And let’s not forget Medic’s powerful “burst healing” technique to get someone healed faster all thanks to the crossbow. Speaking of things not to forget: crits. Watch out for them as a Quickfix Medic.
@@hayato1886everyone seems to forget it gives knockback immunity on uber and my teammates have a tendency to be absolute cowards while ubered or when full overhealed but when they’re hurt they either run in like a dipstick(usually right before I get uber) or hide behind me when I’m not at full uber
My name is Unorthodox Medic Main, and i speak for the AMPUTATOR! I would even say it's on par with übersaw in some, quite common I say, circumstances! First of all, taunt is actually good! (Especialy on defense) It heals same rate and (most important) range as Medigun, but it's all about positioning - if there is aggressive front push for your position, you can hide yourself (and back for god sake!) around some corner and heal few power classes simultaneously! That can make an undesrtructable wall of mercenaries! But as I wrote there is need to think, and smart positioning to you know... not die, witch makes it harder to use on attack, but still usable. And there is secound pross of this saw: additional reagen, witch is helpfull in one, but absolutly important scenario: if your pocket died and you need to get the hell out of here! Remeber that enemy team will shoot to you, and before you find teammates, it can pass some time: every second matter if you are medic under fire! (And if literally "under fire", this reagen van makes a difference between life and death) then reagen of Amutator is helpfull.
Clinical trial is the ultimate survivability set and my go-to when I'm with a team that I can't rely on to stick with me. Overdose allows for fast escapes which is bolstered further by the quick fix, and there's actually a really nice synergy you didn't mention: The uber. Now you still don't want to be forced to pop uber but it's a lot more expendable on the quick fix. Not only that, unlike stock the benefit of the uber lingers when you switch weapons since it's just filling up your HP so you can get yourself enough HP to tank damage real quick then switch back to overdose. AND the overdose speed boost doesn't update until you switch weapons again so you get the speed boost from however much uber you had left when you switched to the overdose. This makes you incredibly difficult to catch. Finally, the solemn vow surprisingly adds further to the survivability level by letting you know whether you should simply run or if your pursuer is low enough to take out as you retreat back to your team. Definitely my favorite medic loadout in terms of fun.
One thing you "could" do to buff the Solemn Vow is to increase it's damage output against enemies being at 50% max health or lower at the higher cost of a new slower swing speed.
Or you have so many dipshits in a choke taking so much damage you physically can’t keep them alive with the crossbow and medigun but I have managed to stuff ubers in exchange for my death from being stuck in place
Hearing electro head play in the background for the overdose section sent shivers down my spine and my hands shaking, that is basically what it feels like using the overdose
My favorite loadout is the quick fix and overdose. The rush of healing multiple people who are about to die and speeding around at the speed of sound is awesome
Amputator when your team is holding somewhere to either defend or start push is really good as you can heal multiple of them at once. Many times I see too many red crosses that made me wish I had amputator equipped so I can heal all of them at once
I main the quickfix, and I will say it has a TON of offensive utility (even if it probably fails against the vacc but thats the vacc). While you don't get the pre-emptive health of overheal, the ability to heal people faster mid-combat is VERY useful for sustained fire fights and chokeholds. Think of how just having a medic causes a snowball effect where everyone lives longer, which means they can kill more enemies, which means its easier to live longer. The quickfix amplifies that snowball effect, it can just be a bit hard to actively notice the difference it's making
I got a fair few problems with this video, especially in regard to the amputator and quick fix. The Amp is a utility above all, that valve fucked up with the ramp up. The flat +3 made it much easier to survive pyros and whatnot. Plus, you attack the uberrate of using the taunt, but give the 1% per 150 hp on the crossbow a pass? Seems...biased. The best buff is to just give it the flat regen back. The quick fix is to keep people alive and healthy. The rapid healing should be able to get 3-6 allies up to full in those 8ish seconds you get. Plus, it disables airblast and knockback. It's the perfect synergy uber to stack with.
I kinda forgot the Crusaders can build Uber while writing the final parts of the segment in regard to it. Was more focused on how stupidly strong it was even if every other syringe gun got a sizeable buff and how there's very little that could be done to tone down insta burst healing from anywhere without completely butchering the weapon. It's also a lot more important to note that the Crusaders building Uber is a small Buff or bonus that doesn't really impact its main overall goal. The Amputator's taunt on the other hand is designed to essentially be an AoE medigun so it's extremely pitiful and extremely niche usage for Uber building kinda deserves to be called out.
@SpaceGuyOnline Called out, sure, but it does have uses, however niche. But the item itself was always a utility above all, that Valve fucked up. That flat +3 made it arguably equal to the Ubersaw (of which it promotes a more reckless playstyle, compared to the amps survival), and was a valid alt pick to the meta people. It fell from grace, and it sucks that it did. I'm speaking from how I spent my hundreds of hours as Medic, focusing on survival over everything. The Overdose...I appreciate the praise. It's no crossbow, but it is really the second best choice. As for the Quick, Pyro shuts down Kritz (depends) and stock with airblast. The quickfix stops stickies, sentries, and pyros from pushing stock uber away through total knockback immunity.
