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Quick Fix?
31
#31
3 Frags +
AzraelThe vaccinator counters the kritzkrieg (assuming four charges)
kritzkrieg counters quick fix
quick fix counters stock

Stock trumps everything when you have advantage though.

Speaking of the Vaccinator, do you guys think it might see its day in 6s? I know for a fact it's gonna see some use next week on Koth for HL.

[quote=Azrael]The vaccinator counters the kritzkrieg (assuming four charges)
kritzkrieg counters quick fix
quick fix counters stock


Stock trumps everything when you have advantage though.[/quote]
Speaking of the Vaccinator, do you guys think it might see its day in 6s? I know for a fact it's gonna see some use next week on Koth for HL.
32
#32
7 Frags +

i dont even know how to use the vaccinator

is there some kinda guide for that shit

i dont even know how to use the vaccinator

is there some kinda guide for that shit
33
#33
3 Frags +
frkni dont even know how to use the vaccinator

is there some kinda guide for that shit

Yeah whenever I've used it, I always screw up the "uber" by not cycling through the invulns fast/accurate enough. If there was a way you could bind a specific key to only switch to one of the invulns, that would be more precise/easier. However, it would require 3 extra keys to be bound to a command.

[quote=frkn]i dont even know how to use the vaccinator

is there some kinda guide for that shit[/quote]

Yeah whenever I've used it, I always screw up the "uber" by not cycling through the invulns fast/accurate enough. If there was a way you could bind a specific key to only switch to one of the invulns, that would be more precise/easier. However, it would require 3 extra keys to be bound to a command.
34
#34
0 Frags +

I think building the kritzkrieg to 100% is a better use of your 32 seconds than building the quickfix to 100% most of the time.

If after 32 seconds you have full kritz and the other team has full qf, then you obviously have an advantage.

If you have kritz and the other team has uber, you have that same 8 second window to win the fight before the other team gets full charge. I think we can all agree that kritz gives your team a significantly greater chance of winning that fight over qf. Not only does your team have more potential damage output than they would if you ran qf, but your team overall should have a lot more health because of the larger buffs. And there's always that chance that your demo hits the "magic crit sticky."

I think qf defending last after wiping at mid isn't necessarily the best answer. Would you rather have your team full-buffed or half-buffed when the other team pushes in? If you manage to fend off the attack and keep your medic alive, which of the three charges would you rather have when pushing into second?

But, like someone has pointed out already, it's all just theorycrafting at this point.

I think building the kritzkrieg to 100% is a better use of your 32 seconds than building the quickfix to 100% most of the time.

If after 32 seconds you have full kritz and the other team has full qf, then you obviously have an advantage.

If you have kritz and the other team has uber, you have that same 8 second window to win the fight before the other team gets full charge. I think we can all agree that kritz gives your team a significantly greater chance of winning that fight over qf. Not only does your team have more potential damage output than they would if you ran qf, but your team overall should have a lot more health because of the larger buffs. And there's always that chance that your demo hits the "magic crit sticky."

I think qf defending last after wiping at mid isn't necessarily the best answer. Would you rather have your team full-buffed or half-buffed when the other team pushes in? If you manage to fend off the attack and keep your medic alive, which of the three charges would you rather have when pushing into second?

But, like someone has pointed out already, it's all just theorycrafting at this point.
35
#35
4 Frags +

I think it will be viable, and I believe you can flash the quick fix uber without it losing more charge as you QF uber other targets? I may be wrong, but it will sure be interesting how some higher level teams use it in matches :D

I think it will be viable, and I believe you can flash the quick fix uber without it losing more charge as you QF uber other targets? I may be wrong, but it will sure be interesting how some higher level teams use it in matches :D
36
#36
-2 Frags +

After having seen the quickfix used pretty extensively in pugs, it's certainly viable. I don't like playing against it, however. The mobility makes medics much more difficult to kill, and the speed of building the uber makes a medic pick mean less. And the heal rate is, obviously, much higher. "I hit that demo for 200!...oh the medics on qfix gl killing him." Now, that was just a pug, I think coordination afforded by a team would change how the team approaches these sorts of things. Between that and the equalizer being nerfed, I had a hell of a time as roamer just pugging.

