Crazy heal rate, able to rollout at the same speed as any other class, fast uber build rate, 50% buffs, insane survivability with scout speed and rocket jumping, able to put out more heals in a fight.
This thing seems really good.
Run it really aggressive like a kritz and just fight 24/7. Could see a rock paper scissors style dynamic with the three mediguns, uber beating kritz, kritz beating quick fix, quick fix beating uber.
I'd love to hear the opinions of some tf2 brainiacs on it.
wish they made the vaccinator interesting
Crazy heal rate, able to rollout at the same speed as any other class, fast uber build rate, 50% buffs, insane survivability with scout speed and rocket jumping, able to put out more heals in a fight.
This thing seems really good.
Run it really aggressive like a kritz and just fight 24/7. Could see a rock paper scissors style dynamic with the three mediguns, uber beating kritz, kritz beating quick fix, quick fix beating uber.
I'd love to hear the opinions of some tf2 brainiacs on it.
wish they made the vaccinator interesting
viable.
even without the glitch.
viable.
even without the glitch.
theoryfuckin'
going to mostly exist as an off-beat form of counter-uber, build it up properly and your team has a good push from it, congrats you get quicker pushes and some free medic kills
on the flip side, if they can stall you long enough, you're going to have absolutely nothing to deal with their uber, gg no re
theoryfuckin'
going to mostly exist as an off-beat form of counter-uber, build it up properly and your team has a good push from it, congrats you get quicker pushes and some free medic kills
on the flip side, if they can stall you long enough, you're going to have absolutely nothing to deal with their uber, gg no re
At the very least I think we'll see it on midfight wipes, when the enemy team is gonna roll into last with Uber. It's not as good as uber but it's better than nothing.
At the very least I think we'll see it on midfight wipes, when the enemy team is gonna roll into last with Uber. It's not as good as uber but it's better than nothing.
PAPASTAINtheoryfuckin'
going to mostly exist as an off-beat form of counter-uber, build it up properly and your team has a good push from it, congrats you get quicker pushes and some free medic kills
on the flip side, if they can stall you long enough, you're going to have absolutely nothing to deal with their uber, gg no re
Combo can just force and run away. 1 rj from the pocket can send a qf med across pretty much any middle/yard in the current map pool.
[quote=PAPASTAIN]theoryfuckin'
going to mostly exist as an off-beat form of counter-uber, build it up properly and your team has a good push from it, congrats you get quicker pushes and some free medic kills
on the flip side, if they can stall you long enough, you're going to have absolutely nothing to deal with their uber, gg no re[/quote]
Combo can just force and run away. 1 rj from the pocket can send a qf med across pretty much any middle/yard in the current map pool.
#4 that's what i was thinking. It won't get banned right? I think it's viable just not to mids considering the lesser overheal. Can't believe 50% max overheal changed a weapon this much that it's actually considerable in competitive play.
#4 that's what i was thinking. It won't get banned right? I think it's viable just not to mids considering the lesser overheal. Can't believe 50% max overheal changed a weapon this much that it's actually considerable in competitive play.
we ran it on and off in scrims and a match tonight http://www.twitch.tv/arcticjoe/b/428726845
we ran it on and off in scrims and a match tonight http://www.twitch.tv/arcticjoe/b/428726845
It should be noted that there's no such thing as building with this thing. You build at max rate even if you're healing a half-overhealed player.
It should be noted that there's no such thing as building with this thing. You build at max rate even if you're healing a half-overhealed player.
RawrSpoonIt should be noted that there's no such thing as building with this thing. You build at max rate even if you're healing a half-overhealed player.
Does that mean that a kritzkrieg healing a soldier at a constant 300 will build slower than a quickfix healing a soldier at a constant 250? That's crazy
[quote=RawrSpoon]It should be noted that there's no such thing as building with this thing. You build at max rate even if you're healing a half-overhealed player.[/quote]
Does that mean that a kritzkrieg healing a soldier at a constant 300 will build [i]slower[/i] than a quickfix healing a soldier at a constant 250? That's crazy
narfPAPASTAINtheoryfuckin'
going to mostly exist as an off-beat form of counter-uber, build it up properly and your team has a good push from it, congrats you get quicker pushes and some free medic kills
on the flip side, if they can stall you long enough, you're going to have absolutely nothing to deal with their uber, gg no re
Combo can just force and run away. 1 rj from the pocket can send a qf med across pretty much any middle/yard in the current map pool.