@@corrinvondrachen1097 Can't really argue about reverting fire and afterburn damage to how it used to be in terms of health ramp up (it effects literally any regen such as the conch, dispenser and cozy Camper too) Mainly because my memory is shot on how it used to be, can't say its a flat change for the worse or better. Obviously for the Amputator it sucks but everything else? Including the Pyro playing? I don't know. Quick-Fix can do all the stuff you said yes however it still gets very easily shut down by several other class thanks to the existence of crits, instakills or just too many people shooting you. If you're a solo Medic you should rarely ever take it over stock, something I even say in the video as it's strengths lie in supporting everyone else while someone else pushes in with a Uber or Kritz push, I'd still prefer if it leaned into that strength ever so slightly more to get its usage up however.
@@SpaceGuyOnline If anything, this all shows how stale Medic is. How viable do you think a lesser healing bolt alt fire (does no damage maybe?), be for the syringe guns?
@@corrinvondrachen1097 Assuming it heals less than the Crusader's and has less range than the Crusaders too (becuase of how ass the syringe projectiles are) Not very. You'd have to make the healing stronger than both the Medigun and Crusader's to be worth using and even then that causes massive balance problems since it would sorta invalidate the Medigun's main role. Personally I think the right idea is making the Syringe Guns offensively usable (better projectile speed and fire rate) while reducing the Crusader's offensive capabilties and heal spam potenital (ammo nerf) Means if you're getting jumped constantly in the frontline, you can still support from the back but not spamming all willy nilly with the crusaders like you currently can, and if you get caught out even then, you can't really fall back onto anything super reliable either
The second Medic set is my exact loadout I've always used, the Overdose and the Quick Fix are just a lot of fun to use and the Solemn Vow just makes sense since there's not really a better option
I really like Overdose + Solemn Vow. the Solemn Vow lets me know when I can get an easy kill by chasing an enemy down and when I need to hightail it, and the Overdose lets me do whichever of those I want. I don't battle medic, but I do go for kills of opportunity when nobody around me needs healing.
The solemn vow pairs pretty well with syringe guns in my experience. Knowing enemy health is a good for you as it is for your teammates, since it helps you decide when and if to to fight an enemy.
Honestly I'd redesign the solum vow entirely. Have it give your healing target life steal for say 10-20% while giving it a 80% damage penalty. Also give the medic and his heal target a visual aura. As for the overdose give it mad milk syringes.wih a 50% damage penalty. Make the speed boost passive while making the medics eyes glow with Uber. Give the whole set a theme around forfeiting the entirety of your limited killing potental for raw healing potential. Ye oldie hacksaw ridge strat. Finally yeah give the quick fix Uber the ability to flash people without penalty.
Worth noting that medic already regens health anyways - a visual indicator may not really help with anything since that's already going to be skewing any split-second calculations you might be making. And even with that I believe any class passively regenning will generate large team colored cross icons around their head each time the regen ticks too.
I mean I love the solemn vow. Yeah it’s not the metasaw, but you’d be surprised how often knowing your enemies health can help you. Here’s a situation: a pyro is running at you. What do you do? Backpedal and gun? Your speed is lower in reverse and your gun does squat. If he has enough health he will reach you and kill you. Run up to a pyro and melee him? Do you have a death wish? Turn your back and flee. Usually the safest option but never a guarantee. Now what happens when you have the vow? You know hit health. You know exactly which option to choose. If he’s red you know you can gun him down easily. If he’s white fleeing is the safest course of action. And trust me, the panic a pyro gets when you *charge* at him is amazing. Knowing when to attack, when to flee, when to stop healing your teammate with meat between his ears because you know full well that scout over there is 3 needles from death is devastating. Knowledge is power my friends. However I completely agree with the quickfix. It is _clearly_ a team healing Uber. So for the love of god don’t punish me for using it as such, *especially* when compared to the other Ubers.
Just had a good idea for the Solemn Vow "+Allows to see Enemy Health -10% less attack speed Alt-firing a enemy with this item causes them to be highlighted for 10 for you and your healing target, this also makes you and your target take mini-crit damage. Can only alt-fire from close to mid range" This idea should work to make Medic partnered duels a bit more risky yet rewarding.
Alt-fire? With your healing target? Alt-fire is used for über... What??? That's not possible and even if it's only when you have the melee out then you're not healing anybody, you can't even bind it to reload because the Vacc also does it, your idea can't be implemented
Honestly, Medic's Syringes should be complimentary to Demomen and Soldiers because the two of them have to reload, and the Crusader's Crossbow, at least in my experience, does not do the Syringe's damage. The Crossbow is still really good, especially since it can be a really good weapon to use when another class is being healed because "Heal Beams do not stack." However, I would not mind if the Crusader's Crossbow, on top of every other one of Medic's primaries, could consume Uber in order to buff themselves, and in the case of the Crusader's, give teammates brief weak versions of the current Medigun's Uber. Resistance for Stock, more speed for Quick-Fix, a stored up Mini-crit for Kritzkrieg, and a weak, random resistance to any damage type for the Vaccinator. The Syringes? Without Uber buffs, they're basically worse than stock, but they now no longer have damage fall-off. However, after Uber they basically become like Demoman's Sticky Bombs, except without the detonation, reloading, or being explosively powerful and much more just a bunched up barrage of slow moving mid-air Syringes, at least at Max Uber where this change in playstyle is most pronounced. I would not mind removing the possibility of making this charged up version of the Syringes not a consummable. Instead they're just a passive trait. For the Medic Melees, just do what FishStickOnAStick did for each of them, and each of the Mediguns are fine, just nerf the Vaccinator, and I wouldn't mind your buffs for the Quick-Fix to be honest.
