The Quick-fix guide
The Quick-fix guide
Alright I'm going to make a quick guide for one of my favorite weapons in the update. It's very situational but it's very good in it's niche that's it's carved out for itself and has a unique playstyle that honestly has made me go medic more often.
Introduction
How many times have you been surronded by 2 heavies, 2 soldiers and a demo, all in red mashing E because a pyro just ran through lite everyone on fire and a demo spammed stickies in your direction? The heal rate of the regular medigun is just too small. However the increased rate of the quick-fix is perfect for keeping a team that require a lot of healing, at full health.
When to use the quick-fix
The Quick-fix is very situational, your honestly better off sticking with the regular medigun most of the time however the quick-fix is very viable when these conditions are met:
-When there are no sentry nests to destroy
-When there are a lot of heavy classes that require a lot healing (i.e. Heavies, Soldiers, demos and maybe pyros)
-When there is no other medic on your team (or there is much more heavy classes then 2 medics can handle if there's only 2 of you).
How to use the quick-fix
The quick-fix DEMANDS you switch targets a lot, after all it doesn't overheal so healing a healthy member of the team is only useful for charging your quick-uber. You should be constantly switching targets even if you think everyone is healthy. Don't choose a favorite patient like a pocket or medic buddy, heal everyone you can. Focus on the health of classes with large amounts of health, who soak up a lot of damage like the heavy and the soldier, they're going to need healing the most to stay on the frontlines.
One little trick you can do if your healing one patient is to hover your medi-gun over another patient to check their health, this will help you keep an eye on everyone's health, which is important for choosing your next healing target once your done healing one patient (and you should be done fast) and using your quick-fix uber.
Quick-fix uber
The Quick-fix uber is strange. It might seem like a pseudo-uber at first but honestly it's more of a instant team-heal. In short unlike the regular uber and the Krtiz, you have to switch targets in order for this to be effective. Basically you'll need to spread this uber around in order for it to be the most effective. This will take a while to get used to since most of the time you focus on one patient to deploy an ubercharge or a kritzkrieg.
If you notice 2 or more allies in red and in danger (i.e. enemies are firing at them) it's time to use the quick-uber. Heal them up to full then switch to someone else at critical health, if everyone is healthy keep this on the patient who will probably be taking the most damage.
All the other effects of this gun
You may have noticed that I have not mentioned the quick-fix's other 2 abilities, mainly running at scout speed while healing a scout and immunity from movement impairing effects while ubered. This is because they barely ever come into effect. You can latch onto a scout to get to the frontlines faster, which is good but that's about it.
Final thoughts
You may have dismissed the quick-fix a little early when you crafted it. I don't blame you, it's a very situational unlock that doesn't fit onto maps with a lot of choke-points that require ubers or in class compositions with a lot of light classes. However in the situations it is useful, it's a unique unlock that offers a dramatically different and rewarding playstyle.
Perhaps this unlock will be buffed in the future to expand on it's niche. But still for now, it's worth a look.
Introduction
How many times have you been surronded by 2 heavies, 2 soldiers and a demo, all in red mashing E because a pyro just ran through lite everyone on fire and a demo spammed stickies in your direction? The heal rate of the regular medigun is just too small. However the increased rate of the quick-fix is perfect for keeping a team that require a lot of healing, at full health.
When to use the quick-fix
The Quick-fix is very situational, your honestly better off sticking with the regular medigun most of the time however the quick-fix is very viable when these conditions are met:
-When there are no sentry nests to destroy
-When there are a lot of heavy classes that require a lot healing (i.e. Heavies, Soldiers, demos and maybe pyros)
-When there is no other medic on your team (or there is much more heavy classes then 2 medics can handle if there's only 2 of you).
How to use the quick-fix
The quick-fix DEMANDS you switch targets a lot, after all it doesn't overheal so healing a healthy member of the team is only useful for charging your quick-uber. You should be constantly switching targets even if you think everyone is healthy. Don't choose a favorite patient like a pocket or medic buddy, heal everyone you can. Focus on the health of classes with large amounts of health, who soak up a lot of damage like the heavy and the soldier, they're going to need healing the most to stay on the frontlines.
One little trick you can do if your healing one patient is to hover your medi-gun over another patient to check their health, this will help you keep an eye on everyone's health, which is important for choosing your next healing target once your done healing one patient (and you should be done fast) and using your quick-fix uber.
Quick-fix uber
The Quick-fix uber is strange. It might seem like a pseudo-uber at first but honestly it's more of a instant team-heal. In short unlike the regular uber and the Krtiz, you have to switch targets in order for this to be effective. Basically you'll need to spread this uber around in order for it to be the most effective. This will take a while to get used to since most of the time you focus on one patient to deploy an ubercharge or a kritzkrieg.
If you notice 2 or more allies in red and in danger (i.e. enemies are firing at them) it's time to use the quick-uber. Heal them up to full then switch to someone else at critical health, if everyone is healthy keep this on the patient who will probably be taking the most damage.