I can dig it. man these sudden metagame changes are fun to watch from the sidelines, mostly b/c the things I feel like top players are going to make from them is going to be so entertaining (especially with the shortstop god dang)
[quote=narf][quote=PAPASTAIN]theoryfuckin'
going to mostly exist as an off-beat form of counter-uber, build it up properly and your team has a good push from it, congrats you get quicker pushes and some free medic kills
on the flip side, if they can stall you long enough, you're going to have absolutely nothing to deal with their uber, gg no re[/quote]
Combo can just force and run away. 1 rj from the pocket can send a qf med across pretty much any middle/yard in the current map pool.[/quote]
I can dig it. man these sudden metagame changes are fun to watch from the sidelines, mostly b/c the things I feel like top players are going to make from them is going to be so entertaining (especially with the shortstop god dang)
Quick fix is pretty insane now. Interesting meta since Kritskrieg can still 1shot a fix'd player, but uber is kinda weak against it since you still need focus fire to kill something (which will probably take some multi-ing).
Quick fix is pretty insane now. Interesting meta since Kritskrieg can still 1shot a fix'd player, but uber is kinda weak against it since you still need focus fire to kill something (which will probably take some multi-ing).
narfRawrSpoonIt should be noted that there's no such thing as building with this thing. You build at max rate even if you're healing a half-overhealed player.
Does that mean that a kritzkrieg healing a soldier at a constant 300 will build slower than a quickfix healing a soldier at a constant 250? That's crazy
yes
[quote=narf][quote=RawrSpoon]It should be noted that there's no such thing as building with this thing. You build at max rate even if you're healing a half-overhealed player.[/quote]
Does that mean that a kritzkrieg healing a soldier at a constant 300 will build [i]slower[/i] than a quickfix healing a soldier at a constant 250? That's crazy[/quote]
yes
quick fix beating uber.
Not really... just back out a bit and repush uber v quick fix. But I guess it does win you a point.
[quote]quick fix beating uber.[/quote]
Not really... just back out a bit and repush uber v quick fix. But I guess it does win you a point.
It's about fucking time we have another medigun that's good. Changes like that (adding new mediguns that work) are one of those things that really make the game grow in terms of being interesting.
g0uldHello Gravel Pit C.
Could you imagine being a soldier defending C, enemy medic and soldier jump up to C, you airshot the medic and he goes flying completely away from the team and screwing them over completely? The thought makes me happy c:
It's about fucking time we have another medigun that's good. Changes like that (adding new mediguns that work) are one of those things that really make the game grow in terms of being interesting.
[quote=g0uld]Hello Gravel Pit C.[/quote]
Could you imagine being a soldier defending C, enemy medic and soldier jump up to C, you airshot the medic and he goes flying completely away from the team and screwing them over completely? The thought makes me happy c:
Maybe I'm just conservative at heart with my items, but I doubt it'll ever see widespread use. Mainly because it sets you down this drive to counter things - kritz hard counters qf absolutely, so you just see this paper rock scissors game of who has what kind of medigun.
I imagine it *might* find its way to teams that manage it well, assuming it's not banned, but in general it's not going to replace uber or kritz, simply because uber actually makes you invincible and kritz will destroy even teams with uber sometimes. I also doubt that the medic can ever truly gain control over where he is going - especially since the game tends to revolve around chokes, not to mention that you generally don't want to move your medic in that deep. Yes, you could use it to escape bad things, but since the med still takes fall damage normally, you're doomed to suffer minor annoyances in that capacity as well.
Assuming it's not banned, it'll be seen more than it was, but I doubt it will ever see widespread use, simply because kritz counters it absolutely, as does say, a sticky trap or any 2 classes that hit directs (although this used to be true of any class that was being healed - other than heavy, this is now only really true for the medic himself/herself).
Maybe I'm just conservative at heart with my items, but I doubt it'll ever see widespread use. Mainly because it sets you down this drive to counter things - kritz hard counters qf absolutely, so you just see this paper rock scissors game of who has what kind of medigun.
