Tell me more ×
Arqade is a question and answer site for passionate videogamers on all platforms. It's 100% free, no registration required.

When I play as a medic I almost always use the medigun. In what situations is the Kritzkreig more useful?

share|improve this question

4 Answers

up vote 9 down vote accepted

First, you need to look at when the übercharge is useful: taking out entrenched engineer nests, and leading a strong push. This makes übercharge particularly useful for spearheading an assault.

On the other hand, the Kritzkrieg is useful for countering a push, because it lets someone push out a large amount of damage in a short span of time. Use the kritzkrieg to clear contested points, hunt down regrouping enemies, etc.

The Kritzkrieg also charges faster. If you're finding you often die before you get a chance to deploy an übercharge, you might try switching to the kritzkrieg, as you'll build up the kritz-über faster.

share|improve this answer
4  
For CP maps, this can be shortened into a rule of thumb: RED -> Kritz, BLU -> Uber – Steve V. Mar 21 '11 at 21:08
2  
@Steve - yup! If BLU is capping RED's final point, a kritz charge will get the point clean in a hurry - a regular über won't even stop the capture from happening, since you can't cap (or prevent caps) while übered. – Raven Dreamer Mar 21 '11 at 21:47
@RavenDreamer According to the TF2 wiki uber's can block captures but not capture points themselves. – jw013 Dec 20 '12 at 15:43

While the answer is situational. Lets cover the basics first:

Healgun name | Übercharge Effect | Charge time
----------------------------------------------------------------
Medigun      | Invincibility     | Baseline
Kritzkrieg   | Critical hits     | 25% faster than Medigun
Quick Fix*   | Fast Heal         | 50% faster than Medigun

*New in TF2 Beta, also speeds you up when healing a faster target, such as a Scout. However, it has no overheal, although you can continue healing targets to build your Übercharge.

Now for some scenarios:

  • The Medigun is the most useful if you have the time to charge it. If there is a map setup time and you choose medic near the start of it, you should always use the Medigun.
  • The Medigun has the biggest benefit from equipping the Vita-Saw because it takes the longest to charge.
  • Critical Hits do not do bonus damage to buildings. You need the Medigun or Quick Fix to break Sentry Farms. It is recommended you use the Medigun to take out Sentry farms.
  • The Kritzkrieg is really useful at the start on 5cp maps, because it charges faster. It can be a great boon to taking the middle point due to its increased charge speed.
  • The Quick Fix (the new healing gun in Beta) can be useful if you want to reach the front line quicker. If you heal a Scout, you speed up to Scout speed. Its increased charge time means you'll also be able to use it more often than the other two.
  • The Übersaw adds 25% to your Übercharge meter regardless of which medigun you have.
  • Any of the three can be useful when defending a point. Keep in mind that Quick Fix and Kritzkrieg both charge faster, and thus can be used more often.

So, the rule of thumb is to start with the Medigun if there are setup gates. Be aware that the walls can be jumped on cp_well. Use the Medigun to take down Sentry Guns. Kritzkrieg works well for pushes against sets of enemies that have no sentry farms. Quick Fix is still new and may be useful in one of these two situations, I haven't tested it enough to tell.

share|improve this answer
Quick Fix may also not be released soon, if ever. – Raven Dreamer Mar 21 '11 at 22:34
@Raven Dreamer: And yet it seems very likely it will be released eventually. – user2974 Mar 21 '11 at 22:38
@Powerlord - oh, sure... but how many months since they appeared in the beta did the G.R.U. have? The Level 1 sentry wrench before the wrangler? – Raven Dreamer Mar 21 '11 at 22:46
@RavenDreamer: We don't know, because those only appeared in the closed beta. Whereas these items are in the open beta and the Quick Fix itself has already been tweaked to address one of its shortcomings. – user2974 Mar 21 '11 at 23:40
The quik fix brings you to nominal scout speed, so long as you are connected with a scout. However, that's all you get from it. Once a scout does a sharp turn in a corridor, or once he double jumps, the medic is invariably left behind. Considered that the medic is pretty fast as-is... – badp Mar 22 '11 at 14:33
show 2 more comments

The Kritzkreig leaves your target open to damage, making it less useful in games with many players (and a lot of damage going out). It works best on soldiers and demos, because they can do damage without getting close to the fight. Also, critical rockets and grenades quickly take out players surrounding a sentry, so the Kritzkreig uber will kill Engineers repairing sentries. The Medigun's uber will have a harder time killing engineers because there is no bonus damage against players.

Also, the Kritzkreig charges quicker than the Medigun. If you're losing or trying to take a capture point the Kritzkreig will both charge faster and provide more damage output to clear the point, especially on Soldiers and Demomen (once again).

In short: use the Kritzkreig for destroying big Engineer setups that you can fire at from a distance, or to clear capture points. Otherwise you will have better luck with the Medigun when you have enough time to charge it.

share|improve this answer
Two maps to try this on are Egypt and Turbine. Kritzkreig is the gun of choice on Egypt with soldiers because of the long distance approaches. Medigun is more useful for Turbine where Engineers hole up in the small flag room and the ubered player will be forced to soak lots of damage. – Sadly Not Mar 21 '11 at 16:27
6  
Critical hits do not do extra damage to engineer buildings. You can still use the Kritzkrieg effectively against them though, because you are almost always guaranteed to kill any repairing engineers, and they still do normal damage to the buildings. – nimbus57 Mar 21 '11 at 16:40
@nimbus57: Whoops, didn't realize that, I'll update using your comment, if you don't mind :) – Sadly Not Mar 21 '11 at 16:44

You already got some good answers, so I only add a point that could be useful and hasn't been mentioned yet.

Due to the fact that most servers have 24 slot or even 32 slots in order to have some chances to win your team usually needs at least two medics, sometimes three.

In this case having one medic with medigun and one with kritzkrieg guarantees good team flexibility. An übercharge used to destroy the sentryguns or the opponent heavy+medic duo followed by a kritzcharge could be extremely painful and could break stalemate situations.

share|improve this answer

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.