There are some good points in this thread and there are some bad ones. A lot can be said about the addition of the QF buffs, but as someone who is using it a lot, here are my opinions and observations thus far.
First, I'll agree with everyone who commented about how ESEA changed their policy regarding huge weapon changes mid-season. It definitely would have been banned in seasons past after having huge stat changes. So would the winger, etc. But it wasn't banned. Instead of complaining about the policy change, we decided to give it a try and see if it's viable.
What we've discovered is that it certainly *can* be viable in most situations, but it requires substantial forethought and planning, as well as utilizing the additional mobility to escape unfavorable situations.
It's infinitely more fun to play medic, and definitely increases the necessity for team cohesion. Your pocket can't just randomly rocket jump without coordinating it with you. You must coordinate jumps in so you're not accidentally hitting an opposite key which causes you to fly straight up, etc. Your team isn't as buffed so they need to get rebuffed much more often and you have to focus more on keeping them out of red because they need to be able to stay in the fight longer, or the faster heal rate is useless. All these things and more make it more interesting, challenging, and just more fun to use.
Some would argue that it makes medic easier because you don't have to focus as much on uber advantages/disadvantages. To a degree, this is true. You know that if you spawn at the same time or earlier than the enemy medic, that you definitely will have an advantage of some sort. On the flip side, it's so much more important to push before the enemy has uber that I would suggest keeping track of percentages is just as important as before. The Kritzkrieg tactic of "kritz into them, make them pop, and back out" doesn't work quite as well with QF since you have to fully commit your pocket -and- medic just to get the force, and then the demo very likely has you trapped by the time your charge wears off, so you need to have creative escape routes that frequently need to be invented on the fly, and coordinated between the pocket and the medic to keep you both on the same page. Nothing about this weapon seems overpowered--just different.
A lot of you are commenting about how it's silly that you can cap while using the QF charge. You can cap with Kritzkrieg. You can cap with Vaccinator. Why should quick fix be any different from those? Putting your medic on the point, in most cases, is going to be a death trap for him even if he's using the QF charge. In a case where the medic and pocket can get to the point to cap before you can deal 189 damage to the medic and stop the point, you probably would have lost to a scout capping anyway.
There's much to be learned about it in practical use, but none of it seems game-breaking.
There are some good points in this thread and there are some bad ones. A lot can be said about the addition of the QF buffs, but as someone who is using it a lot, here are my opinions and observations thus far.
First, I'll agree with everyone who commented about how ESEA changed their policy regarding huge weapon changes mid-season. It definitely would have been banned in seasons past after having huge stat changes. So would the winger, etc. But it wasn't banned. Instead of complaining about the policy change, we decided to give it a try and see if it's viable.
What we've discovered is that it certainly *can* be viable in most situations, but it requires substantial forethought and planning, as well as utilizing the additional mobility to escape unfavorable situations.
It's infinitely more fun to play medic, and definitely increases the necessity for team cohesion. Your pocket can't just randomly rocket jump without coordinating it with you. You must coordinate jumps in so you're not accidentally hitting an opposite key which causes you to fly straight up, etc. Your team isn't as buffed so they need to get rebuffed much more often and you have to focus more on keeping them out of red because they need to be able to stay in the fight longer, or the faster heal rate is useless. All these things and more make it more interesting, challenging, and just more fun to use.
Some would argue that it makes medic easier because you don't have to focus as much on uber advantages/disadvantages. To a degree, this is true. You know that if you spawn at the same time or earlier than the enemy medic, that you definitely will have an advantage of some sort. On the flip side, it's so much more important to push before the enemy has uber that I would suggest keeping track of percentages is just as important as before. The Kritzkrieg tactic of "kritz into them, make them pop, and back out" doesn't work quite as well with QF since you have to fully commit your pocket -and- medic just to get the force, and then the demo very likely has you trapped by the time your charge wears off, so you need to have creative escape routes that frequently need to be invented on the fly, and coordinated between the pocket and the medic to keep you both on the same page. Nothing about this weapon seems overpowered--just different.