I imagine it *might* find its way to teams that manage it well, assuming it's not banned, but in general it's not going to replace uber or kritz, simply because uber actually makes you invincible and kritz will destroy even teams with uber sometimes. I also doubt that the medic can ever truly gain control over where he is going - especially since the game tends to revolve around chokes, not to mention that you generally don't want to move your medic in that deep. Yes, you could use it to escape bad things, but since the med still takes fall damage normally, you're doomed to suffer minor annoyances in that capacity as well.
Assuming it's not banned, it'll be seen more than it was, but I doubt it will ever see widespread use, simply because kritz counters it absolutely, as does say, a sticky trap or any 2 classes that hit directs (although this used to be true of any class that was being healed - other than heavy, this is now only really true for the medic himself/herself).
It is extremely viable. And makes medic fun to play.
It is extremely viable. And makes medic fun to play.
Gotta worry about accidentally jumping your medic into the enemy team though
Gotta worry about accidentally jumping your medic into the enemy team though
fsXDGotta worry about accidentally jumping your medic into the enemy team though
tried bombing medics into snakewater last and it was easily the most fun i'd ever had in pugs
also cow mangler roamer holy shit
[quote=fsXD]Gotta worry about accidentally jumping your medic into the enemy team though[/quote]
tried bombing medics into snakewater last and it was easily the most fun i'd ever had in pugs
also cow mangler roamer holy shit
I wont be surprised if it gets banned :/
edit: this was when the glitch was still around lol
I wont be surprised if it gets banned :/
edit: this was when the glitch was still around lol
I like that the new QF is useful enough to truly allow for charge type cycling. Would really test the flexibility of the team using it and the team facing it. One problem might be that games could boil down to QF vs QF, but I personally don't see this happening too often.
I'd like to see some scrims with it across the skill spectrum.
I like that the new QF is useful enough to truly allow for charge type cycling. Would really test the flexibility of the team using it and the team facing it. One problem might be that games could boil down to QF vs QF, but I personally don't see this happening too often.
I'd like to see some scrims with it across the skill spectrum.
gr8stalinI like that the new QF is useful enough to truly allow for charge type cycling. Would really test the flexibility of the team using it and the team facing it. One problem might be that games could boil down to QF vs QF, but I personally don't see this happening too often.
I'd like to see some scrims with it across the skill spectrum.
If it comes down to that, a Kritz will completely shut down the enemy's QF, since QF can't protect against extreme burst damage. One good crocket will kill anything bar a Heavy in one shot.
[quote=gr8stalin]I like that the new QF is useful enough to truly allow for charge type cycling. Would really test the flexibility of the team using it and the team facing it. One problem might be that games could boil down to QF vs QF, but I personally don't see this happening too often.
I'd like to see some scrims with it across the skill spectrum.[/quote]
If it comes down to that, a Kritz will completely shut down the enemy's QF, since QF can't protect against extreme burst damage. One good crocket will kill anything bar a Heavy in one shot.
#21, dingo posted some scrims with it, it worked really well for the most part
I just want to see how effective counterjumping gets for pockets, because if you get bombed, you could legitimately just fling your medic somewhere and the roamer would be a free pick.
#21, dingo posted some scrims with it, it worked really well for the most part
I just want to see how effective counterjumping gets for pockets, because if you get bombed, you could legitimately just fling your medic somewhere and the roamer would be a free pick.
One of the biggest weakness of Medic is that it is the slowest class on the field, and QF takes that away. That now that you get some overheal too it's looking decent.
One of the biggest weakness of Medic is that it is the slowest class on the field, and QF takes that away. That now that you get some overheal too it's looking decent.
Waldo#21, dingo posted some scrims with it, it worked really well for the most part
I just want to see how effective counterjumping gets for pockets, because if you get bombed, you could legitimately just fling your medic somewhere and the roamer would be a free pick.
Unless you accidentally fling your Medic the wrong way and he lands in the middle of the enemy team.
[quote=Waldo]#21, dingo posted some scrims with it, it worked really well for the most part
I just want to see how effective counterjumping gets for pockets, because if you get bombed, you could legitimately just fling your medic somewhere and the roamer would be a free pick.[/quote]
Unless you accidentally fling your Medic the wrong way and he lands in the middle of the enemy team.
Now all we need is a primary that negates fall damage and the pain train for medic.
Now all we need is a primary that negates fall damage and the pain train for medic.
