Team Fortress 2

Team Fortress 2

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Stop Thinking Like A Medic! (A guide to using the Quick-Fix.)
By Splosion
Arguably the single most under rated weapon in game. Personally this is my primary medigun while the kritzkrieg & stock are gathering dust for situational use. The Quickfix is perfectly viable but extremely misunderstood as most people (medics and patients alike) treat it as if it functions just like the other two mediguns. This guide will cover some advanced tactics to put you in the right playstyle and mentality to use this weapon to it's full potential.
   
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Start Thinking Like A Scout.
I can't stress that enough. The quickfix requires you have the exact same mindset going into the fight. Get in fast, cap points, do a little damage, cause confusion, and GET OUT. I don't want to encourage full on battle medic tactics but you do need a bit of that here and it does do wonders once you adapt to the right playstyle.

Spam Spam Spam:
When healing with the QF switch your heal target as often as possible. Even healing a heavy up from 1 HP takes very little time & once you're used to micromanaging a good number of heal targets you won't even miss the overheal (In fact you might even find it boring).

Learn to pocket Scouts:

Probably the hardest thing to adjust to but once you do you'll be doing things with medic you never imagined were possible. To properly pocket a scout:
  • Make sure the scout in question knows how to be a good quickfix pocket. Many will just assume the medic wants a speed boost to the frontlines so communicate and let that scout know that you want to head into the fight as a duo.
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  • Always know where your scouts are and what direction they're going. This can be difficult when you're following a good one that knows how to dodge, flank, and be unpredictable.
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  • DON'T STAY STILL. Move like a scout. Dodge, duck, and jump as much as possible. Even without a double jump you can be just as hard to hit. One fast moving target is tough enough to kill. Two of them with rapid health regen can be nearly impossible in most situations.
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  • Flank enemies whenever possible. Forcing enemies into prioritizing targets is an easy way to shake them up and while they will usually pick you to take down first it will also open them up to the scout they're no longer paying attention to which will buy him the second or two he needs to get in those point blank kill shots.
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  • learn how far you can stretch that medigun beam without breaking it. Get in the habit of quickly swapping to your syringe or saw and getting a hit or two in but make sure to quickly releash the scout afterwards and continue dodging. Just peck the enemy once or twice if you see a decent opportunity, healing is still your main focus.
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  • Learn to "slingshot". This is one of my favorite QF tricks. Leash a scout run towards an enemy, jump to retain the speed bonus, switch to your saw and start hacking. Suprisingly effective (especially considering how often a medic crits)
Understanding the Megaheal
First you need to properly understand the upsides and downsides of the quickfix.

Upsides:
  • Increased charge rate. It may be listed as the same rate as the kritzkrieg but it is MUCH faster. The reason being that because it has no overheal it always heals as if the pocket is hurt. You should be able to throw off an uber every 20-25 seconds (much more often with good ubersaw skills) but even without the ubersaw a megaheal every 25 seconds is nothing to underestimate.

  • Immunity to stun, slowdown, and a large reduction in push force. While stun and slowdown are very situational benefits the knockback reduction is huge. Soldiers and sentries become a much smaller threat unless you encounter them in large numbers.

  • HUGE REGEN. 100 HP per second regained for you and your patient if you are actively being attacked or 300 HP per second outside of combat. 1 megaheal can fully restore over half your team with proper uber management.

Downsides:
  • You are still vulnerable to attack. It takes A LOT of combined fire to bring you and your patient down but it can be done. I usually find this downside irrelevant when ubering scouts as dodging and weaving prevents focused fire from becoming an issue.

  • No overheal. You cant fire and forget like with the other mediguns. The QF is active and involved. Again I don't find this to be a large downside either as proper micromanagement keeps my team alive and the quick charge rate makes the uber and to an extent myself a tiny bit more expendable.


The megaheal is my favorite uber primarily because of the stigma that its underpowered and people don't feel threatened by it. You will be amazed how many times an enemy will charge into you and your ubered pocket expecting a quick victory only to be pummeled into submission.