The quick-fix also has a niche sinergy with the dalokas bar because it counters a bit of the lower overheal on heavies but still just below the uber build cap. It is a bit chuncky at least from my experience. It usually takes a bit for the game to realise it has to give extra overheal. Could BE wrong though
"If standing still to heal someone means the Amp is bad... Then I guess the sandvich is hot garbage then The truth is that the Amp would be a decent melee if the Übersaw didn't exist" I don't remember who said this, and it also isn't an exact quote
@@artifactU literally no reason other then to make it a faster gimick weapon like the overdose xD Maybe add a rule where if you hit someone you gain a speed boost the lower their health too
Oh, I always thought the amputater was passive it felt like my regen was better with it than not, especially on custom maps with passive damage where it seemed like having amp let me live longer compared to normal
im tired of people thinking the amputator is bad, it just outclassed by the ubersaw but it is a solid weapon, it allows you the medic to boost your healing in cases you need to regain health for a fight while if you trust your pocket you can use the taunt to heal your target for a nice ammount while at the same time healing anyone nearby, the taunt is not that situational, i got away countless times by hiding behind a pillar and taunting( and if a soldier tries to splash hit you he will probaly end up lauching you up canceling the taunt and now making him have to deal with a possible uber or just a slightly more backed up pocket the amputator is a more fun weapon than the ubersaw thats for sure(and yes i do use melee as medic most times to try to steal kills from my pocket because 65 damage is no joke)
@@Ervonesque i would argue really that the amp is better in casual if and only if the enemy team knows to not let the medic hit them wich is more common on my country, and on that note i notice some people just kinda ignore me rushing them with the amp as they think i will do nothing. some people think melee weapons do no damage outside crits, my kills as medic say otherwise(on that note why i only crit spies, god like if i coulnd't deal with them in the first place)
@@B.L.U.S since I'm uberstupid and can't use melee to save my life, I can confirm the Ubersaw is quite useless for me, can't get benefits if I can't hit anything lmao
@@Ervonesque im actually concerneling agresive with the amp and i generally do a lot with it, the amp is just more fun than the ubersaw, it seems to not delete anyone most times unlike the ubersaw for some reason wich makes it feel so much better when you know you got that kill due to skill(and suicidal behavior)
The issue is that active health regen, if it was actually passive it'd be a better weapon (bad design philosophy but an objectively better weapon) There's very, very few instances where as a Medic it's actually optimal to pull it out. As I said in the video, how often as a Medic are you not surrounded by at least one injured Teammate and not being chased by at least one enemy? I got 30 hours of gameplay using the set and the longest duration I had the amputator actively out for the sake of its health regen increase was 10 seconds.
Isnt the stat with the amputator that your regen is shared with all allies whrn you taunt. Meaning if you havent been hurt in a while, and your teamamtes are injured, it shares that 10hp per second. And when considering the crossbows sniper like qualities, you basically become a retreat point for the front line yo heal rabidly at all at once if they are being pushed back enough. The quick fix exists for this same purpose, but the amputator can help you survive as well while noy having to give up the all powerful stock uber
I use the amputator cus each time i use the ubersaw i die or don't get a hit (until tf2 wiki presented a new video about the blaughtsoger showing how passive regen work)
I'd give the overdose a fire rate upgrade, projectile speed buff, and the walking speed slight buff, going from 20% at full Uber to 30% (assuming my memory serves well with the stats) The quickfix should have no penalty for switching targets like you said, and it needs to get no penalty for being set on fire, as every time I was set on fire when ubering, my self overheal buff would go from a lot to not for the rest of thw duration of the uber. It's annoying to say the least to not be able to outheal minimum range fire particals because my heal tarfet can't get rid of the pyro fast enough. I am not sure if this is intentional but it feels like it may be... As for the solem vow, It may be best as a self buffing weapon. I like it's ability to see health of enemy players, but it doesn't make much sense if you can't do much with it in casual games. Maybe give the weapon a damage buff and a slightly more penalizing swing speed. It may be able to be labeld as a commitment weapon if given those 2 simple changes that may better benefit you than the Ubersaw in some situations. Especially if uber is easy to come by, but self defense is not, resulting in a medic set that can choose to run or fight when they have a bunch of uber. If that's not enough, maybe giving the solemn vow the ability to trigger Uber no matter how much you have left in the tank, would be a controversial yet interesting and ultimately, not that used of a stat. It would further help my idea of self defense for the set, but it may be legitimately too powerful by that point... I like this anyway. Someone should test this.
the quickfix's uber is a defensive uber????? the ammount of damage you can soak while under its effects is pratically a regular uber but random crits or cordinated fire *might* stop you
unpopular opinion: I don't like the ubersaw and the crossbow that much. they are NOT bad weapons but I have some problems with them: in several matches I don't get the chance to use the ubersaw on enemies because the enemies don't come close enough, so it is a waste of an weaponslot. also the problem with the crossbow is that it does pitiful damage in close range meaning that you can't defend yourself from enemies coming towards you. and I hate dying as medic. I often use the solemn vow and the overdose instead. I do occassionally use the crossbow and the ubersaw. in some cases your patient is going to die because he takes more damage than he receives, so attacking the enemies is more helpful. it also helps that I can see their healthbars with the solemn vow. in some rare cases I can hunt down nearly dead enemie and finish them off.
Disagree with the crossbow's pitiful damage up close. It does around 40 damage up-close and is a lot easier to hit and aim with than the other Syringe Guns which also can't hit as the Crusader's can. I would 100% much prefer if the Crusader's was offensively worse up close.
