Team Fortress 2
Why i like to use the Quickfix and the Vita-saw
First of all, i am aware that they are not the most viable weapons for Medic, the vita-saw in fact i believe is considered the worst melee alongside with stock. Still, i use both of them, because im not like other girls, i have SNAKE ARMS... AND A DIFFERENT PLAYSTYLE that i belive im much more effective with, hear me out:

I have around 140 hours as a Medic, he being my most played class, and and throughout all the time that ive been playing with him i believe i am capable of understanding some basics as a Medic, like staying alive all i can, keep my teammates alive, and drop an uber for a push or two.

These are 3 things that i did with all mediguns, some with more success than others... But the one that sticked with me happened to be the Quickfix, and heres why:

POINT 1: QUICKFIX AINT REALLY THAT BAD (ALSO I FEEL SLOW WITH THE OTHER 3).

Those Mediguns are good, but once i noticed how fast i can heal different teammates with the quickfix, i just felt that i was healing slower with the other three.

Sure you get overheal and kinda more effective ubers, but i am someone that prioritize healing over ubers. And hey, the quickfix uber aint that bad really, the only bad thing that can screw you up during one are either spieds or random crits, but when it comes down to stuff like destroying a sentry or healing lots of people in the blink of an eye, it does the job pretty well. Not to mention that it also heals yourself AND it makes you and your teamate immune to knockbacks and afterburns, even bleeding!

Also, i believe overheal really can be outmatched by how quickly the Quickfix heals. Depends a little on who you are healing and who its going against, but i tell ya that it can happen.

Plus, the quickfix mirrors blast jumps, wich is neat way of getting back at the frontlines faster, going along with your fellow soldiers and demos while they jump (wich you cannot do with the other mediguns), or even making a quick escape.

Also, you can try to garden market with Medic given the occasion with these mirror jumps and getting a lucky crit, wich is very rare but is the most fun thing youll ever do as a Medic if you pull it off.

Of course, i can understand that the other mediguns can be more viable in some occasions, but i just... feel better, and much more effective when using the quickfix.

Also, i dont feel that bad when losing the quickfix uber, since it recharges faster... And also because, from a personal point of view, i have the following mindset when playing Medic:

POINT 2: KIRBY WANTS ME TO ACCEPT THAT I WILL EVENTUALLY DIE.

As i stated before, one of the most important things to do as a Medic is staying alive as long as possible, wich is not that hard if you are a kinda experienced Medic like yours truly, but i happened to notice something...

There are some stuff that WILL kill you, that not always you can prevent, or see coming: this stuff could be random crits, a weirdly placed sniper, sentries that you didt know were there, sneaky spies... even spells, when you are around Scream Fortress events.

The thing is, i will always make an effort on remaining alive to keep helping my team, but theres just a lot of stuff that is REALLY hard to avoid or expect, and since Medics are a very important part of the team, what i can expect is some players focusing on killing me, wich makes it even harder to stay alive.

So, this is why i accepted that, as a Medic, i will die. Dont know where, dont know when, but i will inevitably die. Maybe i wont tho, but it is likely that i will die.

And since death is something i can run from, but not avoid, might as well make death not such a bummer, and this is where the quickfix AND vita saw become realiable tools to RECOVER from death.

Ive seen lots of cases where my uber goes to waste because some random occurance happened and it bugs me off a lot (wich is another thing why i rather focus on healing), but since the quick fix recharges faster and i can get back with my teammates faster with mirror jumps, dying is just a minor inconvenience, since i can get back to healing rather faster.

But enough talking about the quickfix, what with the vita-saw? Why would i use it over the Ubersaw?

POINT 3: COME NEAR ME AND I WILL LITERALLY PULL YOUR ORGANS OFF

The Vita-saw is considered a dumb weapon, since it technically only functions when you die, wich is something that you should avoid as a Medic.

BUT, since i accepted that its inevitable that i will radomly die EVENTUALLY, might as well take some organs out of my enemies while in close combat, so i have a little bit of uber saved when i respawn.

This might be confusing, since i stated that i rather focus on healing than ubers, but, like i said with the quickfix, i can get back on track faster, and since the quickfix uber is still good, might as well save some of the charge when i die. Also it comes pretty handy in close combat, since it swings faster.

The only downside its the 10 hp less from ypur healthbar, wich, ill be honest with yall: Its barely noticeable from full health. Cant tell the differenece in gameplay tbh.

Of course, i understand that the Ubersaw has far a better function, but not that much when you can still die randomly to some of the stuff i mentioned before.

POINT 4: ZE HEALING IS REWARDING, BUT ZE HURTING TOO.