All the other effects of this gun
You may have noticed that I have not mentioned the quick-fix's other 2 abilities, mainly running at scout speed while healing a scout and immunity from movement impairing effects while ubered. This is because they barely ever come into effect. You can latch onto a scout to get to the frontlines faster, which is good but that's about it.
Final thoughts
You may have dismissed the quick-fix a little early when you crafted it. I don't blame you, it's a very situational unlock that doesn't fit onto maps with a lot of choke-points that require ubers or in class compositions with a lot of light classes. However in the situations it is useful, it's a unique unlock that offers a dramatically different and rewarding playstyle.
Perhaps this unlock will be buffed in the future to expand on it's niche. But still for now, it's worth a look.
Last edited by Guardian on Sun Jul 03, 2011 3:30 am, edited 3 times in total.
Re: The Quick-fix guide
^^ All good points
I've actually had a great deal of luck pocketing with with Quick-Fix. Granted this was also highly situational, and will not work with just anyone.
If you have a highly competent player on your team playing a mobile class (soldier especially), I found that you can keep them in the fight indefinitely and just wreck havoc (barring the occasional spy/crit/or need to restock ammo). As long as you play smart (knowing when to fall back) and communicate, it's a heckofa combo. And as mentioned in the OP, in the majority of games, you'll need other medics to provide the ubers to break sentries and tough corners.
I'm still experimenting with it, and I don't think it will ever replace the standard Uber/Kritz as the primary Mediguns with it's current stats, but it definitely has it's uses. Though a game mode that only allowed for all standard classes, but limited Medics to the Quick-Fix and Engineers to Mini-sentries...? Could prove fun.
Speaking as generally as possible, an Ubercharge will negate a Kritzkrieg, and a Kritzkrieg will smoke a Quick-Charge, but assuming the situation and timing is such that it allows most of your team to retreat and survive the onslaught, you can rapidly put the survivors back in the fight and make-up any ground that was lost. Again, highly, highly situational, VERY team dependent. Definitely a new mechanic that will take some time to develop (remember everyone's initial thoughts on the Kritzkreig?)
I've actually had a great deal of luck pocketing with with Quick-Fix. Granted this was also highly situational, and will not work with just anyone.
If you have a highly competent player on your team playing a mobile class (soldier especially), I found that you can keep them in the fight indefinitely and just wreck havoc (barring the occasional spy/crit/or need to restock ammo). As long as you play smart (knowing when to fall back) and communicate, it's a heckofa combo. And as mentioned in the OP, in the majority of games, you'll need other medics to provide the ubers to break sentries and tough corners.
I'm still experimenting with it, and I don't think it will ever replace the standard Uber/Kritz as the primary Mediguns with it's current stats, but it definitely has it's uses. Though a game mode that only allowed for all standard classes, but limited Medics to the Quick-Fix and Engineers to Mini-sentries...? Could prove fun.
Speaking as generally as possible, an Ubercharge will negate a Kritzkrieg, and a Kritzkrieg will smoke a Quick-Charge, but assuming the situation and timing is such that it allows most of your team to retreat and survive the onslaught, you can rapidly put the survivors back in the fight and make-up any ground that was lost. Again, highly, highly situational, VERY team dependent. Definitely a new mechanic that will take some time to develop (remember everyone's initial thoughts on the Kritzkreig?)
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- One_Medic_Army
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Re: The Quick-fix guide
As a person who plays medic alot, I suggest anyone who uses quick-fix as their standard gun turn on the following advanced option: Auto-notify, and probably set it to 50-75%.
What this will do is automatically notify you whenever any team-mate drops to that amount of health or lower, which will help direct your quick-fixing to the players that need to be topped off. As per usual medic calls it gives directional arrows, appears on fire if the player is, and will be more red the lower health they have.
What this will do is automatically notify you whenever any team-mate drops to that amount of health or lower, which will help direct your quick-fixing to the players that need to be topped off. As per usual medic calls it gives directional arrows, appears on fire if the player is, and will be more red the lower health they have.
Re: The Quick-fix guide
What you really meant to say was open your character and switch back to Medigun / Kritz.

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Re: The Quick-fix guide
BETTEH CROCKHURR wrote:What you really meant to say was open your character and switch back to Medigun / Kritz.
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Re: The Quick-fix guide
Seeing as I haven't gotten a chance to try the quick-fix yet it would be a little unfair, but yeah, I'm leaning that direction.BETTEH CROCKHURR wrote:What you really meant to say was open your character and switch back to Medigun / Kritz.
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Re: The Quick-fix guide
Stop hateing on the quick-fix, it's better than it looks, but it a specific niche that people still need to learn. Give it a month or two.
Also, I'd personally recommend not using the Quick-Fix if you ARE the only medic on your team. If you have a second medic packing Uber or Kritz, you can work with the person, having the second medic handle overheals while you just clean up after the wounded. This is more for defensive situations though, but can also be beneficial during offensive pushes.