I like solemn vow, yes it's boring but I like it a lot as it has gotten me out of a fair few jams. Though if I was to change it I would instead lean into it's information giving idea. When deployed and only when deployed it would show enemy health as well as show enemies behind walls including disguised spys (not invis spys though) from a limited distance, like just shy of 2fort bridge long. To ballance this though we would once again lean into what the weapon is about...this time looking at the golden text on it. It literally won't deal damage upon hit however can still do knockback. For memes we can also still let it random crit with a crit hit sending enemies skyward similar to the force of natures potential knockback just for fun. It would lead to some fun yet niche gimmick in both normal play and mvm.
I'm not sure if the "while active" effect on the amputator is necesary, mainly becouse you point on why is not really that valid since medic already self heals, and the heal difference is barely noticable given you usualy die the same
I do reallp wish the vacc had a normal full charge and the quick fix had the burst uber, idk might be wrong but that feels like it'd fix the quicv fix feeling underpowered, and vacc overpowered
And how the hell would you know what melee they have equipped? Medic may passively regain health but if you add an item that passively increases the amount, you'd have legitimately zero way of knowing that they had it equipped at all and are regaining more health than usual
Movement mirroring is beneficial for sticking to one person Mega Heal and the increased heal rate is much more beneficial for dealing with several injured teammates. The quickfix tries to do both but also fails at both.
Yeah the "while active" effect has ruined so many weapons. This can be traced back to listening to sweaty comp players on how to balance the game which is a terrible idea. The most insulting part is that after these weapon rebalances, private comp tournies don't even allow these weapons. Yeah that's cool, just ruin weapons for the entire community and then ignore them.
While I typically agree with the sentiment, the Amputator isn't one of those weapons. It hasn't really been touched since 2013, that's long before comp players were asked about balance
Man, you're sleeping hard on the solemn vow, Space! 😂 The passive utility in seeing enemy health and uber %'s far outweighs its downside. Vow isn't boring, you just don't like playing medic.
What if: Buff the Overdose to give additional movement speed on hit. Make the Quickfix base heal rate increase depending on the Ubercharge level. (Making it a medigun that relies less on its Uber than the others similar to the Vaccinator)
The Amputator is bad outside of medieval mode? You. Are. WRONG. In fact, it's one of the most underrated weapons in the game. Being able to heal your whole team at once is awesome, especially on tight maps and chokepoints. Risky? Yeah, a little, but if you're careful and smart about it, it's not so bad and a lot safer than engaging with enemies in melee combat like with the risky to use and massively overrated Ubersaw. Holding it out can save you from burning to death and get you extra health if your pocket dies. It's just safer to use more often than the alternative. The uber build isn't as much as other sources? So what! Are you taunting the whole game and relying on that to build uber? I'm not. It's a nice bonus more than anything. Also, you can get assists while taunting and end up dominating more players on the other team, so there's that. I'm really disappointed to hear people perpetuate the myths that it's a bad weapon or that the Ubersaw is actually good.
Something something, MEDIC!
DOC! C’MON MAN
Something something, Dispenser here.
That medic is a bloody SENTRY! UUUUHAHAHAUHAHAUHUHU
*brutally explodes*
0:50 I love the stronghold reference. Stronghold crusader is probably my most played rts.
I totally forgot this series existed, Nice to see your on it again
And let’s not forget Medic’s powerful “burst healing” technique to get someone healed faster all thanks to the crossbow.
Speaking of things not to forget: crits. Watch out for them as a Quickfix Medic.
Honestly quick fix is really sad imo. Every other medigun, and really a lot of things kinda shit on its uber
Yeah qf needs a buff
@@hayato1886everyone seems to forget it gives knockback immunity on uber and my teammates have a tendency to be absolute cowards while ubered or when full overhealed but when they’re hurt they either run in like a dipstick(usually right before I get uber) or hide behind me when I’m not at full uber
@@TheeOK1I think it's fine as-is, the overall better healing is very strong and the knockback reduction is awesome
My name is Unorthodox Medic Main, and i speak for the AMPUTATOR! I would even say it's on par with übersaw in some, quite common I say, circumstances! First of all, taunt is actually good! (Especialy on defense) It heals same rate and (most important) range as Medigun, but it's all about positioning - if there is aggressive front push for your position, you can hide yourself (and back for god sake!) around some corner and heal few power classes simultaneously! That can make an undesrtructable wall of mercenaries! But as I wrote there is need to think, and smart positioning to you know... not die, witch makes it harder to use on attack, but still usable. And there is secound pross of this saw: additional reagen, witch is helpfull in one, but absolutly important scenario: if your pocket died and you need to get the hell out of here! Remeber that enemy team will shoot to you, and before you find teammates, it can pass some time: every second matter if you are medic under fire! (And if literally "under fire", this reagen van makes a difference between life and death) then reagen of Amutator is helpfull.
TLDR: Funny reagen saw is good and untie your hands from übersaw
Amen, brother.
I wish Medic had an item for AOE healing!!
My guy you have the item for AOE HEALING!!
@@BloodRaven1045 exacly!
Oh boy, what a rebel this guy is!!! 😂
Look, there's being anti-meta, and then there's trying to convince people that you're "different".
