TF2: the Medic

Next, let’s consider the Medic. Your team does have one, right? If not, get one of the 4 guys playing Sniper to switch. More on that later.

You have three sets of classes: offense, defense and support. Use your Engineers to lock down vulnerable areas in your base, and leave the offensive stuff to the classes meant for it. That means Heavies and Soldiers. They take point, which means soaking up damage, and the Medic’s place is at their side.

Being the Medic can be a stressful experience. First off, everybody screams for you when they take damage, including guys on the front line who shouldn’t have been there in the first place. Screw ’em. Snipers and Engineers should be holding down the fort, not going vigilante. They’ll have to learn the hard way.

After all, it’s not like you get much of the glory, right? You’re a creepy Kraut with an underpowered offensive weapon, and everyone on the other team wants you dead as quickly as possible.  After all, you’re the one who can make the infantry invulnerable. It’s enough to give anyone a complex.

When they start crying, just remember that you can’t be everywhere at once. Nor should you be. You do the most good backing up the soldier or the heavy. Scouts are too fast to keep up with, Spies look too suspicious with you tagging along, and the Pyro? Well, he’ll have to take care of himself. You’ve got a symbiotic bond with the grunts, and that’s where you do the most good.