It's cool that valve buffed the quickfix, and the buff is certainly viable and pretty balanced. But imo it does have a negative effect on the quality of the game.

Call me conservative, but I think some elements of the game are almost untouchable. The heal rate and survivability of the medic class are good examples of two.

After having seen the quickfix used pretty extensively in pugs, it's certainly viable. I don't like playing against it, however. The mobility makes medics much more difficult to kill, and the speed of building the uber makes a medic pick mean less. And the heal rate is, obviously, much higher. "I hit that demo for 200!...oh the medics on qfix gl killing him." Now, that was just a pug, I think coordination afforded by a team would change how the team approaches these sorts of things. Between that and the equalizer being nerfed, I had a hell of a time as roamer just pugging.

It's cool that valve buffed the quickfix, and the buff is certainly viable and pretty balanced. But imo it does have a negative effect on the quality of the game.

Call me conservative, but I think some elements of the game are almost untouchable. The heal rate and survivability of the medic class are good examples of two.
37
#37
8 Frags +
miwoAfter having seen the quickfix used pretty extensively in pugs, it's certainly viable. I don't like playing against it, however. The mobility makes medics much more difficult to kill, and the speed of building the uber makes a medic pick mean less. And the heal rate is, obviously, much higher. "I hit that demo for 200!...oh the medics on qfix gl killing him." Now, that was just a pug, I think coordination afforded by a team would change how the team approaches these sorts of things. Between that and the equalizer being nerfed, I had a hell of a time as roamer just pugging.

It's cool that valve buffed the quickfix, and the buff is certainly viable and pretty balanced. But imo it does have a negative effect on the quality of the game.

Call me conservative, but I think some elements of the game are almost untouchable. The heal rate and survivability of the medic class are good examples of two.

I get where you're coming from, but I think this is the kind of attitude that makes non competitive players scoff. There's no reason that heal rate should be sacred. If you respond to an effective QF team with traditional 6s play, then you're going to be disadvantaged. The spam till push game doesn't do much against it, and burst damage becomes much more important. So reign your roamer in and give him a shotgun to hold flank while you let your Scouts off the leash. Or run a Sniper or run a Spy or run Kritz. There are a number of ways to deal with the new QF, but traditional cookie cutter 6v6 with uber isn't one of them.

I really hope the community doesn't dump on the QF, because I think it has a lot to offer. It could be the spark that gets the fire burning for other non standard strategies.

[quote=miwo]After having seen the quickfix used pretty extensively in pugs, it's certainly viable. I don't like playing against it, however. The mobility makes medics much more difficult to kill, and the speed of building the uber makes a medic pick mean less. And the heal rate is, obviously, much higher. "I hit that demo for 200!...oh the medics on qfix gl killing him." Now, that was just a pug, I think coordination afforded by a team would change how the team approaches these sorts of things. Between that and the equalizer being nerfed, I had a hell of a time as roamer just pugging.

It's cool that valve buffed the quickfix, and the buff is certainly viable and pretty balanced. But imo it does have a negative effect on the quality of the game.

Call me conservative, but I think some elements of the game are almost untouchable. The heal rate and survivability of the medic class are good examples of two.[/quote]

I get where you're coming from, but I think this is the kind of attitude that makes non competitive players scoff. There's no reason that heal rate should be sacred. If you respond to an effective QF team with traditional 6s play, then you're going to be disadvantaged. The spam till push game doesn't do much against it, and burst damage becomes much more important. So reign your roamer in and give him a shotgun to hold flank while you let your Scouts off the leash. Or run a Sniper or run a Spy or run Kritz. There are a number of ways to deal with the new QF, but traditional cookie cutter 6v6 with uber isn't one of them.