Clinical trial is the ultimate survivability set and my go-to when I'm with a team that I can't rely on to stick with me. Overdose allows for fast escapes which is bolstered further by the quick fix, and there's actually a really nice synergy you didn't mention: The uber. Now you still don't want to be forced to pop uber but it's a lot more expendable on the quick fix. Not only that, unlike stock the benefit of the uber lingers when you switch weapons since it's just filling up your HP so you can get yourself enough HP to tank damage real quick then switch back to overdose. AND the overdose speed boost doesn't update until you switch weapons again so you get the speed boost from however much uber you had left when you switched to the overdose. This makes you incredibly difficult to catch. Finally, the solemn vow surprisingly adds further to the survivability level by letting you know whether you should simply run or if your pursuer is low enough to take out as you retreat back to your team. Definitely my favorite medic loadout in terms of fun.
One thing you "could" do to buff the Solemn Vow is to increase it's damage output against enemies being at 50% max health or lower at the higher cost of a new slower swing speed.
The amputater is good for when you gotta run away or your pocket does the dumb and/or gets fair and balanced
Or you have so many dipshits in a choke taking so much damage you physically can’t keep them alive with the crossbow and medigun but I have managed to stuff ubers in exchange for my death from being stuck in place
That psa parkour aced refrence, lmao.
Hearing electro head play in the background for the overdose section sent shivers down my spine and my hands shaking, that is basically what it feels like using the overdose
My favorite loadout is the quick fix and overdose. The rush of healing multiple people who are about to die and speeding around at the speed of sound is awesome
Amputator when your team is holding somewhere to either defend or start push is really good as you can heal multiple of them at once. Many times I see too many red crosses that made me wish I had amputator equipped so I can heal all of them at once
I main the quickfix, and I will say it has a TON of offensive utility (even if it probably fails against the vacc but thats the vacc). While you don't get the pre-emptive health of overheal, the ability to heal people faster mid-combat is VERY useful for sustained fire fights and chokeholds. Think of how just having a medic causes a snowball effect where everyone lives longer, which means they can kill more enemies, which means its easier to live longer. The quickfix amplifies that snowball effect, it can just be a bit hard to actively notice the difference it's making
I think a different buff for the quick fix that’s related to the set would be for the mega heal to also give a 15% movement speed increase
That stronghold reference brought back some hidden memories
ah yes, medic
I got a fair few problems with this video, especially in regard to the amputator and quick fix.
The Amp is a utility above all, that valve fucked up with the ramp up. The flat +3 made it much easier to survive pyros and whatnot. Plus, you attack the uberrate of using the taunt, but give the 1% per 150 hp on the crossbow a pass? Seems...biased. The best buff is to just give it the flat regen back.
The quick fix is to keep people alive and healthy. The rapid healing should be able to get 3-6 allies up to full in those 8ish seconds you get. Plus, it disables airblast and knockback. It's the perfect synergy uber to stack with.
I kinda forgot the Crusaders can build Uber while writing the final parts of the segment in regard to it.
Was more focused on how stupidly strong it was even if every other syringe gun got a sizeable buff and how there's very little that could be done to tone down insta burst healing from anywhere without completely butchering the weapon.
It's also a lot more important to note that the Crusaders building Uber is a small Buff or bonus that doesn't really impact its main overall goal.
The Amputator's taunt on the other hand is designed to essentially be an AoE medigun so it's extremely pitiful and extremely niche usage for Uber building kinda deserves to be called out.
@SpaceGuyOnline Called out, sure, but it does have uses, however niche. But the item itself was always a utility above all, that Valve fucked up. That flat +3 made it arguably equal to the Ubersaw (of which it promotes a more reckless playstyle, compared to the amps survival), and was a valid alt pick to the meta people. It fell from grace, and it sucks that it did.
I'm speaking from how I spent my hundreds of hours as Medic, focusing on survival over everything.
The Overdose...I appreciate the praise. It's no crossbow, but it is really the second best choice.
As for the Quick, Pyro shuts down Kritz (depends) and stock with airblast. The quickfix stops stickies, sentries, and pyros from pushing stock uber away through total knockback immunity.
@@corrinvondrachen1097 Can't really argue about reverting fire and afterburn damage to how it used to be in terms of health ramp up (it effects literally any regen such as the conch, dispenser and cozy Camper too)
Mainly because my memory is shot on how it used to be, can't say its a flat change for the worse or better. Obviously for the Amputator it sucks but everything else? Including the Pyro playing? I don't know.
Quick-Fix can do all the stuff you said yes however it still gets very easily shut down by several other class thanks to the existence of crits, instakills or just too many people shooting you.
If you're a solo Medic you should rarely ever take it over stock, something I even say in the video as it's strengths lie in supporting everyone else while someone else pushes in with a Uber or Kritz push, I'd still prefer if it leaned into that strength ever so slightly more to get its usage up however.
@@SpaceGuyOnline If anything, this all shows how stale Medic is.
How viable do you think a lesser healing bolt alt fire (does no damage maybe?), be for the syringe guns?
@@corrinvondrachen1097 Assuming it heals less than the Crusader's and has less range than the Crusaders too (becuase of how ass the syringe projectiles are)
Not very. You'd have to make the healing stronger than both the Medigun and Crusader's to be worth using and even then that causes massive balance problems since it would sorta invalidate the Medigun's main role.