A lot of you are commenting about how it's silly that you can cap while using the QF charge. You can cap with Kritzkrieg. You can cap with Vaccinator. Why should quick fix be any different from those? Putting your medic on the point, in most cases, is going to be a death trap for him even if he's using the QF charge. In a case where the medic and pocket can get to the point to cap before you can deal 189 damage to the medic and stop the point, you probably would have lost to a scout capping anyway.
There's much to be learned about it in practical use, but none of it seems game-breaking.
It made 6s fun to watch again
It made 6s fun to watch again
smakersA lot of you are commenting about how it's silly that you can cap while using the QF charge. You can cap with Kritzkrieg. You can cap with Vaccinator. Why should quick fix be any different from those? Putting your medic on the point, in most cases, is going to be a death trap for him even if he's using the QF charge. In a case where the medic and pocket can get to the point to cap before you can deal 189 damage to the medic and stop the point, you probably would have lost to a scout capping anyway.
idk about this, considering that your pocket can now start running pain train as a very legit weapon just because of this strat, if there are no stickies on the point (got cleared out or they just never were there) your pocket can rocket jump your medic to point, get X3 times on point and even if the combo dies, there are still 2 scouts a roamer and a demo yet to fight, all of which, while not buffed, can just finish the deal quickly by either killing whatever is not looking at them because they're busy killing the combo on point or just running to the point and finishing the cap which should be very close to be capped anyway because of the time your combo put there.
add to this that if you manage to get a pyro on the point and it gets quickfixed it would be very difficult to stop the cap at all.
[quote=smakers]A lot of you are commenting about how it's silly that you can cap while using the QF charge. You can cap with Kritzkrieg. You can cap with Vaccinator. Why should quick fix be any different from those? Putting your medic on the point, in most cases, is going to be a death trap for him even if he's using the QF charge. In a case where the medic and pocket can get to the point to cap before you can deal 189 damage to the medic and stop the point, you probably would have lost to a scout capping anyway.[/quote]
idk about this, considering that your pocket can now start running pain train as a very legit weapon just because of this strat, if there are no stickies on the point (got cleared out or they just never were there) your pocket can rocket jump your medic to point, get X3 times on point and even if the combo dies, there are still 2 scouts a roamer and a demo yet to fight, all of which, while not buffed, can just finish the deal quickly by either killing whatever is not looking at them because they're busy killing the combo on point or just running to the point and finishing the cap which should be very close to be capped anyway because of the time your combo put there.
add to this that if you manage to get a pyro on the point and it gets quickfixed it would be very difficult to stop the cap at all.
Per ESEA rules:
All packs that come out during the season are automatically banned. Additionally, all sets are banned. If you complete one, intentionally or not, the punishment will be the same as using a banned weapon. All weapons released after May 8th 2013 will be automatically banned.
I kind of find this entire thread to be pointless if rules are taken seriously in this league.
Per ESEA rules:
All packs that come out during the season are automatically banned. Additionally, all sets are banned. If you complete one, intentionally or not, the punishment will be the same as using a banned weapon. All weapons released after May 8th 2013 will be automatically banned.
I kind of find this entire thread to be pointless if rules are taken seriously in this league.
emmerich 楊澤祺: is the quickfix overpowered
tri: yes
tri: i guess you could argue its not since its harder to use
emmerich 楊澤祺: is the quickfix overpowered
tri: yes
tri: i guess you could argue its not since its harder to use
tri: i want to see it banned cuz i dont want to deal with it
tri: mixup might not be beatable
tri: if they can use it
tri: i want to see it banned cuz i dont want to deal with it
tri: mixup might not be beatable
tri: if they can use it
heroPer ESEA rules:
All packs that come out during the season are automatically banned. Additionally, all sets are banned. If you complete one, intentionally or not, the punishment will be the same as using a banned weapon. All weapons released after May 8th 2013 will be automatically banned.
