SORRY FOR THE DELAY SHOUTOUTS TO LUXOR FOR DOING QUICK FIX SCIENCE WITH ME
The Quick-Fix
ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects
+40% heal rate
+25% ÜberCharge rate
50% max overheal
Move at the speed of any faster heal target.
Forgive my math if this is wrong.
Quick-Fix heals all classes (before healrate modifiers such as other heal beams, weapons) at approximately 33.6 health per second, or 168 HP in 5 seconds, on recently damaged parties. This amount triples per second if the heal target has crit-heals (hasn't taken damage in the last 15 seconds), effectively full-healing a soldier from 10 HP to 250 HP (125% health, buffed) in 2.381 seconds if he received no damage in the last 15 seconds. This allows for, as expected, a quick fix when healing, with the only expense being a slightly modified ubercharge and lower maximum health.
Additionally, the Quick-Fix Ubercharge acts in essence as a consistent crit-heal, meaning those numbers above apply for the actual ubers. Full health from barely-living in 2.381 seconds. Tankier classes such as the Heavy can remain nearly invulnerable to damage amounts unless they exceed 100.8 damage per second. To supersede this heal rate, one is required to deal 147.675 damage per second, assuming you were able to stay alive against a heavy for 8 seconds straight.
This heal rate while ubered isn't the issue. The issue is having this insane heal rate and being able to capture points. This has been one of the pressing technical issues of this weapon. Let's assume a team unwittingly ignores a capture point, say gullywash last, and a quick-fix ubering combo sneaks through water and lands on the point. The enemy team has to not only stop the point from capping, but do so by killing a 375 health heavy healing back 100.8 health per second. You won't even knock the heavy into the red before the cap is completed at x2 rate.
Another great mechanic in this game is the ability to juggle your opponent via explosives or airblast, but a quick-fix uber denies this with its movement impairing nullification. This nullification effectively negates:
Natascha Slowdown
Airblast
Explosive Knockback
Airborne Knockback from damage sources
Quick-Fix's capabilities coupled with no movement impairments can make capturing spire-like points (Gravelpit C, Badlands Spire) infinitely easier unless unprecedented defensive options are deployed, such as high damage from sentries, heavies and 3-5 sticky bombs detonated at once. I'll note that these classes are respectively listed under the Defense squadron in TF2's class selection menu. However, these capture points can make it difficult to deliver such a high amount of DPS, given the control point's position in accordance with the map.
One other interesting mechanic of the Quick-Fix is the ability to move at the speed of a faster heal target, and also gain the ability to explosive-jump with a respective explosive-jumping class. From a short amount of science done, I deduced that the medic's momentum in hu/s is added to the additional momentum given by the explosive class, thereby allowing a medic to exceed the distance given by his heal target. Additionally, a medic can follow a scout buddy from the last control point on badlands to the enemy's control point in under 28 seconds (21 seconds with a Baby Face's Blaster maximum boosted scout, no crit-a-cola, no whip effect).
Other movement options can allow a medic and a soldier/demo pocket to survive a last push after wiping the enemy team and reach the middle point before the respawns come in (I'm being a little overzealous on the capabilities here, but there is quite a bit a medic can do with the extra movement power granted by these faster classes, and each map varies in how quickly a combo can reach a forward spawn of the enemy team).
Compared to stock Medi Gun, the Quick-Fix heals 40% faster (+9.6 health/s, before modifiers). Later tonight I'll include the results of a heal-by-fight test where a Medi Gun + Class fight a Quick-Fix + Class to see the results in a pure DPS setting.
More science will appear tonight.
Suggestions
-Remove the ability to capture while ubercharged with the heal rate
If you have any other suggestions or problems this weapon rises, post it and I'll add it.