How to get healed!

That's correct.

To do a Quick-Fix jump:

As a Medic using the Quick-Fix, when the person you are healing does an explosive jump, you are blasted with the same force in the same direction, but take no damage (still gain fall damage though).

This only works with Soldiers, Demomen, and Pyros. It does not work with sentry jumps.

:thumbup:

Hmm...I think you use the Quick-fix, no?

A teammate's rockets cannot damage you. If you aren't damaged, you can't jump. For example, if you activate buddha mode, you can't rocket jump when you reach 1 hp. The quickfix allows you to rocket jump with your pocket, though.

Good guide, Quaffer. Though medics probably aren't as common as they were back then.
 
As an Engineer when I see we are at a choke point I do my best to help out the usually single medic on the team by building a dispenser nearby in a safe/backup choke area where he can run to if injured/set on fire.
 
As an Engineer when I see we are at a choke point I do my best to help out the usually single medic on the team by building a dispenser nearby in a safe/backup choke area where he can run to if injured/set on fire.

Thank you!

I think we don't see as many medics these days because most people don't know how to play it correctly and when you die all the time, it gets frustrating. I had 3 different medics healing me the other day (interchangeably) and none of them knew to run at the sentry when they ubered me so I didn't get the pushback. Once I told them that tip, we took 3 sentries down with one uber and they seemed less frustrated with the class.

I think a lot of medics are not familiar with how to best use the different weapons and healing guns. And most don't know how to watch their own backs and just expect the team to protect them which rarely happens when you're playing with randoms. But it can be a very fun class when you give it a chance and learn more about how it works.

Definitely think this guide is still useful. I always have scouts running around me like a spaz screaming "Medic! Medic! Medic!" or people run past me, call for Medic and take off in another direction. I'm not going to chase you down to heal you. ;)
 
I use the stock medigun. I find it to be the best, only if there are multiple medics would I use a quick-fix, but I currently don't even have one.

The Quick Fix rocks. Teammates often complain, but the patient rarely knows best. I think one thing that every Quick Fix user needs to recognize is that removing all damaged allies from the other Medic's range greatly slows that other Medic's Uber rate (damaged healing targets build Uber faster for Stock/Kritz wielders). I see this happen at choke points often and while the Quick Fix user is helping greatly, it is somewhat at the expense of the other Medic.

I really like this guide- being polite toward medics is critical; the voice chat greeting to confirm you aren't a spy is a simple and effective idea.

When I play medic it is slightly infuriating when low-health allies are jinking and dodging all over the place. If the medic is right there, holding still for two seconds to let the medic get a lock is safer than jumping around trying to be hit less.

There is a special place in TF2 hell for Soldiers who whip out their Escape Plan/Equalizer when injured and bull rush at a health pack in front of a Medic. I see even experienced players do this. They, like Scouts/Spies/Snipers who jump in front of other classes at Teles, are just the worst kind of teammates. The jinking and dodging is frustrating too, and Scouts love to do it. I realize it is natural for them but sometimes I just want to yell "staaaaaaaahp it!" as I am swiveling wildly to try to heal them.

As an Engineer when I see we are at a choke point I do my best to help out the usually single medic on the team by building a dispenser nearby in a safe/backup choke area where he can run to if injured/set on fire.

This is simply invaluable. Engineers don't get enough thanks.
 
The Quick Fix rocks. Teammates often complain, but the patient rarely knows best. I think one thing that every Quick Fix user needs to recognize is that removing all damaged allies from the other Medic's range greatly slows that other Medic's Uber rate (damaged healing targets build Uber faster for Stock/Kritz wielders). I see this happen at choke points often and while the Quick Fix user is helping greatly, it is somewhat at the expense of the other Medic.

That's true. I like the Quick-Fix for healing right up inside of everything while other medics build uber from the people who run back for healing. I just really hate the Quick-Fix uber, in my point of view it barely helps at all.
 
That's true. I like the Quick-Fix for healing right up inside of everything while other medics build uber from the people who run back for healing. I just really hate the Quick-Fix uber, in my point of view it barely helps at all.

You're about to cap the last point, surrounded by Experienced Pyros (That means they know how to airblast and aren't using Phlog), your currently is: A Spy, that just sapped the enemy's sentry and stabbed their engi, a Sniper, that just headshotted the enemy medic, who had full ?ber, 1 Heavy, 1 Pyro, 1 Demo, 2 Scouts and you, the Quick-Fix Medic. You get full ?ber quickly and are ready to ?ber someone.
2 Questions:
Who would you ?ber, considering everyone is at full HP?
Is it more probable for you to win or lose the game, considering your team mates know how to play?
 
You're about to cap the last point, surrounded by Experienced Pyros (That means they know how to airblast and aren't using Phlog), your currently is: A Spy, that just sapped the enemy's sentry and stabbed their engi, a Sniper, that just headshotted the enemy medic, who had full ?ber, 1 Heavy, 1 Pyro, 1 Demo, 2 Scouts and you, the Quick-Fix Medic. You get full ?ber quickly and are ready to ?ber someone.
2 Questions:
Who would you ?ber, considering everyone is at full HP?
Is it more probable for you to win or lose the game, considering your team mates know how to play?

I'd probably uber a scout for an easy cap, and a win.
 