Since dying is not much of a problem for me anymore, i feel a little safer when im close to the frontlines, and i know that as a Medic this might be dangerous... But yknow what? I like feeling that adrenaline healing lots of teammates that are in the midddle of the gunfire, and making sure they come out on top of the fight, and if i have the opportunity to land a strike, might as well do it! I am not afraid to die anymore! I embrace death as a Medic so might as well BECOME DEATH FOR OTHERS MYSELF, I AM ZHE ANGRY BIRD GOD OF THE BADLANDS, FEAR MEEEEEEEE-

POINT 5: THEY LOOK SIGNIFICALLY COOLER

Of course, this is just the aesthetically part of the weapons, wich i happen to like. Its not important, but yknow, i like how they look c:

LONG STORY SHORT:

When im a Medic, my main goal is to HEAL. Ubers are just a bonus help for me. Its important to keep myself alive and stay away form danger, but sometimes, you cant just avoid that, so what i do is EMBRACE danger and make sure that i come back faster and stronger if i happened to die. Might not be as effective, but MAN, it feels so good to me.

And the two weapons that fit me more for this, my PERSONAL playstyle, is the quickfix, and vita-saw.

IMPORTANT NOTE

I am still aware that these two are not always viable, so if a teammate happened to ask me KINDLY to switch weapons in a match, i would try.

All of this is based in MY PERSONAL EXPERIENCE with the game, i am more than open to hear your opinions or constructive criticism about it

Thank you to whoever readed all of that :steamthumbsup:
Τελευταία επεξεργασία από Zumo Nacho INC; 8 Οκτ 2023, 5:17
< >
Εμφάνιση 31-45 από 70 σχόλια
I like quick fix simply because i suck at playing medic and i never live long enough to build up a full uber charge. so my play style is more so just running around and keeping my teammate's health full
Αναρτήθηκε αρχικά από the infamous crit clown >:(:
Αναρτήθηκε αρχικά από jungus:
Is it because of the healing, or because of the faster uber? When you can get a pseudo-uber quite a bit faster than the other med, it seems like that's a situation where the Quick-Fix will be more impactful.
It's because QF is strong as hell, literally all 3 things it does is the reason it's banned. 40% faster healing means the enemy team needs to deal 40% more damage than yours, the Uber builds 10% faster despite being about as strong as a stock Uber (in Casual the Uber usually builds 120% faster since there is a 0.05% chance your patient will build for you when it would be beneficial), and the blast jump mirroring basically makes the QF the Dead Ringer, but for the most overpowered class, able to quickly jump out of a dangerous situation.

The only thing the QF is bad at is pushing into Sentry nests & super duper chokes, but so is every Medi-Gun other than stock and people aren't saying those are bad.
So the Quick Fix is a bell curve meme
tl;dr

you're a hipster who doesnt wanna use the meta despite the meta being there for a reason (stock and uber are the best)
Αναρτήθηκε αρχικά από jungus:
Αναρτήθηκε αρχικά από the infamous crit clown >:(:
It's because QF is strong as hell, literally all 3 things it does is the reason it's banned. 40% faster healing means the enemy team needs to deal 40% more damage than yours, the Uber builds 10% faster despite being about as strong as a stock Uber (in Casual the Uber usually builds 120% faster since there is a 0.05% chance your patient will build for you when it would be beneficial), and the blast jump mirroring basically makes the QF the Dead Ringer, but for the most overpowered class, able to quickly jump out of a dangerous situation.

The only thing the QF is bad at is pushing into Sentry nests & super duper chokes, but so is every Medi-Gun other than stock and people aren't saying those are bad.
So the Quick Fix is a bell curve meme
That is a pretty good way to describe it. Except a lot of bad players just mimic what they see the popular consensus to be, such as the comment directly next to mine.
Τελευταία επεξεργασία από Rando the Crit Clown; 8 Οκτ 2023, 17:51
qf is good as second med because just having a second med in general is usually better than not having one at all.

with that being said, would you rather two medics with stock/kritz or one medic with stock/kritz and the other just playing heal bot?
putting the pressure on the other medic to milk the most value out of his uber while you sit around with your weak megaheal doing ♥♥♥♥-all isn't really preferred.

Do keep in mind that regardless of the weapon's build-rate stats, you're still hurting the other medic's build-rate just by sucking heals away from him. The least you can do is use a real medigun so at least both ubers are being built towards something useful.

it's prob better if ur the only med because at least then, you can actually utilize your faster build rate without other meds interfering.
Τελευταία επεξεργασία από YNBD solar; 8 Οκτ 2023, 17:58
Αναρτήθηκε αρχικά από Arby's 2 for $6 Greek Gyros:
tl;dr

you're a hipster who doesnt wanna use the meta despite the meta being there for a reason (stock and uber are the best)

Metas are for Betas and Tiers are for Steers.