I kind of find this entire thread to be pointless if rules are taken seriously in this league.
yeah if quickfix is banned via "rules", im guessing so will the escape plan, winger, shortstop, medic crossbow, etc.
[quote=hero]Per ESEA rules:
All packs that come out during the season are automatically banned. Additionally, all sets are banned. If you complete one, intentionally or not, the punishment will be the same as using a banned weapon. All weapons released after May 8th 2013 will be automatically banned.
I kind of find this entire thread to be pointless if rules are taken seriously in this league.[/quote]
yeah if quickfix is banned via "rules", im guessing so will the escape plan, winger, shortstop, medic crossbow, etc.
heroPer ESEA rules:
All packs that come out during the season are automatically banned. Additionally, all sets are banned. If you complete one, intentionally or not, the punishment will be the same as using a banned weapon. All weapons released after May 8th 2013 will be automatically banned.
I kind of find this entire thread to be pointless if rules are taken seriously in this league.
hmm? quickfix has been in the game for years though.
[quote=hero]Per ESEA rules:
All packs that come out during the season are automatically banned. Additionally, all sets are banned. If you complete one, intentionally or not, the punishment will be the same as using a banned weapon. All weapons released after May 8th 2013 will be automatically banned.
I kind of find this entire thread to be pointless if rules are taken seriously in this league.[/quote]
hmm? quickfix has been in the game for years though.
nevermind. it shows how much i pay attention to any of the weapon bans. apparently its been in play the whole season? im not sure what the problem is then.. other than it got a huge buff but i actually enjoy seeing it in gameplay.
nevermind. it shows how much i pay attention to any of the weapon bans. apparently its been in play the whole season? im not sure what the problem is then.. other than it got a huge buff but i actually enjoy seeing it in gameplay.
I really like it. I think the only change that is needed for it is that you need to build with it instead of it having the same build rate % regardless of someone self-damaging or not. maybe so that you can't uber + cap the point? idk, not played against/with it that much yet.
it's really strong for teams that are already very pocket+medic central (mike/knox, zebbo/mirelin, platinum/smaka). really like it so far.
I really like it. I think the only change that is needed for it is that you need to build with it instead of it having the same build rate % regardless of someone self-damaging or not. maybe so that you can't uber + cap the point? idk, not played against/with it that much yet.
it's really strong for teams that are already very pocket+medic central (mike/knox, zebbo/mirelin, platinum/smaka). really like it so far.
numlockedI really like it. I think the only change that is needed for it is that you need to build with it instead of it having the same build rate % regardless of someone self-damaging or not. maybe so that you can't uber + cap the point? idk, not played against/with it that much yet.
it's really strong for teams that are already very pocket+medic central (mike/knox, zebbo/mirelin, platinum/smaka). really like it so far.
You think it will be banned in EU in it's current state?
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Will it be available at i49?
[quote=numlocked]I really like it. I think the only change that is needed for it is that you need to build with it instead of it having the same build rate % regardless of someone self-damaging or not. maybe so that you can't uber + cap the point? idk, not played against/with it that much yet.
it's really strong for teams that are already very pocket+medic central (mike/knox, zebbo/mirelin, platinum/smaka). really like it so far.[/quote]
You think it will be banned in EU in it's current state?
[spoiler]Will it be available at i49?[/spoiler]
numlockedI really like it. I think the only change that is needed for it is that you need to build with it instead of it having the same build rate % regardless of someone self-damaging or not. maybe so that you can't uber + cap the point? idk, not played against/with it that much yet.
it's really strong for teams that are already very pocket+medic central (mike/knox, zebbo/mirelin, platinum/smaka). really like it so far.
Not 100% on this, but when quickfix first came out and we ran it in some pugs, it definitely built faster when someone was damaged. I don't think the build rate is identical at all times, but does more when someone is hurt.