Personally I think the right idea is making the Syringe Guns offensively usable (better projectile speed and fire rate) while reducing the Crusader's offensive capabilties and heal spam potenital (ammo nerf)
Means if you're getting jumped constantly in the frontline, you can still support from the back but not spamming all willy nilly with the crusaders like you currently can, and if you get caught out even then, you can't really fall back onto anything super reliable either
The second Medic set is my exact loadout I've always used, the Overdose and the Quick Fix are just a lot of fun to use and the Solemn Vow just makes sense since there's not really a better option
I really like Overdose + Solemn Vow. the Solemn Vow lets me know when I can get an easy kill by chasing an enemy down and when I need to hightail it, and the Overdose lets me do whichever of those I want.
I don't battle medic, but I do go for kills of opportunity when nobody around me needs healing.
The solemn vow pairs pretty well with syringe guns in my experience. Knowing enemy health is a good for you as it is for your teammates, since it helps you decide when and if to to fight an enemy.
Honestly I'd redesign the solum vow entirely. Have it give your healing target life steal for say 10-20% while giving it a 80% damage penalty. Also give the medic and his heal target a visual aura.
As for the overdose give it mad milk syringes.wih a 50% damage penalty. Make the speed boost passive while making the medics eyes glow with Uber. Give the whole set a theme around forfeiting the entirety of your limited killing potental for raw healing potential.
Ye oldie hacksaw ridge strat.
Finally yeah give the quick fix Uber the ability to flash people without penalty.
The taunt really isn't an instant kill for the amputater lol. I love that thing
Worth noting that medic already regens health anyways - a visual indicator may not really help with anything since that's already going to be skewing any split-second calculations you might be making. And even with that I believe any class passively regenning will generate large team colored cross icons around their head each time the regen ticks too.
I mean I love the solemn vow. Yeah it’s not the metasaw, but you’d be surprised how often knowing your enemies health can help you. Here’s a situation: a pyro is running at you. What do you do? Backpedal and gun? Your speed is lower in reverse and your gun does squat. If he has enough health he will reach you and kill you. Run up to a pyro and melee him? Do you have a death wish? Turn your back and flee. Usually the safest option but never a guarantee. Now what happens when you have the vow? You know hit health. You know exactly which option to choose. If he’s red you know you can gun him down easily. If he’s white fleeing is the safest course of action. And trust me, the panic a pyro gets when you *charge* at him is amazing. Knowing when to attack, when to flee, when to stop healing your teammate with meat between his ears because you know full well that scout over there is 3 needles from death is devastating. Knowledge is power my friends.
However I completely agree with the quickfix. It is _clearly_ a team healing Uber. So for the love of god don’t punish me for using it as such, *especially* when compared to the other Ubers.
Just had a good idea for the Solemn Vow
"+Allows to see Enemy Health
-10% less attack speed
Alt-firing a enemy with this item causes them to be highlighted for 10 for you and your healing target, this also makes you and your target take mini-crit damage.
Can only alt-fire from close to mid range"
This idea should work to make Medic partnered duels a bit more risky yet rewarding.
Alt-fire? With your healing target? Alt-fire is used for über... What??? That's not possible and even if it's only when you have the melee out then you're not healing anybody, you can't even bind it to reload because the Vacc also does it, your idea can't be implemented
Honestly, Medic's Syringes should be complimentary to Demomen and Soldiers because the two of them have to reload, and the Crusader's Crossbow, at least in my experience, does not do the Syringe's damage. The Crossbow is still really good, especially since it can be a really good weapon to use when another class is being healed because "Heal Beams do not stack."
However, I would not mind if the Crusader's Crossbow, on top of every other one of Medic's primaries, could consume Uber in order to buff themselves, and in the case of the Crusader's, give teammates brief weak versions of the current Medigun's Uber. Resistance for Stock, more speed for Quick-Fix, a stored up Mini-crit for Kritzkrieg, and a weak, random resistance to any damage type for the Vaccinator.
The Syringes? Without Uber buffs, they're basically worse than stock, but they now no longer have damage fall-off. However, after Uber they basically become like Demoman's Sticky Bombs, except without the detonation, reloading, or being explosively powerful and much more just a bunched up barrage of slow moving mid-air Syringes, at least at Max Uber where this change in playstyle is most pronounced. I would not mind removing the possibility of making this charged up version of the Syringes not a consummable. Instead they're just a passive trait.
For the Medic Melees, just do what FishStickOnAStick did for each of them, and each of the Mediguns are fine, just nerf the Vaccinator, and I wouldn't mind your buffs for the Quick-Fix to be honest.
Oh dang. I saw you forever ago on a holloween spell trading discord. Had no idea you had a youtube. Neat.
I honestly think that the amputator synergisises really well with the quick fix
It has been... 10 thousand years...
Do not buy anything in the next tf2 update show Valve we are not impressed how they are treating tf2! #saveTF2 #fixtf2 #TF2
The quick-fix also has a niche sinergy with the dalokas bar because it counters a bit of the lower overheal on heavies but still just below the uber build cap. It is a bit chuncky at least from my experience. It usually takes a bit for the game to realise it has to give extra overheal. Could BE wrong though
Instant like for the stronghold reference!!!
"If standing still to heal someone means the Amp is bad...
Then I guess the sandvich is hot garbage then
The truth is that the Amp would be a decent melee if the Übersaw didn't exist"
I don't remember who said this, and it also isn't an exact quote
you are comparing apples to oranges.
I'd make the solem Vow be a Medic market gardener.
How would that even work?????
Actually sounds pretty fun with mirror jumps personally I think solem vow is fine as it is.
You only got that idea after seeing a clip of Space using it while quick-fix jumping.
The vow is fine as it is.