Of course you won't be pushing a heavy into a 5 sentry nest and destroying everything. A good QF medic is a sneaky little monster that will make you rage harder than the best of spies.
GET ON THE POINT!
The megaheal is one of the only two ubers that allows you to still capture a point / push the cart / grab the intel while ubered. REMEMBER the uber will not apply to only yourself so you MUST have a pocket to get the benefits of it.
Your health regeneration will be enough to supress a decent amount of firepower when pocketing a heavy class (Heavy, soldier, demo, pyro, medic) and enough to supress moderate fire on lighter classes (scout, sniper, engineer, spy)

Heavy classes should easily tank the damage from about 3 enemies combined fire or a sentry or two for the entire duration while lighter classes will need to rely on dodging to avoid being overpowered so make sure to communicate to your pocket that during the uber they should try to complete the objective first and deal with enemies later.

For capturing intel:

Scouts are the best option. Uber the scout, run in, grab the intel, run out and start laughing as the enemy team wonders what just happened. I've had a scout pocket ignore 3 sentries on doublecross with this method and everytime it's HILARIOUS to see the enemies reaction.

For capture points:

Pyros do this the best. Pop the uber, airblast the enemy team off the point (if they're standing on it) and cap. Simple as that and suprisingly effective. If there's a sentry present a heavy / soldier / demo is a better option since you will have to stay in one place.

For pushing the cart:

This is the most situational depending on where the cart is and how it's guarded but it isn't very different from how you would approach a capture point. However if you have to inch that cart forward for just a few seconds for the final cap grab a scout. Pop the uber run in and duck behind the blind side of the cart and get the final cap.

The Doubleheal:

This is the tactic I use for those really difficult pushes and intel grabs. When your faced with a large enemy presence next to an objective simply grab another quickfix medic and double up that Megaheal. Two targets with 200 HP per second regeneration are near impossible to take down. With this method intel will not be safe unless exits are physically blocked and points/carts will keep moving unless an enemy is actively standing on them.
The Sentry (Your worst enemy)
Just like a scout a sentry can be your hard counter, but not always. While ubering you will have massively reduced push force from damage and the incredible regeneration so even a single level 3 sentry is little threat to you but enough combined fire can and will bring you down if you aren't fast enough, just like a scout. When using the quickfix to push a sentry nest try to make sure that you're rushing only a single sentry and that the nest doesn't have more than 2 or 3 enemies on it.

Always alert your current pocket to target the sentry first. Enemies in the nest can and frequently will miss you, but the sentry won't.

The Rubber Band Push:

When facing off against sentries they can outdamage your heal with just a bit of extra help from other sources but there is a method to avoid this.
  • When pushing the sentry allow your patient to head in first and take a bit of the initial damage.
  • Once he has taken a bit of damage run out in front to become the new target for the sentry
  • After your patient is back to full health run backwards to allow him to become the sentries target again
  • Once you are at full health take the lead again.
  • repeat until the nest has been destroyed.

This method will effectively give both you and the patient infinite health during the uber with proper timing. It can take a bit of practice to get the hang of but does not require a great deal of skill to pull off.
Loadout Options
Always keep in mind when using the quickfix you'll probably find yourself attacking a tiny bit more than usual so which primary and secondary to bring mainly depends on personal playstyle.
The Overdose:

I almost always use this. While it lacks a bit in damage it almost always guarantees you a speed boost as QF charge is usually full or over 50%. It's also great for when your scout pocket gets ahead of you and you need to catch up.

The Blutsauger:

My second choice. This is what I turn to when the team is short on scouts. Good for when you find yourself flanking the enemy and for a bit of extra survivability should you find yourself alone in a fight.

The Übersaw:

Usually the best choice for melee. Coupled with the increased charge rate of the QF and good saw skills you can find yourself ubering more than charging sometimes.
The Solemn Vow:

Not a bad choice if you don't want to use the ubersaw. Given a good scout to leash his speed the ability to see enemy health can make you an extreme nuisance to the enemy team. Great when paired with any syringe gun for "spray n pray" tactics on injured enemies.