[quote=numlocked]I really like it. I think the only change that is needed for it is that you need to build with it instead of it having the same build rate % regardless of someone self-damaging or not. maybe so that you can't uber + cap the point? idk, not played against/with it that much yet.
it's really strong for teams that are already very pocket+medic central (mike/knox, zebbo/mirelin, platinum/smaka). really like it so far.[/quote]
Not 100% on this, but when quickfix first came out and we ran it in some pugs, it definitely built faster when someone was damaged. I don't think the build rate is identical at all times, but does more when someone is hurt.
Just run a heavy. Heavies have enough dpm to kill a quickfix'd medic. Hell a fully charged sniper shot can kill him to.
Just run a heavy. Heavies have enough dpm to kill a quickfix'd medic. Hell a fully charged sniper shot can kill him to.
Is it really a good thing to make the game even more chaotic than what it is now? I personally main medic in 6v6 and I don't like quickfix because it puts so much emphasis on aim/mechanical skills, and personally don't like to watch games where there's mostly just mechanical skill involved with depth and tactics left on the sidelines
Also wtf is up with the "roamers got gunboats" argument, a flying combo is so much different than a 200-health roamer jumping
Is it really a good thing to make the game even more chaotic than what it is now? I personally main medic in 6v6 and I don't like quickfix because it puts so much emphasis on aim/mechanical skills, and personally don't like to watch games where there's mostly just mechanical skill involved with depth and tactics left on the sidelines
Also wtf is up with the "roamers got gunboats" argument, a flying combo is so much different than a 200-health roamer jumping
MuukiIs it really a good thing to make the game even more chaotic than what it is now? I personally main medic in 6v6 and I don't like quickfix because it puts so much emphasis on aim/mechanical skills, and personally don't like to watch games where there's mostly just mechanical skill involved with depth and tactics left on the sidelines
how does quickfix not take any tactics? infact quickfix adds even more different tactics and depth to the game. i don't really see what argument you were making here. also the fact that most people play medic because they can't aim doesn't mean that some medics shouldn't be able to take advantage of having better aim or mechanics than others by using a weapon that rewards those skills more.
[quote=Muuki]Is it really a good thing to make the game even more chaotic than what it is now? I personally main medic in 6v6 and I don't like quickfix because it puts so much emphasis on aim/mechanical skills, and personally don't like to watch games where there's mostly just mechanical skill involved with depth and tactics left on the sidelines[/quote]
how does quickfix not take any tactics? infact quickfix adds even more different tactics and depth to the game. i don't really see what argument you were making here. also the fact that most people play medic because they can't aim doesn't mean that some medics shouldn't be able to take advantage of having better aim or mechanics than others by using a weapon that rewards those skills more.
harbleuMuukiIs it really a good thing to make the game even more chaotic than what it is now? I personally main medic in 6v6 and I don't like quickfix because it puts so much emphasis on aim/mechanical skills, and personally don't like to watch games where there's mostly just mechanical skill involved with depth and tactics left on the sidelines
how does quickfix not take any tactics? infact quickfix adds even more different tactics and depth to the game. i don't really see what argument you were making here. also the fact that most people play medic because they can't aim doesn't mean that some medics shouldn't be able to take advantage of having better aim or mechanics than others by using a weapon that rewards those skills more.
I didn't say that it doesn't require any tactics, but according to most posts that I've read here people seem to think that it's much easier to come out of a bad situation with the quickfix, thus reducing the amount of emphasis on depth if mistakes aren't punihsed quite that greatly. Just speculating here so in the end, w/e
[quote=harbleu][quote=Muuki]Is it really a good thing to make the game even more chaotic than what it is now? I personally main medic in 6v6 and I don't like quickfix because it puts so much emphasis on aim/mechanical skills, and personally don't like to watch games where there's mostly just mechanical skill involved with depth and tactics left on the sidelines[/quote]
how does quickfix not take any tactics? infact quickfix adds even more different tactics and depth to the game. i don't really see what argument you were making here. also the fact that most people play medic because they can't aim doesn't mean that some medics shouldn't be able to take advantage of having better aim or mechanics than others by using a weapon that rewards those skills more.[/quote]
I didn't say that it doesn't require any tactics, but according to most posts that I've read here people seem to think that it's much easier to come out of a bad situation with the quickfix, thus reducing the amount of emphasis on depth if mistakes aren't punihsed quite that greatly. Just speculating here so in the end, w/e
MuukiharbleuMuukiIs it really a good thing to make the game even more chaotic than what it is now? I personally main medic in 6v6 and I don't like quickfix because it puts so much emphasis on aim/mechanical skills, and personally don't like to watch games where there's mostly just mechanical skill involved with depth and tactics left on the sidelines
how does quickfix not take any tactics? infact quickfix adds even more different tactics and depth to the game. i don't really see what argument you were making here. also the fact that most people play medic because they can't aim doesn't mean that some medics shouldn't be able to take advantage of having better aim or mechanics than others by using a weapon that rewards those skills more.
