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>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.
The medic is the one who can now navigate the map (with practice) using the jumps from demo, solly, and the speed of scout. c'mon its got to be a betetr scenario than having the medic standing behind a constantly overhealed heavy, with solly and demo needing to leave the frontline to get their buff (which they lose on first jump).
 
than having the medic standing behind a constantly overhealed heavy
No one said that medic needs to stand behind someone. He needs to move, and the safety of his movements guards pocket, so the whole teams is occurs buffed and with their heals. Also, medic can save his/teammates life by charging uber.
(which they lose on first jump)
If player's jump takes more then 40-50 hp /per jump then hes bad jumper.
I would like to play a 6x6 with one team using medigun and another qiuck-fix.
 
Why does it have to be a 6v6?

Just go to Turbine or any server where you see one side with a reg heals facing fix heals. You have players with extra health facing their counterparts with lower health.
Guess who wins.

Sure the Fix Medic can stick with a Soldier or demo when he jumps, but that's 1 Soldier or demo, what about the rest?
The other teams reg medic is most likely doing what they do, staying with the group healing.
Guess who wins.

And last but not least without that overheal any nade jumps or rocket jumps will land with a true health loss instead of just eating a part of the overheal if the medic chooses to stay.
Guess who just gimped their team.

Quickfix can actually HARM your team. Last time i checked that was called griefing.
 
No one said that medic needs to stand behind someone. He needs to move, and the safety of his movements guards pocket, so the whole teams is occurs buffed and with their heals. Also, medic can save his/teammates life by charging uber.

If player's jump takes more then 40-50 hp /per jump then hes bad jumper.
I would like to play a 6x6 with one team using medigun and another qiuck-fix.
I see where our opinion differs, you are mainly refering to 6's... I havent played that many 6's so don't really know how well the qf would suit that gamestyle.
All I can tell you is from our game earlier, quickfix is not productive in anyway in an egypt public server :D
 
I see where our opinion differs, you are mainly refering to 6's... I havent played that many 6's so don't really know how well the qf would suit that gamestyle.
All I can tell you is from our game earlier, quickfix is not productive in anyway in an egypt public server :D
Indeed, sugar. You are nice medic tho.
 
Quick fix is a much more defensive weapon than it's description lets you believe. Unlike the other two, the Quick-fix charge isn't really for pushes, it's more like to keep more people alive on your team. As for the overheals, if you can manage to keep multiple people overhealed regularly it could mean that your team plays very defensively or it's a roll anyway, missing that feature is a bit overrated I think. As Maddo said it would take a shitloads of practice with the weapon to start showing it's advantages though, so generally I would still use Medigun or Kritzkrieg as they are still better, but I wouldn't rate quick-fix medics at the same level as liberty launcher soldiers or loch'n'load demos for example.