After watching you videos on how to play Medic, I'm sure to say that ive been doing much better. I'm paying attention to flank routes of incoming enemies, spies, and escape routes. Ive been hitting my Crossbow shots more consistently and ive been keeping the team more alive than ever! (I still have things to improve) Your Videos have inspired me to play more smartly and more relaxed, using the Über instead of hogging it or dropping it. Watching your videos are always super Fun and helpfull! I really liked the editing the commentary and the usefull tips! I know that this you posted this video almost 2 years ago, but i hope you don't push yourself to post new videos, take your time, your Mental Health is one of your highes priorities!
I personally like the quick fix because I have a slightly unusual playstyle as Medic. I put significantly less emphasis on my ubers regardless of which medigun I'm using, instead opting to maximize my healing output with the medigun itself. I'd rather keep my team alive as best I can for one minute, than turn one teammate invincible for eight seconds. I also play fairly aggressively, choosing to heal teammates actively fighting to hopefully give them the advantage they need to win their fight. This effectively turns ubercharge into a bonus I get for doing the job I was already doing, so any way to do my job better is a must. I'd rather fight tooth and nail to keep my team alive on the frontlines, so buffs become less important as well, therefore the overheal penalty affects me less. I want to keep my team in the fight longer, not get them back into it faster. And finally, because my playstyle is less centered on uber, it's not putting me at a huge disadvantage to lose it. I can safely sacrifice my life to keep a push alive, then quickly get back into the fray as if nothing happened, and in doing so I can even use the lack of invincibility of the quick fix uber to my advantage when I do have it. Most enemies would avoid targeting a stock ubered medic combo, and instead focus on slowing them down and taking as many of their teammates as collateral instead, but a quick fix uber tricks enemies into targeting me and my healing target over the rest of my team, meaning I can soak up plenty of damage that would otherwise have gone into my teammates, buying them more time to put damage into the enemies, while also having the bonus effect of tricking my team into pushing because they see an uber and assume that means they have the advantage for the next 8 seconds. Psychological warfare, applied to both teams simultaneously. Perhaps this isn't the best playstyle but it's the one I enjoy. I don't want to play a spreadsheet game of how to maximize my uber and total healing done, I want to be there up front giving healing where it's most critical. And honestly, I think my playstyle is the one the weapon was built for, as rare and suboptimal as it may be. So I wouldn't have it any other way. TLDR: my job is to keep my whole team alive, not make one teammate invincible, and the quick fix lets me do that way better than stock. Some people emphasize the "battle" in "battle medic", but I emphasize the "medic" instead.
Two points against the Quick-Fix that felt missing from the video: - If the player feels that they can't survive long enough to get a stock Uber, the Kritzkrieg has none of the overheal disadvantages from the Quick-Fix/Vaccinator while building uber faster. The Kritzkrieg is wonderful when the player has a competent pocket, but even pub Soldiers and Heavies can usually be relied on to fire in the general direction of the enemy while their weapon is glowing. - The Crusader's Crossbow's overwhelming dominance as a Medic primary takes away from the healing value of the Mediguns. If any of the Syringe Guns could even compete with it *as a weapon*, an Overdose/Blutsauger + Quick-Fix combo could carve out a niche for high-survivability Medics...but the Crossbow doesn't even represent a significant loss to self-defense on top of its other benefits, so this build isn't viable.
god, this video reminds me of 2016-18 tf2, when people did not know how strong the vaccinator is, coincidentally back when i was a medic main and before quitting for good. this video simply cannot state how strong the vaccinator is, there are not enough words to explain how satisfying uber-sawing a demo that hit you with a crit pipes trully is, specially after being an engineer player for the entirety of 2015. also the troldier terror is only equated to a demo's terrorist tactics
The crossbow is probably the only weapon I've seen that is both a direct upgrade from stock as well as not pay to win, because it's still mostly not for combat. Brilliant.