I didn't say that it doesn't require any tactics, but according to most posts that I've read here people seem to think that it's much easier to come out of a bad situation with the quickfix, thus reducing the amount of emphasis on depth if mistakes aren't punihsed quite that greatly. Just speculating here so in the end, w/e
That's what's really nice nice about the quick fix it at least gives you a shot to make something happen. Let's say you wipe at mid on granary and their med stays alive, well you might as well spread your cheeks and lube up because you're probably fucked. They really aren't using tactics at all they're just waiting for their uber buff up an kill you. With quick fix you might actually have a chance to force them on 2nd maybe or even kite their push enough to try and salvage the round.
[quote=Muuki][quote=harbleu][quote=Muuki]Is it really a good thing to make the game even more chaotic than what it is now? I personally main medic in 6v6 and I don't like quickfix because it puts so much emphasis on aim/mechanical skills, and personally don't like to watch games where there's mostly just mechanical skill involved with depth and tactics left on the sidelines[/quote]
how does quickfix not take any tactics? infact quickfix adds even more different tactics and depth to the game. i don't really see what argument you were making here. also the fact that most people play medic because they can't aim doesn't mean that some medics shouldn't be able to take advantage of having better aim or mechanics than others by using a weapon that rewards those skills more.[/quote]
I didn't say that it doesn't require any tactics, but according to most posts that I've read here people seem to think that it's much easier to come out of a bad situation with the quickfix, thus reducing the amount of emphasis on depth if mistakes aren't punihsed quite that greatly. Just speculating here so in the end, w/e[/quote]
That's what's really nice nice about the quick fix it at least gives you a shot to make something happen. Let's say you wipe at mid on granary and their med stays alive, well you might as well spread your cheeks and lube up because you're probably fucked. They really aren't using tactics at all they're just waiting for their uber buff up an kill you. With quick fix you might actually have a chance to force them on 2nd maybe or even kite their push enough to try and salvage the round.
Has anyone else had an issue with rockets doing absolutely nothing when trying to rocket jump during a qf uber?
Has anyone else had an issue with rockets doing absolutely nothing when trying to rocket jump during a qf uber?
PlatinumHas anyone else had an issue with rockets doing absolutely nothing when trying to rocket jump during a qf uber?
If you are not in the air when you start your rocket jump(like if you are crouched and don't jump, like for rolling out style jumps) then QF will not follow.
[quote=Platinum]Has anyone else had an issue with rockets doing absolutely nothing when trying to rocket jump during a qf uber?[/quote]
If you are not in the air when you start your rocket jump(like if you are crouched and don't jump, like for rolling out style jumps) then QF will not follow.
Deep,
I understand what you're saying, but he's referring to something different. It's not that he jumps and the medic simply doesn't follow. The scenario is this:
Sometimes, when QF charge is active, the pocket can attempt to rocket jump away, but it's like the "no pushback" stat of the QF occasionally prevents the pocket from taking pushback from his own rocket. This results in a rocket splash on the ground that moves neither the pocket nor the medic and seems random. I'd guess there's something that specifically causes it that we haven't caught yet, like maybe it happens if someone else is hitting you with splash at that exact instant, but we don't yet know the cause or if it's truly just a random glitch with the weapon. It does not occur when the QF charge isn't active.
