Tempo Strategies

Late-Beat Heal

A teammate(s) is near it's full HP, and is about to lose HP right After your "Regular" Bolt



A teammate is about to be easy to hit in just a moment (A Soldier about to land)



A teammate is not within line of sight to you but will be in a moment

Early-Beat Heal

A teammate(s) is near it's full HP, and is about to lose HP right Before your "Regular" Bolt



The battle is expected to "Heat Up" any moment and you need to be ready HP-wise

Beam-Building

Power-Building

Team Tempo

The Strategies in this sections will become more relevant after you got familiar the previous parts of the guide. Going for a bit of recap hereHealing with the Medigun is like hitting a pot, one note over and over. You hit at different places on the pot, but it's still just hitting the pot.Add a basic crossbow heal cycles, and it's like playing on two drums, but only with one pretty basic one-two combo.Once you correctly decide on heal targets strategically, and with your distance and tempo determine whether bolts hit for alot of healing or just a bit, the melody of your healing sounds more complex, like a solid drum set. Even without the this following part, you reach a completely new level of Healing as the Medic. With good positioning, communication, aim and practice, those tools will suffice to make very pleasing heal melodies.The next part is like further expansions onto your Healing's toolset. You can keep adding more tools, tricks, team-strategies onto your toolset. You will probably come up with new ideas I had no way of realising, and do share those with me! Listing below are the expansions I know. Just remember that the very foundations of your play come first in a match.In Medium tempo, sometimes it's beneficial to, in order to maximise it's effectiveness. Examples for situations where a delayed shot would be better than shooting straight away are:When delaying a shot, you don't wait while you hold your Crossbow. Instead, keep healing with the Medigun for the time needed. Delaying your shot should not be for more thanseconds compared to your current Tempo. Longer, and you might as well shoot a bolt early, go back to healing and be ready to bolt again, in other words perform an "Early-Beat Heal". This is essentially going to a lower tempo for a short while.The Pros of doing a Late-Beat Heal is that you gain more healing by shooting a more effective shot that heals more. The Cons are that if the Delayed shot isn't as beneficial as you expected, you lost some potential healing and Uber.In Medium tempo, sometimes it's beneficial to shoot a few bolts in rapid succession to top off your team's HP, even if each bolt isn't as effective as it could be. This is effectively going to a higher tempo for a short while. Examples of situations where squeezing in more bolts are beneficial:Early-Beat shots could be performed as a singular thing, to reheal one target, or be almost a straight up Fast Tempo performed in a situation where no one Teammate is in grave danger, but you ensure the entire team is on full HP. When performing such a thing, it is best to Beam OverHeal the full-HP teammates, to maximise the effective of the bolts on the yet-to-be-bolted teammates. Using Early-Beat Healing in a Slow Tempo situation is Power Building an Uber. The opposite of Early-Beat Healing is toHeal-Build is to Medibeam heal in a situation where a your teammates are hurt. Instead of Bolting like you normally do in the given situation, you assess that you will gain more Uber that way.For instance, you are with your team behind the choke, and have 75% Uber. You don't know when the enemy is about to go in, and want to Overheal everyone so that the team is in the best condition. However, once fully overhealed your team will produce less Uber, and self-damage will reduce their clip and take away their focus needlessly. So instead of healing with the crossbow, you take the time to build Uber with the Medibeam, which generates more Uber per unit of healing done.A Gained advantage is better awareness of your surroundings, which protects you Uber meter from being wasted. This is essentially going to a slower Tempo due to the situation.Power Building is to use the Crossbow's Uber Build to build loads of Uber in a short span of time. By having your teammates hurt themselves in a safe situation, and healing in a Fast Tempo, you will build alot of Uber per unit of time, instead of the worst case where you are Beam Healing a fully overhealed teammate.How fast can one build like that? Very, Very fast. In the most extreme case, you will be healing Soldiers at long range for 150HP per bolt, oruber per bolt. By firing a bolt per 1.1 seconds, and healing with the medigun for the other 0.5 seconds for 2.5% Uber per second, we build at. That's a full Uber in 15 Second, compared to the regular 40 when healing hurt teammates the whole time!However, in different situations building at a slower rate would also be acceptable- sometimes you can't, or don't want to, dedicate 3-4 people into building the Uber. Power-Building at a closer range results in 25 seconds per Uber, and requires less self damage, less people dedicated to it and can be realistically done on a moving target(s).Healing isn't the only thing tying to the Tempo of a battle. Damage reduces Health Bars and healing refills it, Weapon clips unload and reload, and the time it takes for a player to move back and forth in a given area are all cycling evens. Each have a different typical "Frequency". Think of those as internal "Broken clocks" running, each teammate having several!What does it do for you as a Medic? Generally, you can distinct between three extreme cases- In Sync, random and Anti-Synced. When in Sync, your team goes in combat at the same times and needs to hold back to reload and refill health as one. When Anti-synced, each teammate needs to reload and refill health at a different times. When it's random, everything has highs and lows.In sync is good when trying to make a Push- At the peak of the cycle the entire team has full health, and is with a reloaded clip. After a push however your team will be all with low resources, and as a Medic there will be alot of work to do. It is also good when the enemy team is readying to push into you. Anti sync is good for keeping pressure and suppressing the enemy team- your team constantly holds ground and is always overall ready for incoming foes. Randomly acting teammates will give your team unpredictability, which can be a blessing and a curse.Generally speaking, with this guide you as a Medic will have better potential healing than the average enemy Medic. You will also benefit from constantly arrowing incoming teammates and building Uber that way. Hence I think that letting your teammates be out of sync, and by healing them to max overheal one by one, letting low HP teammates "Wait their turn" somewhat, gives you the best chance to apply pressure without major risks, as you can heal the damage the enemy Medic cannot as well, eventually giving you kills and ground.However, don't neglect the other team tempos! When completely out of battle after pushing or being pushed off an area, getting "In Sync" is the best counter to the enemy being at peak form themselves. One teammate going off on their own or lagging behind might spell disaster. And when a certain fight heats up and prolongs, letting your teammate go wild and random tempo wise (YET AS A TEAM POSITIONING WISE!) while you use your skill to match up for any needed healing can really throw off the enemy team. They are essentially being pushed back by a pack of unrelenting, murderous, undying beasts :)