use it.
- During Artillery, pull the med bag out so that you can heal during the barrage. Evil Lemon once revived me as SL on Wake inbetween shell 3 and shell 5 (Unreal) so be ready for that to happen.
- If you're going to engage someone that doesn't see you (from behind a wall or something) drop 1-2 packs at your feet before opening fire so if he turns around and shoots you, you'll auto-heal yourself.
- about the only thing I do that the others have not mentioned is I try to be an extra set of eyes... just because I dont intend to combat the enemy doesn't mean I cant point out where the threats are from a safe distance...the advantage of being a medic is you can stick your head out, spot the enemy then take cover and heal if you took any hits... but often your far enough back that the enemy was not concerned
[edit] Other
- As a side note, I sometimes take the medic Kit when I'm in command... this gives you the extra radar knowledge of seeing when friendlys die... although you can see on the status of the squads on the left of the command screen when someone dies, its alot more relevant to see the standard red symbol on your radar that all medics get (to know who needs reviving)...
- I almost need 2 medics in my squad at all times. Having a medic who is strong in battle and able to revive those on the flag and a second who acts like a remora fish on the squad leader. The Assault Medic keeps the main four guys up and maintain momentum on the flag. The second medic can shoot at a distance but doesn't lose sight of their main role, maintaining squad momentum by keeping the SL alive. In my squad, that second medic will get as many points as the assault medic as a good medic allows for more aggressive SL's.
[edit] The Front Line Medic by FPS Douglas
Most engagements between two solid squads are a bloody affair and often a very close run fight. I couldn't tell you how many times I have seen a single revive or well placed med-pack mean the difference between capping a flag and losing it. This is where the FLM comes in. A medic is a great flag assaulting class as they have an excellent rifle, and having 4-5 medpacks on a hot flag can add an amazing amount of pressure to capping. Add some timely revives, and an aware squad that will grab the kit if the medic falls, and you can add a hard punch to an assaulting force.
I realize that many of you believe that the best use of a medic is to keep the SL alive. I do agree that that is one of the most important roles a medic can play. However, I also believe there are times when the medic does a lot more good keeping the troops up. Pressure over time can take a flag, that's the importance of keeping an SL up. It can be even more important for defending a flag. However, two solid squads fighting with pressure over time can take a long time to decide the outcome of an attack. Pressure over time also does not garuntee success, and on an important flag, you can expect enemy reinforcements. If taking the flag quickly is a priority, the extra instantaneous pressure an FLM provides is a must.
On heavy infantry based maps, an FLM is so crucial, you should probably consider two medics in a squad; one to keep the SL alive, and one to keep the pressure going. Even when not engaging at a spawn point, the added pressure of an FLM is a must. I can't tell you how many time I've seen engagements between tight squads, when the smoke clears, there is a ton of bodies on the gorund and a medic reviving the entire force of the winning side. It's hard to win a battle when you have to kill everyone twice.
Following are a few things the FLM must keep in mind. Keep constant vigil looking for nades and GL's. They are your worst enemy. If there is a GL, don't do that revive unless you know you can get it before his reload is done. If you see a nade, run. If the nades come in the steady stream of one person throwing, after the 4th is when you revive. If it is a stream thrown by multiple peoples, kill them before attempting revives in nade range. Use your weapons, use your weapons, use your weapons. It is often vital to eliminate a threat before you do the revive. Use cover, cover is your friend. Often, if you are wounded, it's a good idea to drop a med pack on somone you are about to revive, so that when you revive them, you heal yourself. Keep the medpacks where your guys can you them and never, never let them see you sweat. Know when not to revive, know when to kill and know when to revivie. If it's hot and you gotta revive someone, tell them you are about the revive them so that when they get that revive, they react instantly. A lot of peeps complain about the hot revive, saying they are garunteed dead. Well, awareness and immediate action of the revivee will often be the difference between life and death, victory and defeat. Also refer to Big Bill's "I need a Medic" thread (compiled into the guide above). It has some great tips, and I tried not to repeat too much that was said there.
I know a bunch of you will immediately disagree with this post, but I urge you to keep an open mind and try it out. If it doesn't work for you, then it doesn't work. Who knows, you might just like it.
Original forum discussion here
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