You're about to cap the last point, surrounded by Experienced Pyros (That means they know how to airblast and aren't using Phlog), your currently is: A Spy, that just sapped the enemy's sentry and stabbed their engi, a Sniper, that just headshotted the enemy medic, who had full ?ber, 1 Heavy, 1 Pyro, 1 Demo, 2 Scouts and you, the Quick-Fix Medic. You get full ?ber quickly and are ready to ?ber someone.
2 Questions:
Who would you ?ber, considering everyone is at full HP?
Is it more probable for you to win or lose the game, considering your team mates know how to play?
Heavy. There is pretty much no possible way that the enemy can win in this situation. 3 experienced pyros vs. a Heavy, Pyro, Demo, and 2 Scouts? Assuming they're all at slightly-better-than-average skill level, You don't even need the uber.

I personally hate using the quickfix. But, you know, it's useful sometimes, for times (especially on Dustbowl) where spam is everywhere and everyone needs heals.
 
That's true. I like the Quick-Fix for healing right up inside of everything while other medics build uber from the people who run back for healing. I just really hate the Quick-Fix uber, in my point of view it barely helps at all.

The Mega-Heal is tremendously helpful when used at the right times. The Quick Fix, in general, is not designed for pocketing one or two players and trying to leverage Ubers to break the other team. It is best used for fighting a war of attrition or sorts. The goal of a Quick Fix Medic is to keep his team alive and as close to full health as possible for as long as possible, allowing his team to out-damage the other team over a period of time. Using the Mega-Heal when several players are damaged and it looks like the other team may break through can be the type of thing that crushes the other team's momentum. The Quick Fix charges so fast that a Quick Fix Medic can do this often.

And of course, as Pulip mentioned, contextually the no-knockback perk and ability to cap while Mega-Healing are underrated (and often unknown/forgotten).

Heavy. There is pretty much no possible way that the enemy can win in this situation. 3 experienced pyros vs. a Heavy, Pyro, Demo, and 2 Scouts? Assuming they're all at slightly-better-than-average skill level, You don't even need the uber.

I personally hate using the quickfix. But, you know, it's useful sometimes, for times (especially on Dustbowl) where spam is everywhere and everyone needs heals.

I actually find the Stock/Kritz duo is generally superior on Dustbowl, though there are times when the Quick Fix shines. IMO, it is on Foundry where the Quick Fix becomes a monster.
 
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I actually find the Stock/Kritz duo is generally superior on Dustbowl, though there are times when the Quick Fix shines. IMO, it is on Foundry where the Quick Fix becomes a monster.

Two problems with quick-fix IMO:
Smaller over-heal "buff" than stock.
Doesn't have a powerful uber.

Qucik Fix, Is only made to keep the team alive, whereas stock uber will allow to break a control point down.

I only use Stock Medigun, and KritzKrieg.
 
Qucik Fix, Is only made to keep the team alive, whereas stock uber will allow to break a control point down.

I disagree there- if the enemy has competent pyros that are airblasting back our ubers, quickfix is the way to go. It is hilarious seeing pyros that depend on their airblast falter when confronted with something they can't push back. Getting quickfix ubered as a pyro is also great- burn whoever is on the point, then airblast anyone who attempts to get close as it winds down and viola~ the point is yours.
 
Cthulhu Fhtagn! This thread has been necro'd twice!
 
Two problems with quick-fix IMO:
Smaller over-heal "buff" than stock.
Doesn't have a powerful uber.

Qucik Fix, Is only made to keep the team alive, whereas stock uber will allow to break a control point down.

I only use Stock Medigun, and KritzKrieg.

I think you're understating the ability of the Quick Fix to keep a team alive. On a pub, it absolutely holds its own against the Stock Medigun and Kritzkrieg in terms of value to a team. It used to be weaker (though still valuable if underrated) but post-buff it is really quite great.
 
Cthulhu Fhtagn! This thread has been necro'd twice!

That's right. Nothing wrong with bringing back a classic. If you've got a better medic guide feel free to post it and I'll stop bringing this one back.

Hmmm, it's been a while for my Bill Mauldin tribute.
 
That's right. Nothing wrong with bringing back a classic. If you've got a better medic guide feel free to post it and I'll stop bringing this one back.
Oh no. Not my point at all. I remember this from back when you first posted it. I was catching up on my reading and realized that my first exposure to it was actually its second time around. Hence my amazement. I know eGO had been around for a couple years before I joined, but it's still a surprise to something I did not know about. I feel like an Egyptologist finding evidence of the Anunnaki. :)
 
(I don't want to read through ten pages, but seeing as you haven't put it on the main post, I'm going to assume nobody has said it.)

I think that you should say something about two medics healing the same person. If two medics are healing the same person, they both gain 50% of the uber charge value of that teammate. While there isn't any lost potential, as the uber charge rate is just split between the medics, it takes twice as long for both of you to get an uber. The longer you are alive and not in possession of an uber, the higher the likelihood of not getting to deploy an ubercharge in the first place. If you see a friendly medic, throw him a heal, but don't stick too terribly close to him. If you are both healing/over-healing the same people in the same area, there is too much competition, and neither of you are going to get your uber charge in any timely manner. you're wasting potential. You're basically making yourself the third spy if you stick that horribly close to eachother. There opportunities to work together with other medics, like fixing up a near-dead heavy, but let your true potential shine by running out with a separate heal target. Like Marcus from Borderlands said, "You don't need a bigger gun, you just need to fire more bullets!"
 
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