[quote=“hypnotoad;200429”]If you’re a medic and get under like 10 kills per stopwatch half you’re pretty much a failure and a reliability to the team.
You can see it in basically every single pug game and even in comp games. If the medics have just a few kills while the other guys perform as expected, the team with the medics who can’t kill will usually lose. Sitting behind a fragger with paddles out is just a recipe to lose, you got a weapon with 130dps for a reason.[/quote]
I suppose I should clarify I’m talking about a round of objective/half a round of stopwatch. And I’m pretty sure there are a million threads discussing how bad PUGs/Comp and 5v5 play in general are for play style, considering less than 1/2 if not 1/4 of all active players play 5v5 regularly. It doesn’t make sense to discuss gameplay that won’t be implemented by most players.
[quote=“Szakalot;200420”]sorry, but its you who needs to learn. The better the players involved the harder it is to pull off a good revive.
Good players will likely gib the body before you can revive, even if you tap the defibs immediately, the body will be ‘finished’ before the person can get revived.
There is nothing worse than a medic trying to revive while the opponent is already long jumping at the body with the knife out. [/quote]
This is obvious, and just takes 2 or maybe 3 games of practice to learn when a player will be gibbed before you can reach them with full charge paddles or not. In most situations, if the team is playing correctly, you will have at least 2 if not 3 teammates around you protecting you while you try to light up a revive.
Tap revives are bad and should only be used when you’re retreating from an outnumbered situation. It’s also incredibly easy to first dump a med-kit on the body then tap res, or tap res and quick heal (if Phoenix).
It’s also important to note that reviving players draws fire away from the team. If it doesn’t draw fire away from the team then it means you get to (full charge) heal a dead player. Knowing how to revive under fire (with teammate protection) is a required skill.
Again, I’m not talking about 5v5 since those game dynamics are completely different from 6v6+ and very few players play it.