If I may say (about the channel in general rather than this video in particular) - you're one of the more skillful TF2 youtubers I've seen. Like generally impressive level of multitasking and game-sense. Kinda exhausting to even watch.
The quick-fix is my go-to for when I join a team of 10 or more players lacking gamesense with no other medic while I can observe the enemy team and medic(s) are competent. The increased build rate and high base healing means I can still keep teammates alive even if they decide to run in with <10% HP. Rapid healing on struggling players remedies their mistakes, and I don’t have to fully abandon teammates as often (since I often see people refusing to retreat at opportune times and getting themselves killed). Of course, I still have the gamesense to position myself and maneuver out of bad situations, but I’ve found myself thinking, “that group of teammates definitely would have run in and died if I was using a medi gun with a standard heal rate”. I would rather have 7-8 inexperienced players at 100% health than 3-4 at ~140% health because they’re unpredictable. Unaware players don’t know how to abuse crit heals and buffs, and the heal rate bonus assists in healing a full team of 12 between crossbow shots. Stuffing stock ubers is still viable since you can keep more teammates in the fight than the enemy, and the 1-3 flashed players can’t shoot in multiple places at once, which you can use to slow their advance. I can flash / spread uber extremely early to motivate players to walk forward (even if they don’t need to be ubered) or flash a whole bunch of unaware teammates if I see a large push incoming (unless it’s a kritz push), so I can use the quick-fix’s uber as a way to control my team’s half of the gamestate. The more disposable ubercharge can be used to “manipulate” teammates to push their advantage, at my discretion. Every other medi gun bolsters teams with a few competent players, while the quick-fix is there to well, fix a team’s mistakes. It has diminishing returns when another medic is present to keep everyone healthy or when your teammates gain sentience. Undeniably weaker than stock, kritz, and potentially vacc in large casual games, but still not to be written off.
I watched about a third of this video, connected up to a casual server playing dustbowl on offense, and immediately top scored after using the vaccinator for the first time. Yeah, it's a pretty good medigun.
Fully agreed that the Quick-Fix is the overall weakest medigun. Not useless or unusable, but definitely the weakest. One other aspect I don't see many people talking about is how the existence of the crossbow is indirectly a nerf to the Quick-Fix. Faster healing on a medigun just isn't as impactful when you already have a busted primairy weapon to help with that. It's kinda the same with the Amputator, I think that weapon would also see a lot more use if the Crossbow didn't exist.
I still use quick-fix a ton in pubs as secondary medic or when flanking with soldiers/pyros! Stock medi-gun is my other pick for when we need a good push or I’m playing pocket on front!
The crossbow set was MADE for vaccinator or quick fix tbh. But the shield bubble swap heal resistances + heal swap back combos are too tanky. The ranged health can save teammates whod die from fall damage with like 20 health up tp 70 back down to 10 but survive. The amputator does what no other weapon does and AoE heals. When in a tight area sometimes pulling it out and healing massive amounts of hp to EVERYONE + a dispenser or extra medic = you're set. You may/can maybe die in the process but with both weapons your teammates will have mid health if done right and can defeat the low ammo empty mag weak low health enemies and win the game.