I really hope the community doesn't dump on the QF, because I think it has a lot to offer. It could be the spark that gets the fire burning for other non standard strategies.
38
#38
29 Frags +

As a non medic player who has cycled through my fair share of medics over the years... No item has ever... EVER made any one of them say "this is actually fun". I think smaka said it 4x last night. For that reason alone and to increase the interest and appreciation of the medic class, I hope it doesn't get nerfed

As a non medic player who has cycled through my fair share of medics over the years... No item has ever... EVER made any one of them say "this is actually fun". I think smaka said it 4x last night. For that reason alone and to increase the interest and appreciation of the medic class, I hope it doesn't get nerfed
39
#39
7 Frags +

i actually said the words "i love valve" after using it in competitive

i actually said the words "i love valve" after using it in competitive
40
#40
3 Frags +

I had more fun in scrims last night than I have for the last two seasons of tf2. It makes the medic class so much more interesting than what it was. You can take more risks, change up what you're doing, etc. I was able to essentially just pocket whoever was closest to me and not worry too much about my survivability. It also allows for longer uber pushes, as you can stay in all the way to the end of the uber and just jump out when health starts to get low.

Plus getting launched into the air accidentally is so much fun 8)

I had more fun in scrims last night than I have for the last two seasons of tf2. It makes the medic class so much more interesting than what it was. You can take more risks, change up what you're doing, etc. I was able to essentially just pocket whoever was closest to me and not worry too much about my survivability. It also allows for longer uber pushes, as you can stay in all the way to the end of the uber and just jump out when health starts to get low.

Plus getting launched into the air accidentally is so much fun 8)
41
#41
1 Frags +

Shotgun roamer > gunboats roamer when quick fix is being used

Shotgun roamer > gunboats roamer when quick fix is being used
42
#42
2 Frags +

Quickfix seems really viable on defense if you have a disadvantage. I don´t think it´ll work out good on pushes just because of sticky traps/snipers.

Quickfix seems really viable on defense if you have a disadvantage. I don´t think it´ll work out good on pushes just because of sticky traps/snipers.
43
#43
5 Frags +
PlatinumAs a non medic player who has cycled through my fair share of medics over the years... No item has ever... EVER made any one of them say "this is actually fun". I think smaka said it 4x last night. For that reason alone and to increase the interest and appreciation of the medic class, I hope it doesn't get nerfed

It's almost like concing around as a medic in TFC, minus your screen wobbling all over the place.

[quote=Platinum]As a non medic player who has cycled through my fair share of medics over the years... No item has ever... EVER made any one of them say "this is actually fun". I think smaka said it 4x last night. For that reason alone and to increase the interest and appreciation of the medic class, I hope it doesn't get nerfed[/quote]

It's almost like concing around as a medic in TFC, minus your screen wobbling all over the place.
44
#44
-4 Frags +

Quickfix is trash until they make jumping with it voluntary, like that one bungee sourcemod plugin.

Quickfix is trash until they make jumping with it voluntary, like that one bungee sourcemod plugin.
45
#45
-2 Frags +
hooliQuickfix is trash until they make jumping with it voluntary, like that one bungee sourcemod plugin.

Yeah, a medic ran it in a pug and I couldn't stop worrying about jumping him into the enemy team.

[quote=hooli]Quickfix is trash until they make jumping with it voluntary, like that one bungee sourcemod plugin.[/quote]

Yeah, a medic ran it in a pug and I couldn't stop worrying about jumping him into the enemy team.
46
#46
1 Frags +
EsDeeKayQuickfix seems really viable on defense if you have a disadvantage. I don´t think it´ll work out good on pushes just because of sticky traps/snipers.

A non-charged headshot will not kill a QF'ed medic. I died last night when I walked my demo into a sentry nest and a sniper headshot me while I was tanking that damage, but that's more an issue of focuses than the sniper himself.

Sticky traps are an issue, but you can get around so quickly with the QF that you can just scout the sticky traps and push from a different location.

[quote=EsDeeKay]Quickfix seems really viable on defense if you have a disadvantage. I don´t think it´ll work out good on pushes just because of sticky traps/snipers.[/quote]

A non-charged headshot will not kill a QF'ed medic. I died last night when I walked my demo into a sentry nest and a sniper headshot me while I was tanking that damage, but that's more an issue of focuses than the sniper himself.

Sticky traps are an issue, but you can get around so quickly with the QF that you can just scout the sticky traps and push from a different location.
47
#47
2 Frags +
fsXDhooliQuickfix is trash until they make jumping with it voluntary, like that one bungee sourcemod plugin.
Yeah, a medic ran it in a pug and I couldn't stop worrying about jumping him into the enemy team.

