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>pocketing
No reason to pocket on defense. Anyways, other players in team will lose their heals, and die. And you 2 won't be able to defend the point, even if you are on higher ground.
Also, looks like it not allows long rocket jumps as ctrl+space+m1. My qf medic was jumping only when i was space+m1 jumping

Normally when someone is pocketing me with it and I'm going to jump I just have him stack on me right before I do. And like perce said, not everything is defense.
 
Normally when someone is pocketing me with it and I'm going to jump I just have him stack on me right before I do. And like perce said, not everything is defense.
> And like perce said, not everything is defense
:p Ever tried to destroy a sentry while was offending and being charged by qf ?
Maybe it could be usefull in some situations on defense, i see no reason to use it on offense, since you need to destroy sentries and stuff.
 
> And like perce said, not everything is defense
:p Ever tried to destroy a sentry while was offending and being charged by qf ?
Maybe it could be usefull in some situation on defense, i see no reason to use it on offense, since you need to destroy sentries and stuff.

I left the part important bolded :D I said it was situationally useful. It isn't much harder to destroy a sentry with a quickfix than an uber, the pushback immunity helps. Demoman still shits on sentries regardless.
 
The only time I've ever used quickfix was as a field medic while another medic was using uber. It's nice to be able to keep the team alive while someone else pushes the point.
 
It isn't much harder to destroy a sentry with a quickfix than an uber, the pushback immunity helps. Demoman still shits on sentries regardless.
>It isn't much harder to destroy a sentry with a quickfix if its level 1, 2 or mini. :troll:
Also, no overheal. Maybe it would be somehow useful if it would be able to buff players.
 
>It isn't much harder to destroy a sentry with a quickfix if its level 1, 2 or mini. :troll:
Also, no overheal. Maybe it would be somehow useful if it would be able to buff players.
Me and steak took on a lvl 3 sentry as pyro and quick fix medic, your argument is now invalid
Here are some pros tha keep me from using the quickfix:
1. mimics the speed of any person you are healing that is faster than you
2. When ubered, you are unaffected by any knockback whatsoever, including airblasts from pyros
3. Mimicking rocket and stiky-jumps allows you to traverse more area and would not only let you continue to heal your solly or demo, but can help you get to someone that needs a quick heal faster in the same regards as healing a scout.
 
Me and steak took on a lvl 3 sentry as pyro and quick fix medic, your argument is now invalid
I am saying from what i've seen. Even with no knockback, its imposiible to destroy a sentry,while its being repaired by engie. Remember - its still shooting at you, plus few enemies will be shooting at you. At this point sentry + demo/soldier/heavy will win against qf charge, due to healing speed won't be enough to cover harm. Trust me, someone of those (and sometimes the entire team) will be near the sentry and they won't ignore you. Again, which means that you will lose that fight.
 
I am saying from what i've seen. Even with no knockback, its imposiible to destroy a sentry,while its being repaired by engie. Remember - its still shooting at you, plus few enemies will be shooting at you. At this point sentry + demo/soldier/heavy will win against qf charge, due to healing speed won't be enough to cover harm. Trust me, someone of those (and sometimes the entire team) will be near the sentry and they won't ignore you. Again, which means that you will lose that fight.
I'm not an idiot that charges head first into the fray, I wait patiently until enemy ranks have cleared before using my charge. I fully understand the limitations of the medigun since i've used it frequently. Even under the influence of a QF uber, if the person you're healing runs head first into a heavy, he won't live. Most of the time, both the medic and the person being healed have to be smart in order to pull something off. The scenario you used can still be won by a qf medic if he is smart enough
 
I don't see any use of the quick fix in real games I mean its fun to use in trade servers and fuck around servers so if I ever have a name tag I wanted to waste I would rename a quick fix "shits and giggles "
 
I been playing around with the quick fix, seeing just how well it does work.
The twin jumping has it's uses, but it is extremely hard to maintain a link to a demo or soldier. you just don't know when and in which direction your target will be jumping. Saying this a practicing pair can easily use it to great advantage, one quick example.. demo rollout on viaduct, if you play hl you will know that a good demo is just about first on the point, and first to need heals, going in with him will keep him at full heal, keeping your first line of defence forward of the point. This also negates the need for overheal.
Also using viaduct again as an example, the charge of the quickfix is really quiet useful, multiple targets on the point, charge with the pyro (instead of the usual demo/kritz combo) can have devastating effects.
I have even used quickfix to charge multiple enemys with scout (you do need a half decent scout) if you think how powerful scout is at close range, the QF allows scout and medic to get right up close.
The downside to QF is obviously taking down sentrys is very difficult, snipers pose a problem too, so does any crit that does a decent amount of damage, but these are problems that concern the kritz as well, infact kritz is weaker in this area.
All in all I think the quick fix is on equal par with the kritz, for KOTH, defense, and some points of offence, however there are some points where the ubergun cannot be replaced (blocking an enemy uber for example)
I've yet to use QF in a hl match/lobby just for the fact that I would get so much shit from the rest of the team, because of the QF's stigma.. however a bit more practice and I will give it a try.
 
I'm not an idiot that charges head first into the fray, I wait patiently until enemy ranks have cleared before using my charge. I fully understand the limitations of the medigun since i've used it frequently. Even under the influence of a QF uber, if the person you're healing runs head first into a heavy, he won't live. Most of the time, both the medic and the person being healed have to be smart in order to pull something off. The scenario you used can still be won by a qf medic if he is smart enough
Too much drama and excuses how to use this weapon correctly. In this case medigun and kritz winning in utility/complexity category.
Even by providing perfect conditions quick fix not brings something special and awseome, which medigun can't bring.
 
as for the whole medigun debate, it's mostly based upon situation, game type, and opinion.
Medigun perfectly suits any situation, any. And as a soldier, i take a lot of damage while roaming, i bet you can imagine, how useless roamer would be without a buff.
:confused:What kind of crack are you smokin?
The one is mixed with weed.
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Medigun perfectly suits any situation, any. And as a soldier, i take a lot of damage while roaming, i bet you can imagine, how useless roamer would be without a buff.
as for the whole medigun debate, it's mostly based upon situation, game type, and opinion.
My opinion is different than yours when it comes to using weapons. I don't think I need to make it any more clearer to you.
 
You mean to tell me that i missed my chance to stand up for the Quick Fix?
Awwww........
 
Medigun perfectly suits any situation, any. And as a soldier, i take a lot of damage while roaming, i bet you can imagine, how useless roamer would be without a buff.

As a roamer, you would get no end of benefit from being constantly healed with a QF medic stuck to your ass.
 
As a roamer, you would get no end of benefit from being constantly healed with a QF medic stuck to your ass.
>stuck to your ass
Thats the problem, roamer is engaging far away from medic. So ususually medics buffing him and he jumps away, then when he got heavily injured, he jumps back, gets buff and flies away. You can't leave demo and scouts without heals.