The Finals: 50 Tips Every Medium Needs To Know

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Just keep in mind that it will obviously take an additional 4 seconds before it gets activated once you place it down again if you, for whatever reason, run a shotgun with medium. Do not aim down sights with it aiming down sights doesn't change the Sprite of a shotgun and it will instead just slow you down the crosshairs, are just fine better yet just another tip for you if you're playing medium just don't run the shotgun, if you're playing on any of the moving platforms, make sure to place your gas abilities at the front of the Train the gas will linger and damage any enemies that are behind it you don't have to worry about always staying within line of sight to your teammates when using the healing beam it has a small grace period just in case every if you get out of contact with each other for a brief period of time thanks to the range Advantage from your weapons, you know unless you're playing the shotgun which I specifically told you not to generally speaking a medium will want to play slow and methodical, and kind of hang around behind your teammates while dishing out damage as necessary.

finals tips

You will rarely want to push forward and go for jewelry on your own. This is especially true when you have heavies on your team, in which case just stay behind them. If you ever feel like you're in a rattling mood, keep in mind that you can place the jump pad on top of some bushes and then crawl underneath it to hide.

There's no rule that says that the zip line or jump pad can only be used for rotations. If you don't want to take the risk and fight them head-on, another tip for the heal beam is that once you've started healing a teammate, as long as you're within range and within line of sight, it will keep healing them even if you aren't looking directly at them.

Use this to your advantage and keep looking around so as not to tunnel vision and get caught off guard. Building off of that because of how much of a target using a healing beam makes you, if this situation allows it, make sure to hide or at the very least place small, behind cover. To avoid drawing fire from the enemy when healing up your teammates, especially if they're fighting someone themselves, you can use explosive mines as an impromptu breaching charge.

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Just stack them on top of each other and shoot one of them after placing a turret. In front of it, sliding into a jump pad will send you more forward than normally jumping onto it, and building off of that, you can instantly place and then take a jump pad by running with the pad out, looking somewhat straight forward, sliding, and then placing it while continuing to look straight forward.

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It's also worth knowing that the jump pad will carry momentum from other movement abilities. As well, so if you come off any other movement ability such as a zip line or one of these large map jump pads if you are holding Sprint and you crouch on the way down you can slide when you land and place a jump pad the same way as soon as you land and get the double jump with even more speed taking a map plac zip line can be pretty risky, that being said by placing your own zip line alongside it and then spamming the interact and jump key you will not only make yourself more difficult to hit but you will also cross that path at least a little bit faster than usual, during any team fight supporting and enabling your team should be the priority, if you're in a pre-made Squad with really good teammates that will usually mean making sure they're fully healed up and well you know alive but if you're on a team with random teammates.

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Sometimes supporting means going for those who kill themselves. That being said, unless your teammates are the absolute worst players on Earth, odds are you will go much farther just by keeping them alive. If you are the only medium on your team, the healing beam will be a must, but if you are running for a premier team with good communication, and if you aren't the main healer out of the two mediums this means that you could go for the Recon sensus instead as this will give you a good idea of where all the enemies are and allow you to make the right and of course informed decisions, in the same vein if you aren't the main healer and instead be what some call the flex healer this means you can actually get away with swapping your zipline or jump pad for an APS turret instead if you do run an APS keep a close eye for certain fight deciding abilities such as a glitch grenade or the RPG, if you manage to react fast enough you can completely shut down the strategy with a well-timed APS turret if you happen to get hit by light player stun gun and let's face it as a medium you're going to be one of the Prime targets.

Don't panic; start wiggling back and forth and try to kill them by hipfiring your weapon. Your damage per second is still respectable. And the light sperm have a tiny health pool, so if they mess up ever so slightly, odds are you're going to win that fight. You'd be surprised at how many jewels I've won just from shooting right back at them, and of course, one of my favorites is making your medium play feel a lot smoother.

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When I'm swapping between the healing beam and my primary weapon midf fights, I like to do so by starting a slide and then swapping between the two mid slides. This doesn't cost me anything or delay an animation; it will actually keep me on the move, making me less of an easy target. Compared to just running or jumping into the pad, this will send you flying.

Keep in mind that mines can be destroyed by teammates gunshots or explosions, which makes keeping a mind plus C4 or breach on top of the point pretty viable. A jump pad will almost always have enough range to get you all the way up a stairwell. Just make sure that you break the glass if you want to reach the roof.

As the medium on the squad, you almost never should be the one going for the Cash Out Steel. Let one of your teammates do it and either defend by holding them or heal them up if they're trying to steal through areas of effect damage such as fire or gas. One charge of the heal gun will last for exactly 350, or one heavy swf of health before overheating.

Keep this in mind when distributing heals to make sure that you have enough to keep everyone healthy, and that was it for medium.

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50 Tips Every MEDIUM Player Needs To Know. ottr shares some valuable advanced tips for the finals, specifically for the medium build as there are tons of cool tips and tricks that medium can use, such as tips with the loadout, the gadgets and so much more. it's the best guide for the medium build in the finals. ottr.
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