Allow me to add a suppliment, I found this on the Steam Forums, but I know someone posted this under the Uber Update thread. It belongs here though because it does somewhat give a good understanding of what it's meant for.
Also, I'd personally recommend not using the Quick-Fix if you ARE the only medic on your team. If you have a second medic packing Uber or Kritz, you can work with the person, having the second medic handle overheals while you just clean up after the wounded. This is more for defensive situations though, but can also be beneficial during offensive pushes.
Allow me to add a suppliment, I found this on the Steam Forums, but I know someone posted this under the Uber Update thread. It belongs here though because it does somewhat give a good understanding of what it's meant for.
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Re: The Quick-fix guide
This to the max. I like to think of the Quick-Fix as a secondary medigun, meaning it's designed to provide support to a standard Medigun also on the team, rather than any direct offensive aid. The problem is everyone still treats it like the standard Medigun, trying to make offensive pushes using it, and now they're all crying "this gun sux" because it doesn't do a very good job. That's not what it's for. It's like trying to use a string trimmer to try to mow your entire yard, then complaining when it's not very effective. However, you'll find that it cuts the grass at the edges where the mower can't quite reach far better than the mower ever could. Just because they have similar functions doesn't mean they're good at doing the exact same thing.Zork Nemesis wrote:Stop hateing on the quick-fix, it's better than it looks, but it a specific niche that people still need to learn. Give it a month or two.
Also, I'd personally recommend not using the Quick-Fix if you ARE the only medic on your team. If you have a second medic packing Uber or Kritz, you can work with the person, having the second medic handle overheals while you just clean up after the wounded. This is more for defensive situations though, but can also be beneficial during offensive pushes.
All three guns have different purposes:
The Medigun pushes forward with invincibility, to take out sentries.
The Kritzkrieg pushes forward with critical hits, to take out large groups of enemies.
The Quick-Fix follows the team and heals teammates, to keep a larger number of players alive on the front lines at all times.
Re: The Quick-fix guide
I personally still think it's best in the situation where your the only medic on the team and you have a constant supply of patients that need healing. If you have another medic, you rarely need the faster healing rate to keep everyone up... unless that medic is being a pocket to someone.Zork Nemesis wrote:Stop hateing on the quick-fix, it's better than it looks, but it a specific niche that people still need to learn. Give it a month or two.
Also, I'd personally recommend not using the Quick-Fix if you ARE the only medic on your team. If you have a second medic packing Uber or Kritz, you can work with the person, having the second medic handle overheals while you just clean up after the wounded. This is more for defensive situations though, but can also be beneficial during offensive pushes.
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Re: The Quick-fix guide
I'd personally use it for a combat medic (for self-healing), or pocketing a scout into someone's back ranks.
But then again, I'm crazy sometimes.
But then again, I'm crazy sometimes.
Re: The Quick-fix guide
My reason to agree with Zork is if you don't have a normal uber/kritz, you can't really make pushes that use a medic which really hurts. You're there to make sure that the team is able to follow that uber/kritz, which we all know how often that happensGuardian wrote:I personally still think it's best in the situation where your the only medic on the team and you have a constant supply of patients that need healing. If you have another medic, you rarely need the faster healing rate to keep everyone up... unless that medic is being a pocket to someone.Zork Nemesis wrote:Stop hateing on the quick-fix, it's better than it looks, but it a specific niche that people still need to learn. Give it a month or two.
Also, I'd personally recommend not using the Quick-Fix if you ARE the only medic on your team. If you have a second medic packing Uber or Kritz, you can work with the person, having the second medic handle overheals while you just clean up after the wounded. This is more for defensive situations though, but can also be beneficial during offensive pushes.

Re: The Quick-fix guide
You don't need ubers or kritz for every push though, it depends on the map/situation.Katotsu wrote:My reason to agree with Zork is if you don't have a normal uber/kritz, you can't really make pushes that use a medic which really hurts. You're there to make sure that the team is able to follow that uber/kritz, which we all know how often that happensGuardian wrote:I personally still think it's best in the situation where your the only medic on the team and you have a constant supply of patients that need healing. If you have another medic, you rarely need the faster healing rate to keep everyone up... unless that medic is being a pocket to someone.Zork Nemesis wrote:Stop hateing on the quick-fix, it's better than it looks, but it a specific niche that people still need to learn. Give it a month or two.
Also, I'd personally recommend not using the Quick-Fix if you ARE the only medic on your team. If you have a second medic packing Uber or Kritz, you can work with the person, having the second medic handle overheals while you just clean up after the wounded. This is more for defensive situations though, but can also be beneficial during offensive pushes.
Re: The Quick-fix guide
nice feedbackRefuel wrote:The quick fix is a comedic weapon designed purely to uber iron fist heavies for fun.

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Re: The Quick-fix guide
I'm gonna kick myself for saying this, but name a situation or map where you're not going to need a kritz or uber to push. Arena and King of the Hill are excluded due to small, circular map layouts. Keep it to something that we play at TheVille (since I play nowhere else, save for a 24/7 Degroot Keep server)

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