I would make the overdose shoot faster and/or reload faster a little too, just to add to the theme.
The vow could join the faster swing speed club.
the solemn vows only downside is that it swings slower tho
@@artifactU reduce its damage in return like the overdose
@@artifactU Replace the swing speed penalty with a damage one in exchange for attacking faster
@@spamuraigranatabru1149 i dont see the point in doing that but theorising about meaningless changes is fun so why not
@@artifactU literally no reason other then to make it a faster gimick weapon like the overdose xD
Maybe add a rule where if you hit someone you gain a speed boost the lower their health too
#fixtf2 Hey everyone tweet at all the Valve social media sites with these 2 #, #saveTF2 #fixtf2
Medic synergy be like: Crossbow + Uber Saw
Damn, now I want to play Stronghold again.
HOLY SHIT HES BACK
Oh, I always thought the amputater was passive it felt like my regen was better with it than not, especially on custom maps with passive damage where it seemed like having amp let me live longer compared to normal
I love you space guy please dont die
Crossbow nerf: Take the Auto Reload while not aktiv away.
Or, if you REALLY want to nerf it. Play TF2C. It got the ultimate nerf... outright removal. =V
aw hell yeah spaceguyonline upload
Ohhhh I remember you. The overdose is cracked.
11:58 Moikaloop reference huh ❤
im tired of people thinking the amputator is bad, it just outclassed by the ubersaw but it is a solid weapon, it allows you the medic to boost your healing in cases you need to regain health for a fight while if you trust your pocket you can use the taunt to heal your target for a nice ammount while at the same time healing anyone nearby, the taunt is not that situational, i got away countless times by hiding behind a pillar and taunting( and if a soldier tries to splash hit you he will probaly end up lauching you up canceling the taunt and now making him have to deal with a possible uber or just a slightly more backed up pocket
the amputator is a more fun weapon than the ubersaw thats for sure(and yes i do use melee as medic most times to try to steal kills from my pocket because 65 damage is no joke)
If Ubersaw didn't exist, the Amputator is the best melee for sure
@@Ervonesque i would argue really that the amp is better in casual if and only if the enemy team knows to not let the medic hit them wich is more common on my country, and on that note i notice some people just kinda ignore me rushing them with the amp as they think i will do nothing.
some people think melee weapons do no damage outside crits, my kills as medic say otherwise(on that note why i only crit spies, god like if i coulnd't deal with them in the first place)
@@B.L.U.S since I'm uberstupid and can't use melee to save my life, I can confirm the Ubersaw is quite useless for me, can't get benefits if I can't hit anything lmao
@@Ervonesque im actually concerneling agresive with the amp and i generally do a lot with it, the amp is just more fun than the ubersaw, it seems to not delete anyone most times unlike the ubersaw for some reason wich makes it feel so much better when you know you got that kill due to skill(and suicidal behavior)
The issue is that active health regen, if it was actually passive it'd be a better weapon (bad design philosophy but an objectively better weapon)
There's very, very few instances where as a Medic it's actually optimal to pull it out. As I said in the video, how often as a Medic are you not surrounded by at least one injured Teammate and not being chased by at least one enemy?
I got 30 hours of gameplay using the set and the longest duration I had the amputator actively out for the sake of its health regen increase was 10 seconds.
Isnt the stat with the amputator that your regen is shared with all allies whrn you taunt. Meaning if you havent been hurt in a while, and your teamamtes are injured, it shares that 10hp per second. And when considering the crossbows sniper like qualities, you basically become a retreat point for the front line yo heal rabidly at all at once if they are being pushed back enough. The quick fix exists for this same purpose, but the amputator can help you survive as well while noy having to give up the all powerful stock uber
I use the amputator cus each time i use the ubersaw i die or don't get a hit (until tf2 wiki presented a new video about the blaughtsoger showing how passive regen work)
I'd give the overdose a fire rate upgrade, projectile speed buff, and the walking speed slight buff, going from 20% at full Uber to 30% (assuming my memory serves well with the stats)
The quickfix should have no penalty for switching targets like you said, and it needs to get no penalty for being set on fire, as every time I was set on fire when ubering, my self overheal buff would go from a lot to not for the rest of thw duration of the uber. It's annoying to say the least to not be able to outheal minimum range fire particals because my heal tarfet can't get rid of the pyro fast enough. I am not sure if this is intentional but it feels like it may be...
As for the solem vow, It may be best as a self buffing weapon. I like it's ability to see health of enemy players, but it doesn't make much sense if you can't do much with it in casual games. Maybe give the weapon a damage buff and a slightly more penalizing swing speed. It may be able to be labeld as a commitment weapon if given those 2 simple changes that may better benefit you than the Ubersaw in some situations. Especially if uber is easy to come by, but self defense is not, resulting in a medic set that can choose to run or fight when they have a bunch of uber.
If that's not enough, maybe giving the solemn vow the ability to trigger Uber no matter how much you have left in the tank, would be a controversial yet interesting and ultimately, not that used of a stat. It would further help my idea of self defense for the set, but it may be legitimately too powerful by that point...
I like this anyway. Someone should test this.
Nerf the crusaders, don't touch the syringe guns
Great video!