The Medieval Medic Set:

Viable definitely but personally I avoid it. The crossbows damage is small and healing at a distance is something better left to the slow medics. The amputator is a fine melee but the set bonus is fairly unnecessary when carrying megaheals.
Mirror Jumping
Before you understand how Mirroring a soldier or demoman's explosive jump works obviously you need to understand how explosive jumping works. This is the video that taught me, it covers everything so I won't bother writing another guide within this one.


Now when you are healing someone and they jump, remember you only copy the explosive force, not the momentum from movement. This means if the pocket jumps straight forward and you are standing still you will go straight into the air, and lose your pocket.

Strong communication with a jumping pocket is necessary for any precision in a mirror jump as there is very little room for error. Demomen are usually the best option if you plan to follow a jumper as their explosive jumps are stupidly predictable and allow you plenty of time to match their walking path. You need to get accustomed to matching your pockets movement as precisely as possible before a jump, but as shown in the video most soldiers look down and to the right and become incredibly unpredictable so once the jump happens turn all attention to airstrafing to follow.

If you need to stay close to a jumping heal target who is trying to take the high ground STAY CLOSE. The distance between you and the target will still be there after the jump, so if that soldier pocket is going to land on a narrow ledge, chances are you'll be nowhere near it and land into enemy territory without getting right next to the soldier before the jump.

On the other hand when your heal target jumps into the fight it can be a good opportunity to make a quick jump back to the rest of the team and the poor mirroring can work to your advantage, simply get close to the soldier and run in the opposite direction he is running before the jump.



Overall:


Be quick
Be unpredictable
Be sneaky

There is an entirely different side to Medic that few have ever seen and this weapon does for him what the gunslinger did for the engineer and be sure to never forget the greatest upside of the quickfix it's FUN TO USE. I know very few people who will make the same claim with the stock and kritz and many flat out don't play medic because of it. I hope this encourages some of you to give the weapon a second chance because it does deserve it.

If you have any suggestions on how to improve this guide I welcome them as well as any questions. If you would like to read my other guides they can be found in the links below.

Gear up! (A guide to optimal MvM loadouts)Botkillin's a good job mate. (A guide to playing Sniper in Mann Vs. Machine)Sprint N' Splode (A guide to better Demoknighting)
18 Comments
ReachNetwork 16 Sep, 2015 @ 2:36pm 
why is the first video private?
Zesc 9 Jul, 2014 @ 5:39am 
I used QF as my primary secondary, but now i have a dam strange medi gun and just play with it... You forgotten this point: In the most pub server übercharges are so uncoordinated that the QF is often better than a normal über (because no knockback).
♣Dr.Pillz♣ 7 Jul, 2014 @ 2:41pm 
I actually use the quick-fix as a replacement dfor say another meidc or a disspencer not being where it should. Also this is one of the best guides for those who only use the stock/kritz and are resilant to open their boders up to a diffrent style of gameplay.
123 31 Dec, 2013 @ 11:16am 
Honestly, I've never minded the quick-fix.
Casket The Clown 17 Jul, 2013 @ 8:32am 
The Megaheal is also very useful for a non-pocket medic to heal his entire team in seconds.
Lamiiku 16 Jul, 2013 @ 12:55pm 
I'd suggest updating the guide to include the qf's buff from the last update.
Danger Noodle Snekly 11 Jul, 2013 @ 9:00am 
now i can link this to people when they say that the quick fix is completely useless.
way too many people just dont understand that you are not supposed to treat it like the other mediguns and refuse to accept that it is potentially good
Polyester™ 3 Jul, 2013 @ 6:30pm 
Wow. I didnt know the quick fix was viable.
Infamous_sniper21 1 Jun, 2013 @ 12:37pm 
This and you brass beast guide are awesome, but the are EXTREMELY similar. Though they are really good and never thought to use the quick fix like this. Thanks for making an awesome guide :-D
herc18 13 Feb, 2013 @ 11:43am 
This will help me with my quik-fix skills. I love it and hate how everyone underestimates it to the point that it is useless to try and heal someone because the won't do anything.