In a pug that might be an issue, but most medics I know are both comfortable enough with their pocket to know when they will jump and good enough at surfing that even an inadvertent jump will just cause them to take a bit of fall damage and not really lose positioning. There's always the chance of a crazy airshot or something, but this is a game of calculated risks.

[quote=fsXD][quote=hooli]Quickfix is trash until they make jumping with it voluntary, like that one bungee sourcemod plugin.[/quote]

Yeah, a medic ran it in a pug and I couldn't stop worrying about jumping him into the enemy team.[/quote]

In a pug that might be an issue, but most medics I know are both comfortable enough with their pocket to know when they will jump and good enough at surfing that even an inadvertent jump will just cause them to take a bit of fall damage and not really lose positioning. There's always the chance of a crazy airshot or something, but this is a game of calculated risks.
48
#48
-8 Frags +

makes default almost useless, competitive play has needed a small metagame change for awhile but this is too big :(

makes default almost useless, competitive play has needed a small metagame change for awhile but this is too big :(
49
#49
3 Frags +
liasmakes default almost useless, competitive play has needed a small metagame change for awhile but this is too big :(

I don't think you understand how important the regular uber/full buffs really are. The QF absolutely does not replace it entirely.

[quote=lias]makes default almost useless, competitive play has needed a small metagame change for awhile but this is too big :([/quote]
I don't think you understand how important the regular uber/full buffs really are. The QF absolutely does not replace it entirely.
50
#50
cp_process, cp_metalworks
5 Frags +
liasmakes default almost useless, competitive play has needed a small metagame change for awhile but this is too big :(

Please try pushing through a stickied choke with quick fix, or attacking a sentry, or quick fixing against a kritz, or a sniper, or a spy... or or or or. There are so many situations where the default is superior, quick fix really only adds another option to consider.

[quote=lias]makes default almost useless, competitive play has needed a small metagame change for awhile but this is too big :([/quote]

Please try pushing through a stickied choke with quick fix, or attacking a sentry, or quick fixing against a kritz, or a sniper, or a spy... or or or or. There are so many situations where the default is superior, quick fix really only adds another option to consider.
51
#51
1 Frags +

In 6s, the QF seems pretty viable as a lower-risk lower-gain form of default uber, but from the perspective of someone who only plays 6s, it looks useless in HL. The simple damage output of a heavy would still destroy someone ubered with QF, and even in 6s you couldn't push through a choke with it, traps would still instagib you.

In 6s, the QF seems pretty viable as a lower-risk lower-gain form of default uber, but from the perspective of someone who only plays 6s, it looks useless in HL. The simple damage output of a heavy would still destroy someone ubered with QF, and even in 6s you couldn't push through a choke with it, traps would still instagib you.
52
#52
0 Frags +
WaldoIn 6s, the QF seems pretty viable as a lower-risk lower-gain form of default uber, but from the perspective of someone who only plays 6s, it looks useless in HL. The simple damage output of a heavy would still destroy someone ubered with QF, and even in 6s you couldn't push through a choke with it, traps would still instagib you.

You need to do 189 damage at once to kill a QF ubered medic. Unless the heavy is right up in your grill, he's not going to kill him.

I agree that the QF is less viable in HL than in 6v6 though because you have to divide your attention so much.

[quote=Waldo]In 6s, the QF seems pretty viable as a lower-risk lower-gain form of default uber, but from the perspective of someone who only plays 6s, it looks useless in HL. The simple damage output of a heavy would still destroy someone ubered with QF, and even in 6s you couldn't push through a choke with it, traps would still instagib you.[/quote]

You need to do 189 damage at once to kill a QF ubered medic. Unless the heavy is right up in your grill, he's not going to kill him.

I agree that the QF is less viable in HL than in 6v6 though because you have to divide your attention so much.
53
#53
0 Frags +

Unless a soldier does a double rocket jump or a demo sticky jumps, you should easily be able to control where you go with the quick fix. I haven't had much issue with it.

