I was gone the week of the update and completely missed the chance to try it early; the only way I could learn about it was by messaging my teammates. After getting a chance to use it, though, I'm really enjoying the changes. It's not viable as a mainstay, but if you use it for advantages like kritz it could be useful; plus the rock-paper-scissors that others have pointed out really is there and gives a fun aspect to the meta I feel was in other games, but not tf2.
I don't entirely see why people are saying it's not viable for rollouts, though - sure, you don't have as much overheal, but by doing a demo-roamer-scouts heal order and having demo go on the slower, healthpack-rich rollouts you can get to mid with scouts, heal demo, and get uber at mid, depending on the map (on granary I felt like I was getting it in about 10 seconds after I came out of yard). Besides, let's not forget that even without building kritz would come soon after that QF (especially since a good chunk of the healing would be against actually hurt players) so it's a viable mid counter. Perhaps we'll be seeing mids that aren't stock-stock more often?
I was gone the week of the update and completely missed the chance to try it early; the only way I could learn about it was by messaging my teammates. After getting a chance to use it, though, I'm really enjoying the changes. It's not viable as a mainstay, but if you use it for advantages like kritz it could be useful; plus the rock-paper-scissors that others have pointed out really is there and gives a fun aspect to the meta I feel was in other games, but not tf2.
I don't entirely see why people are saying it's not viable for rollouts, though - sure, you don't have as much overheal, but by doing a demo-roamer-scouts heal order and having demo go on the slower, healthpack-rich rollouts you can get to mid with scouts, heal demo, and get uber at mid, depending on the map (on granary I felt like I was getting it in about 10 seconds after I came out of yard). Besides, let's not forget that even without building kritz would come soon after that QF (especially since a good chunk of the healing would be against actually hurt players) so it's a viable mid counter. Perhaps we'll be seeing mids that aren't stock-stock more often?
I didn't feel like the QF "uber" really did anything on viaduct tbh, I didn't notice it playing a role in getting big frags or being able to push out of chokes etc. Avoided some krit stickies beautifully but also dropped to some where they wouldn't have if they were running normal uber.
What I'm most interested in is what the teams though of the faster heal rate vs higher overheal factor during the DM fights. Madmen should have had an advantage as they had a kritz at the same rate, which could drop mixup every time using QF, and they had more buffs. In spec you don't really see how fast people are being healed and whether that played any part in the result of fights, did that help or were mixup just outplaying madmen despite the disadvantages?
I didn't feel like the QF "uber" really did anything on viaduct tbh, I didn't notice it playing a role in getting big frags or being able to push out of chokes etc. Avoided some krit stickies beautifully but also dropped to some where they wouldn't have if they were running normal uber.
What I'm most interested in is what the teams though of the faster heal rate vs higher overheal factor during the DM fights. Madmen should have had an advantage as they had a kritz at the same rate, which could drop mixup every time using QF, and they had more buffs. In spec you don't really see how fast people are being healed and whether that played any part in the result of fights, did that help or were mixup just outplaying madmen despite the disadvantages?
The medic isn't a dispenser anymore, +1.
The medic isn't a dispenser anymore, +1.
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The quickfix-uber itself isn't the biggest advantage to using it. It's much more a by-product of fighting 24/7 because the heal rate allows for it. You also need to remember that even dropping to kritz doesn't mean very much unless it gets half or more of the team because the moment he spawns they will push with their heal rate advantage. The longer the fight gets drawn out the stronger quickfix becomes since you always have crit heals. As long as you rotate your heals well enough you can potentially keep 2 or 3 players healthy at all times. The normal uber / krit full buff quickly dies off to a slow heal rate. You really need to just buff up everyone and headbutt the quickfix to play really aggressive and use your 50% buff increase. Given that a lot will come to dm to kill targets quickly that are getting healed.
We probably scrimmed mix^ 2 or 3 times this week and the best we got might have been 3-4? it's very strong on via if you can't get anything done in the very first instances of the fight
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The quickfix-uber itself isn't the biggest advantage to using it. It's much more a by-product of fighting 24/7 because the heal rate allows for it. You also need to remember that even dropping to kritz doesn't mean very much unless it gets half or more of the team because the moment he spawns they will push with their heal rate advantage. The longer the fight gets drawn out the stronger quickfix becomes since you always have crit heals. As long as you rotate your heals well enough you can potentially keep 2 or 3 players healthy at all times. The normal uber / krit full buff quickly dies off to a slow heal rate. You really need to just buff up everyone and headbutt the quickfix to play really aggressive and use your 50% buff increase. Given that a lot will come to dm to kill targets quickly that are getting healed.
We probably scrimmed mix^ 2 or 3 times this week and the best we got might have been 3-4? it's very strong on via if you can't get anything done in the very first instances of the fight
bmanPeople 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.
This^^
Scrimming with it (nd against it) the past few nights have proved to be some exciting rounds. Play seems to be much more aggressive, medic play is more dynamic, and it throws some new strats into the mix. Anything that can make medic more attractive to play is a good thing.
It has it's upsides and downsides, and can be countered by a coordinated kritz (or running QF of your own)...so it's not as invincible as some think it is. I hope everyone gives it a chance in the off season before jumping on the ban wagon.
[quote=bman]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.[/quote]
This^^
Scrimming with it (nd against it) the past few nights have proved to be some exciting rounds. Play seems to be much more aggressive, medic play is more dynamic, and it throws some new strats into the mix. Anything that can make medic more attractive to play is a good thing.
It has it's upsides and downsides, and can be countered by a coordinated kritz (or running QF of your own)...so it's not as invincible as some think it is. I hope everyone gives it a chance in the off season before jumping on the ban wagon.