If you ever make something like this for the melee, please don’t forget the amputator lets you get a max 9+ regen when holding it long enough which can out heal afterburn when running away, The stats dont say it and people generally forget it even does that lol, Which makes it seem much more like its just aoe rather than genuinely saving you by a hair more than once
@@Theory-Y definitely, but it does suit some less aggressive or more safe play styles and or extra escapability, Which lots of people don’t really know and again really only think it does AOE
To your study(?) section, You generally are just using it wrong, Your using a Rapier as a Long Sword, And it seems More like you only learnt and corrected that much later into the test, Which you probably already know after the fact, but Mega Heal isn’t the same case as Stock Uber, Its not for charging in, it is specifically for keeping everyone alive and living, its about as offensive as it is defensive meaning it excels as neither and should never be used in place of either, If you’re charging in with your box of medical supplies against 8 seconds of god, you just are losing every time, Also your stats considering how much a majority were stock, are in conclusive, If you just won 15 more rounds with quick fix you would have the exact same loss rate well the percentages would look massively different still, You cannot claim anything about the other 3 mediguns as it disproportionately will always artificially lower or raise their percentage unless you used them all equally, Your actually average for kritz or quick fix could genuinely be like 1% or 100% and it’s be impossible to tell because of how much data was tossed onto stock
That's not how stats work. I still had plenty of rounds with the other mediguns to have a statistically significant data set on their own, especially when looking at averages per minute of gameplay; it doesn't matter that there were even more with stock. I hate to break it to you, but Quick Fix is pretty much objectively worse than stock in 12v12 casual. It doesn't matter if you use the "correct playstyle" because playing to the quick-fix strengths (as I did when I collected this data set) is still meaningfully weaker than other options most of the time. And yes, I was already a good enough medic player to realize I can't treat quick-fix the same as stock long before I even thought about collecting the data used in this video. Quick-fix is still a medigun, which means it is still absurdly strong in the overall scheme of the game; it's only weak when compared to the other mediguns.
Also, of course, if I won 15 more rounds with quick-fix, it would have a higher win rate; that's how averages work. But I couldn't get those 15 extra wins compared to stock because it is worse.
@@Theory-Y my point was there was a 15 round difference in losses (atleast as i got from Your percentages), If you won 15 more quick fix matches it would still be lower than the stock win rate well having equal loses, since even though there were equal loses, since there were still less wins for the quick fix even though its equal loses, It can be generally only because you didn’t play longer with the thing, A obvious example is if you played one round, you get either 100% win rate or 0%, if I compare that to a 250 rounds 70% win rate, it will either seem amazing or horrible, And well I was mostly talking about the quick fix since it is the main focus of this video, this more screws over the other 2’s stats, Which again to specify, I’m talking about the win rates since you seem to neglect that, the healing per minute your right on since there isn’t enough variation to warrant 250 games each (or just equal games lol), If there is a ceiling of healing per game that your already hitting with Stock aswell, (its a day later so forgive me if you didnt account for it), but with Over heal counted the quick fix can only be equal since no mater what, it doesn’t have as much over heal, and will always have the lower number, And the team only having so much heal-able health, and so much room for over heal, the over heal debuff would mean even in the best cases the quick fix would get less healing in since you reach that cap faster, (You would probably see a greater distinction in healing per second rather than by minute) And during the stats section, what you originally state as its strength’s (which you do seem to change later on), You seemed to claim it is a aggressive medi-gun, when it is effectively the opposite, I was tired when i wrote that so sorry if i wasn’t getting my point across effectively so i’ll be mostly restating/clarifying from My groggy self here, Basically I am saying the Quick-Fix’s uses and stengths aren’t defensive or offensive, they are effectively neutral, It won’t help with a push, past keeping everyone alive, And it won’t save yourself or your pocket from death (again other than keeping everyone topped off), Its purpose is as a Literal quick fix, getting your team back to fully healed quickly, Lots of people use it for bad teams for that reason, since it just helps with the more dumb plays and get them topped off fast enough, Which can be a genuine game changer for those teams since they wouldn’t be living long enough for crit heals, and already wouldn’t be using the other ubers effectively, So trading off thag extreme defense/offense for basically extreme healing, something those teams can greatly benefit from, Or alternatively you can just use it in a similar way (focusing on keeping every healed and alive rather than pushing), But generally past that you are screwing yourself over, Its why I said Rapier and long sword (also since kritz and vac are also comparable to Battle-Axe and shield) Both have completely different uses even though they are similar, and using a rapier to cut the same way you do with a long sword, you will fail, and same vice versa, In the same way a Battle axe is incomparable to the long sword and shield, I also want to state I don’t think the Quick Fix is perfect, I genuinely think it should probably get re worked and have its own uber system like the vaccinator, And would most likely still get a worse win rate than stock even if I do think it’d be more or slightly less than a 15, Im more just pointing out your mistakes with gathering data
@@BossKnight I'm sorry, but there really aren't any mistakes in gathering data. I don't need 250 rounds on the other mediguns for more or less accurate win rate numbers. A 95% confidence interval on this data set yielded a variance of less than 1% in either direction for all mediguns. Also, I clearly state in the video that healing alone is not good enough to compete as a medigun weapon, especially when the crossbow exists. You yourself state that it won't help as much with a push or keeping you alive. That is exactly why it's worse and has a lower win rate. Staying alive and providing strong pushes wins games. Just topping people off doesn't because any medigun can do that well enough, especially with the crossbow. It's not comparing a rapier to a sword; it's more like comparing a butter knife to a sword.