Amputator is the meta in 50 v 50
Good video. #savetf2 #fixtf2
the quickfix's uber is a defensive uber????? the ammount of damage you can soak while under its effects is pratically a regular uber but random crits or cordinated fire *might* stop you
Great vid
unpopular opinion:
I don't like the ubersaw and the crossbow that much.
they are NOT bad weapons but I have some problems with them:
in several matches I don't get the chance to use the ubersaw on enemies because the enemies don't come close enough, so it is a waste of an weaponslot.
also the problem with the crossbow is that it does pitiful damage in close range meaning that you can't defend yourself from enemies coming towards you.
and I hate dying as medic.
I often use the solemn vow and the overdose instead.
I do occassionally use the crossbow and the ubersaw.
in some cases your patient is going to die because he takes more damage than he receives, so attacking the enemies is more helpful.
it also helps that I can see their healthbars with the solemn vow.
in some rare cases I can hunt down nearly dead enemie and finish them off.
Disagree with the crossbow's pitiful damage up close. It does around 40 damage up-close and is a lot easier to hit and aim with than the other Syringe Guns which also can't hit as the Crusader's can.
I would 100% much prefer if the Crusader's was offensively worse up close.
Ah yes, the best gamer.
I like solemn vow, yes it's boring but I like it a lot as it has gotten me out of a fair few jams. Though if I was to change it I would instead lean into it's information giving idea. When deployed and only when deployed it would show enemy health as well as show enemies behind walls including disguised spys (not invis spys though) from a limited distance, like just shy of 2fort bridge long. To ballance this though we would once again lean into what the weapon is about...this time looking at the golden text on it. It literally won't deal damage upon hit however can still do knockback. For memes we can also still let it random crit with a crit hit sending enemies skyward similar to the force of natures potential knockback just for fun. It would lead to some fun yet niche gimmick in both normal play and mvm.
I don't use the crossbow because by god I can't aim so I just zoom
I'm in one of the clips the one with mannytdx that's me
I thought that said get surgery: medic
PERFECT
I'm not sure if the "while active" effect on the amputator is necesary, mainly becouse you point on why is not really that valid since medic already self heals, and the heal difference is barely noticable given you usualy die the same
I do reallp wish the vacc had a normal full charge and the quick fix had the burst uber, idk might be wrong but that feels like it'd fix the quicv fix feeling underpowered, and vacc overpowered
Amputator is godly in 100 player TF2
3:17 every medic melee compared to the übersaw
Solemn vow is a solid melee especially if the enemy team has sufficient brain cells to not feed you uber
uses katana zero music for the Overdose, doesn't use the song called Overdose
Got copy right claimed the first time, trust me I rarely miss with the music
STRONGHOLD REFERENCE????
the amputater is great for battle medic
wouldnt the solemn vow be better
@@artifactU i use it for its extra health regen that the blutsauger nerfs
"The amputator doesnt have a visual indication that you are regaining health"
Bro the visual indication is him being a medic...
And how the hell would you know what melee they have equipped?
Medic may passively regain health but if you add an item that passively increases the amount, you'd have legitimately zero way of knowing that they had it equipped at all and are regaining more health than usual
i always thought the medival medic was cool
Don't do that to plus 3 to health regen.
whats the overdose section song called? i need it!
what song at 8:40?
11:19 With a competent explosive class pocket the movement mirroring makes this blatantly wrong
Movement mirroring is beneficial for sticking to one person
Mega Heal and the increased heal rate is much more beneficial for dealing with several injured teammates.
The quickfix tries to do both but also fails at both.
Yeah the "while active" effect has ruined so many weapons. This can be traced back to listening to sweaty comp players on how to balance the game which is a terrible idea. The most insulting part is that after these weapon rebalances, private comp tournies don't even allow these weapons. Yeah that's cool, just ruin weapons for the entire community and then ignore them.
While I typically agree with the sentiment, the Amputator isn't one of those weapons.
It hasn't really been touched since 2013, that's long before comp players were asked about balance
Whats this game called? Seems cool, might check it out.
I like milk
Man, you're sleeping hard on the solemn vow, Space! 😂
The passive utility in seeing enemy health and uber %'s far outweighs its downside.
Vow isn't boring, you just don't like playing medic.
What if:
Buff the Overdose to give additional movement speed on hit.
Make the Quickfix base heal rate increase depending on the Ubercharge level. (Making it a medigun that relies less on its Uber than the others similar to the Vaccinator)
11:59 KATANA ZERO OST KATA ZERO OST KATANA ZERO OST KATA ZERO OSTKATANA ZERO OST KATA ZERO OST
3:18
Thank me later
Le'tranger
Cloak n dagger
Red tape recorder
Spycicle
I am Pyro. I became real.
Sorry but there's only one medic loadout and its crossbow, medigun and ubersaw
Meta slave detected
Stop conforming to damage dealer main ignorance and just use the marble head :P
The Amputator is bad outside of medieval mode?
You. Are. WRONG.
In fact, it's one of the most underrated weapons in the game. Being able to heal your whole team at once is awesome, especially on tight maps and chokepoints. Risky? Yeah, a little, but if you're careful and smart about it, it's not so bad and a lot safer than engaging with enemies in melee combat like with the risky to use and massively overrated Ubersaw. Holding it out can save you from burning to death and get you extra health if your pocket dies. It's just safer to use more often than the alternative.
The uber build isn't as much as other sources? So what! Are you taunting the whole game and relying on that to build uber? I'm not. It's a nice bonus more than anything. Also, you can get assists while taunting and end up dominating more players on the other team, so there's that.
I'm really disappointed to hear people perpetuate the myths that it's a bad weapon or that the Ubersaw is actually good.