Assume you're holding mid on process and enemy is pushing in from 2nd with uber. Rather than holding back, like when you normally have disadvantage, you hold near choke, get the early pop, pop your QF charge and gtfo. 25 seconds later you have 40% qf advantage.
Another thing about qf is that medic can flash everyone if enemy team is ubering into you. It wouldn't be a cake-walk, but you could conceivably keep your teams health pretty solid (combined with kiting enemy uber, of course).
I think the rock paper scissors thing is an accurate description. And that game is super balanced.
Assume you're holding mid on process and enemy is pushing in from 2nd with uber. Rather than holding back, like when you normally have disadvantage, you hold near choke, get the early pop, pop your QF charge and gtfo. 25 seconds later you have 40% qf advantage.
Another thing about qf is that medic can flash everyone if enemy team is ubering into you. It wouldn't be a cake-walk, but you could conceivably keep your teams health pretty solid (combined with kiting enemy uber, of course).
I think the rock paper scissors thing is an accurate description. And that game is super balanced.
A team that I sub for used it a scrim last night for the first round. It works really really well, allows demo to get to mid 50% buffed, the medic is with him and allows him to put out really important damage. Also if the midfight goes a bit long then we would have "uber" before them and could successfully push them out and win. The obvious counter to it is for the other team to go kritz, in which case we would just switch back to uber. It added a really cool mechanic and is in no question a decent sidegrade now.
A team that I sub for used it a scrim last night for the first round. It works really really well, allows demo to get to mid 50% buffed, the medic is with him and allows him to put out really important damage. Also if the midfight goes a bit long then we would have "uber" before them and could successfully push them out and win. The obvious counter to it is for the other team to go kritz, in which case we would just switch back to uber. It added a really cool mechanic and is in no question a decent sidegrade now.
The vaccinator counters the kritzkrieg (assuming four charges)
kritzkrieg counters quick fix
quick fix counters stock
Stock trumps everything when you have advantage though.
The vaccinator counters the kritzkrieg (assuming four charges)
kritzkrieg counters quick fix
quick fix counters stock
Stock trumps everything when you have advantage though.
There's no doubt that QF will make the game interesting. Suppose your med dies and then their med dies 5 seconds later. If you both spawn stock you have advantage... unless he spawns QF. So do you assume he's going to run QF and switch to Kritz? These kinds of situations are going to pop up a lot more often now.
Also QF still doesn't grant invulnerability. This means that a demo with a sticky trap or just a demo who can lay down a lot of clever stickies really fast can counter it. I expect to see a lot more solo-demo ubers vs. QF just to be able to get that damage out to counter it.
I also feel that this is going to speed up the meta. I've heard it said that it's OP because it doesn't punish players for losing mids (and their med on mid) which isn't really true. The window to push into last uber v nonuber is still there, it's just smaller. This will force teams to push faster and get more coordinated for successful pushes. Pushing with a QF is also challenging. I definitely feel like it's more of a defensive weapon as to push out you still need to contend with sticky traps, coordinated spam, and you run the risk of over-committing if the enemy team falls back and your combo jumps into them w/ medic. I can hardly wait to see it's usage in the hands of good medics and stronger teams.
tl;dr: The change that compTF2 deserves... but maybe not the one it needs right now?
There's no doubt that QF will make the game interesting. Suppose your med dies and then their med dies 5 seconds later. If you both spawn stock you have advantage... unless he spawns QF. So do you assume he's going to run QF and switch to Kritz? These kinds of situations are going to pop up a lot more often now.
Also QF still doesn't grant invulnerability. This means that a demo with a sticky trap or just a demo who can lay down a lot of clever stickies really fast can counter it. I expect to see a lot more solo-demo ubers vs. QF just to be able to get that damage out to counter it.
I also feel that this is going to speed up the meta. I've heard it said that it's OP because it doesn't punish players for losing mids (and their med on mid) which isn't really true. The window to push into last uber v nonuber is still there, it's just smaller. This will force teams to push faster and get more coordinated for successful pushes. Pushing with a QF is also challenging. I definitely feel like it's more of a defensive weapon as to push out you still need to contend with sticky traps, coordinated spam, and you run the risk of over-committing if the enemy team falls back and your combo jumps into them w/ medic. I can hardly wait to see it's usage in the hands of good medics and stronger teams.
tl;dr: The change that compTF2 deserves... but maybe not the one it needs right now?