@@Theory-Y when comparing 50 rounds to 100 and 250, the 100 and 50 won’t be as accurate no matter how much confidence you have in those numbers, If I flip a coin 5 times and land head 4 out of 5 times and that is all my recorded data, I can be pretty confident this coin lands heads more often than tails, And if I flip another coin and land head 2 out of 5 times, I can be pretty confident this one lands tails more often, And considering previous data I can assume the next flip with be heads for the first and tails for the second, Obviously we both know it should be 50/50 and if I kept going I would have seen it edge closer to 50/50, There is only a 15 win difference between the medigun and Quick Fix, there were a additional 150 games which you could have just won or could’ve all lost, or could’ve won lost 50/50, It could be better it could be worse, Like I said in the original comment, it could be close to 100% or 1% win rate, you left too much room for variation regardless if you think its 1%, Theres also the fact you did switch medi-guns in those games aswell which well I think the way you handled it was best, but switching in general does muddy your numbers, Since if you, like said in the video, switched late in the game and won, that switch would add a additional win to a medigun which wasn’t used a majority of the round, This also increases the game count with what are quarter and half games for some, Also I never said it was bad at keeping you alive, its actually amazing at that considering the MegaHeal, I said keeping you from dying, As i was referring to its Uber, its uber won’t keep your team from dying if theres a random crit rocket or focus fire, but it’ll keep your team alive and heal them, A Stock uber will keep them from dying, Mega Heal just keeps them alive and healed, And this is why I use the rapier as a example btw, Unlike a long sword you cannot easily slice and pierce, you have to pierce with it, to slice with a rapier, it takes a lot more effort with whipping it around to do something much easier with a long sword, And because “Were rapiers ever taken into battle during wars? There are some accounts of rapiers being carried into battle, particularly by mounted officers (the least likely to engage in close combat), but not of any rapier being effectively used in actual fighting.” And then because long swords and rapiers both have lots to learn and techniques to use, but you can’t use one in place of the other, And well one is for war and one is more for a casual setting, they are both weapons and effective at their intended uses even if you’d rather one for war
I have a question. If we are talking about survival then why aren't you using the medics other weapon , the one that heals per shot. I know that the crossbow is overpowered but wouldn't the other weapon be too?