Deep,
I understand what you're saying, but he's referring to something different. It's not that he jumps and the medic simply doesn't follow. The scenario is this:
Sometimes, when QF charge is active, the pocket can attempt to rocket jump away, but it's like the "no pushback" stat of the QF occasionally prevents the pocket from taking pushback from his own rocket. This results in a rocket splash on the ground that moves neither the pocket nor the medic and seems random. I'd guess there's something that specifically causes it that we haven't caught yet, like maybe it happens if someone else is hitting you with splash at that exact instant, but we don't yet know the cause or if it's truly just a random glitch with the weapon. It does not occur when the QF charge isn't active.
PlatinumHas anyone else had an issue with rockets doing absolutely nothing when trying to rocket jump during a qf uber?
plat you're still trying to make excuses for you fucking up your RJs last night? just give it up man, none of us think any less of you for not being able to RJ consistently.
[quote=Platinum]Has anyone else had an issue with rockets doing absolutely nothing when trying to rocket jump during a qf uber?[/quote]
plat you're still trying to make excuses for you fucking up your RJs last night? just give it up man, none of us think any less of you for not being able to RJ consistently.
I RJ more consistently than you suck dick, harb. God I cant wait until you're cut.
I RJ more consistently than you suck dick, harb. God I cant wait until you're cut.
See how the quickfix is driving teams apart.
See how the quickfix is driving teams apart.
MarxistSee how the quickfix is driving teams apart.
Yes, fuck you Marxist.
[quote=Marxist]See how the quickfix is driving teams apart.[/quote]
Yes, fuck you Marxist.
Quick fix is the only medi gun for us. Win or lose, it makes 6s that much more fun and fast paced. Running the quickfix and taking flanks hard with advantages, or popping meds and escaping with the medic is a blast. The best part of using the quickfix exclusively is that the stalemates that comes with uber/uber are extinct. You either lose in 20 minutes or win in 20 minutes, say goodbye to those hour long stalemates.
How is this a bad addition to the game?
All of you naysayers are nazis. Quick fix makes competitive 100% more fun. Run kritz if you want to win so badly, let us enjoy our new play style.
Just remember, We'll be having twice as much fun losing as you are winning.
Quick fix is the only medi gun for us. Win or lose, it makes 6s that much more fun and fast paced. Running the quickfix and taking flanks hard with advantages, or popping meds and escaping with the medic is a blast. The best part of using the quickfix exclusively is that the stalemates that comes with uber/uber are extinct. You either lose in 20 minutes or win in 20 minutes, say goodbye to those hour long stalemates.
How is this a bad addition to the game?
All of you naysayers are nazis. Quick fix makes competitive 100% more fun. Run kritz if you want to win so badly, let us enjoy our new play style.
Just remember, We'll be having twice as much fun losing as you are winning.
http://www.youtube.com/watch?v=sBJnfB7O9qw&hd=1
Scorpiouprising
Not 100% on this, but when quickfix first came out and we ran it in some pugs, it definitely built faster when someone was damaged. I don't think the build rate is identical at all times, but does more when someone is hurt.
Unless if Valve changed something mechanically behind the scenes (doubt it, I haven't noticed this) this isn't true. The way ubercharge rate works is simple, if the person you are healing is under 142.5% HP wise, you get the faster charge rate. The Quick-Fix can only overheal someone to 125% HP wise, so you always get the faster charge rate.
[quote=Scorpiouprising]
Not 100% on this, but when quickfix first came out and we ran it in some pugs, it definitely built faster when someone was damaged. I don't think the build rate is identical at all times, but does more when someone is hurt.[/quote]
Unless if Valve changed something mechanically behind the scenes (doubt it, I haven't noticed this) this isn't true. The way ubercharge rate works is simple, if the person you are healing is under 142.5% HP wise, you get the faster charge rate. The Quick-Fix can only overheal someone to 125% HP wise, so you always get the faster charge rate.