Unless a soldier does a double rocket jump or a demo sticky jumps, you should easily be able to control where you go with the quick fix. I haven't had much issue with it.
54
#54
3 Frags +

There really should be a cvar, of which you can assign a +command to a key, and while that key is pressed you are immune to jumping with your demo it soldier. Or something like that. What hooli said, that would be huge.

There really should be a cvar, of which you can assign a +command to a key, and while that key is pressed you are immune to jumping with your demo it soldier. Or something like that. What hooli said, that would be huge.
55
#55
0 Frags +
WaldoIn 6s, the QF seems pretty viable as a lower-risk lower-gain form of default uber, but from the perspective of someone who only plays 6s, it looks useless in HL. The simple damage output of a heavy would still destroy someone ubered with QF, and even in 6s you couldn't push through a choke with it, traps would still instagib you.

In HL it might as well be invincibility + an overheal for your medic. You have to breach 100 DPS to overcome the quick fix's uber, which is damn near impossible to hold up consistently on a single target. A QF'd heavy might as well be invincible. It's essentially stock uber without the pain of getting airblasted and with a charge time that's 8 seconds faster.

[quote=Waldo]In 6s, the QF seems pretty viable as a lower-risk lower-gain form of default uber, but from the perspective of someone who only plays 6s, it looks useless in HL. The simple damage output of a heavy would still destroy someone ubered with QF, and even in 6s you couldn't push through a choke with it, traps would still instagib you.[/quote]

In HL it might as well be invincibility + an overheal for your medic. You have to breach 100 DPS to overcome the quick fix's uber, which is damn near impossible to hold up consistently on a single target. A QF'd heavy might as well be invincible. It's essentially stock uber without the pain of getting airblasted and with a charge time that's 8 seconds faster.
56
#56
3 Frags +

Double gunboat soldiers + QF

I WANT TO SEE IT KBK

Double gunboat soldiers + QF

I WANT TO SEE IT KBK
57
#57
2 Frags +
ZillyhooDouble gunboat soldiers + QF

I WANT TO SEE IT KBK

cu@lan

[quote=Zillyhoo]Double gunboat soldiers + QF

I WANT TO SEE IT KBK[/quote]

cu@lan
58
#58
5 Frags +

Something interesting about having 3 viable mediguns instead of 2 is that it doubles the possible combinations of heal-y guns. This has a very big impact on the game and makes things feel much more dynamic (to me).

2 mediguns:
uber vs. uber
uber vs. kritz
kritz vs. kritz

3 mediguns:
uber vs. uber
uber vs. kritz
uber vs. quickfix
kritz vs. quickfix
kritz vs. kritz
quickfix vs quickfix

Each of these different combinations implies different ways of holding/pushing/making plays. I think this adds more complexity to the game and that it will have a positive impact on pretty much all levels of play.

Something interesting about having 3 viable mediguns instead of 2 is that it doubles the possible combinations of heal-y guns. This has a very big impact on the game and makes things feel much more dynamic (to me).

2 mediguns:
uber vs. uber
uber vs. kritz
kritz vs. kritz

3 mediguns:
uber vs. uber
uber vs. kritz
uber vs. quickfix
kritz vs. quickfix
kritz vs. kritz
quickfix vs quickfix

Each of these different combinations implies different ways of holding/pushing/making plays. I think this adds more complexity to the game and that it will have a positive impact on pretty much all levels of play.
59
#59
3 Frags +

Platinum escaping with Smaka last night on viaduct to flee rr crit stickies was beautifull.

I enjoy the quick-fix new meta.

Killing asked in chat if we should ban it from ESEA, and mixup clearly said nope.

Platinum escaping with Smaka last night on viaduct to flee rr crit stickies was beautifull.

I enjoy the quick-fix new meta.

Killing asked in chat if we should ban it from ESEA, and mixup clearly said nope.
60
#60
5 Frags +

People want to ban a weapon that gives medics an opportunity to enjoy comp as much as frag classes? The quickfix is a blast. Personally, the amount of fun that my team has had from running qf since the update has been a breathe of fresh air.

People want to ban a weapon that gives medics an opportunity to enjoy comp as much as frag classes? The quickfix is a blast. Personally, the amount of fun that my team has had from running qf since the update has been a breathe of fresh air.
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