Question, if there is lets say a heavy and a medic with stock uber with his charge, if the enemy is pushing and the medic with stock pops his uber. Is it viable to also pop ur uber on the heavy so he is ubered and has crits
Okay, Ya but... you fail to consider that Amputator taunt is literally the most OP thing in the game as second medic on Dustbowl 3rd. Just stand behind the Bunker and Play the Violin XD
After much trial and error it really is great support for another medic especially stock or the kritz. Really any medigun aside from another quickfix Stock builds uber super slow and kritz doesnt heal as fast since its stock but faster uber rate and crits instead of invul Vaccinator too but doesnt need it since resistances galore. Infact faster heal rate would dec the usefulness. This is the medigun to keep allies alive just long enough to win a fight in a max 1 v 3 or rather 2 v 3 The no knockback is for low damage but high knockback like the scorch shot the loose cannon the lvl 2 sentry or below direct hit or LL airblast etc. Best save heals and especially ubers for heavies. Having 300 + 50 chocolate bar = most things outside a machina headshot wont 1 shot you aka a crit can still be survivable and replenish enough health in a near instant. I still think it needs a buff to make it on par with other mediguns because the overheals screws over low health default classes like scouts snipers and spies who rely on the overheal for a bit more wriggle room. Hence the whole stock/kritz + quickfix combo. Being able to heal everyone 100% plus a bit overheal and have another medic come in and overheal everyone else in less time really is cool. Still needs a 100% stun or slowdown invul too since it can easily be countered by a taunt HP on heavy or natasha / slow effects during halloween and such. I was alsp wrong crossbow is good at ranges but with quick fix you can heal someone just fast enough....that you can go to the next one. On uber doesnt need it. Amputator taunt is still pretty much better the more allies you got. Infact having 3-4 already makes it a faster overall heal. Pair with another medic or dispenser and you pretty much can get low below 70 health allies up to 100% health in about 3 seconds 5 tops depending how much extra heal sources are near.
It really does encourage full behind cover medic play vs going in. Most other mediguns semi encourage that but quick fix is best left with your ally being healed run away usually with the overdose to behind cover fast enough reposition heal another finish heal another finish and go up and down back and forth. Not to mention it can outheal burn and bleed making it a life saver vs another medigun your patient would probably die It highly discourages pocketing vs other mediguns. It encourages spreading heals. It really just needs a no uber a decrease while flashing buff so you can REALLY spread the heals.
I usually just use the quick fix when theres already a stock medic on the team, but honestly using quick fix is more fun. invulnerability kinda gets boring in a while but Semi immortality is fun not only cause I get to fly if I am healing the explosive classes but I get to feel like a god tanking everything
The biggest weakness of the quick fix is that people use it alone.It’s inability to give quality buffs is negated by having a stock or Kritz on your team.Sometimes it even results in overhealing your whole team faster.
Quick fix USED to be better but after the way uber builds the vaccinator rework and overall the run as fast as your target was added to ALL medigun rocket jumping with your pocket doesn't do it as much. It also doesnt allow you to cap the point which 2/4 other mediguns do and stock gives invuln you shouldn't be capping but shredding enemies and causing a distraction. The overheal is also a MASSIVE issue making it borderline useless without another medic to overheal. It really is the support medic gun for actually doing your support job. Which ironically the crossbow and amputator do much MUCH better. The no knockback nor stun dont do much when you well...die 😂 Stock gives invul Kritz makes you out dps the enemy Vaccinator makes you tank resistances ubers and 4 of em. Then the quick fix just patches multiple allies against enemies in battle. It is THE medigun for survival issues or if your team is super skilled theyll not lose that much health or at least dont overextended. Flashing ubers on allies makes it decrease faster. It really needs a buff. Either: -longer ubercharge to quick fix multiple enemies or 1 enemy tanking -some extra stun slowdown or knockback for enemies on ubers -heres one A LONGER BEAM to extended to farther allies like in the meet the medic video. -instantly remove debuffs on uber like jarate mad milk gasoline bleed stun slowdown force taunt force stun etc. Now THAT would be a really different way to basically walk into the enemy but they can still out dps you if they attack fast or smart enough. -another jumbled idea that would be super funny is bump up healing on other mediguns and heal sources. So you wont build uber as fast but together you can heal 2x as fast on the other medigun meaning 4X faster heal rate and overheal rate. So it would encourage medics working together on a heal target. The catch would be focusing on 1 patient at a time and also slower uber build. But you trade uber for faster healing. Also near dispensers conch banner active soldiers mad milk scouts etc. Meaning being healed by it would make it / give patients the shortstop effect. So long as you sustain damage and the quick fix medic keeps healing you. A SUPER team oriented weapon. -last idea would be give it 2 ubers. So you can pop faster and quicker heals like a sub par vaccinator for soley healing. Nothing else much