Alphas and Apex Predators play their way!
Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
Nah, the Overdose is VERY underrated....Also, if your job is to heal, you have a Medigun that does the job perfectly, just not at long range
overdose is perfectly rated: bad. Even if it didn't have the curse of not being a crossbow, it's still a crutch meds will use to try and compensate for their poor positioning or inability to strafe. You're sacrificing the self-defense capabilities of literally any other syringe gun just to run slower than scout.
Also crossbow isn't just used for long ranged healing. It's burst healing is better than medigun, and isn't affected by crit heals, allowing you to pump out more healing than you could with beamers on players who are still in combat.
Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
I know. I play a lot of Medic myself. However, a miniscule -10 health doesn't pass any thresholds I can think of
You can't say you play a lot of medic and then in the same train of thought try and argue that literally any health reduction to medic is justifiable.
Τελευταία επεξεργασία από YNBD solar; 8 Οκτ 2023, 18:07
Αναρτήθηκε αρχικά από solar controller:
Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
Nah, the Overdose is VERY underrated....Also, if your job is to heal, you have a Medigun that does the job perfectly, just not at long range
overdose is perfectly rated: bad. Even if it didn't have the curse of not being a crossbow, it's still a crutch meds will use to try and compensate for their poor positioning or inability to strafe. You're sacrificing the self-defense capabilities of literally any other syringe gun just to run slower than scout.
Also crossbow isn't just used for long ranged healing. It's burst healing is better than medigun, and isn't affected by crit heals, allowing you to pump out more healing than you could with beamers on players who are still in combat.
I'm sorry. I didn't know you could catch up to a Soldier who compulsively rocket jumped away from you while still in need of healing, and that you rely on instantaneous teleportation to reach the Heavy on the other side around the corner who is in desperate need of healing. You don't need to care about him if he's out of reach anyway, but it's nice to be able to pivot like that.

The Overdose's penalty is so miniscule that the self defense aspect isn't lost at all. Oh wow, now you have to hit one or two more syringes, as if that decides whether you live or die. Not to mention, the enemy runs into the syringes because he's chasing you, so either he has more time to reconsider until the 1-2 extra syringes hit, or he's tunnel visioned so hard on you that he dies anyway. You want them to back off first and foremost. The difference is one kill if anything, and your survival is the more important thing, which the speed boost accomplishes.

Honestly, using the crossbow in melee range always felt stupid. You have a ♥♥♥♥♥♥♥ Medigun. If it's the Quick-Fix, as that's being discussed in this thread, it's even obsolete, as you heal faster with it instead of point blank crossbow bolts. With any other Medigun, okay, you burst heal faster, but if you whiff one shot because your patient is moving stupidly or whatever, your "burst heal" is zero. I don't miss them, but I can't tell you how many fools are missing me standing still or moving in a straight line as a Heavy.

The Overdose is a genuinely good sidegrade. It's just not the Crossbow, and this is why it's overseen by everyone.

Αναρτήθηκε αρχικά από solar controller:
Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
I know. I play a lot of Medic myself. However, a miniscule -10 health doesn't pass any thresholds I can think of
You can't say you play a lot of medic and then in the same train of thought try and argue that literally any health reduction to medic is justifiable.
Read again: I said that -10 health might as well be nothing. You now get 2-hit by a Shortstop, or one-hit by a minicrit Scattergun. The closest meaningful threshold to me is 135 hp, where the minimum splash damage of a crocket kills you.

With a 150 health pool, you either live way above 10 health, or you die. To clarify: Pipes and Scatterguns deal ~100 damage, Shotguns and rockets deal ~90 damage. The ONLY way you get below 10 health is through chip damage, stray explosions and continuous damage. All of which alert you of danger and thus, you will be able to retreat unless you're in too deep. Which the Overdose can help with, by the way. It's not bad positioning if the pocket got hit by a crit, but the Overdose is a good failsafe for that.
If it makes you happy, the Medic duels are lost more frequently, where you shoot crossbow bolts across the map, as 75 + 75 doesn't kill a Medic who has passive regen unless he's got a Vita-Saw equipped. Also, fire damage and afterburn becomes more threatening with less health.

Medic is the class that is most impacted by health penalties, and just -5 more health on the Vita-Saw are enough to call this downside meaningful. But -10 health? It's a nothing-stat, and I stand by that opinion. In fact, I will commit to it, and only play Medic with the Vita-Saw for a while, and then I can report back if it has impacted my survivability meaningfully. Who knows, maybe I am in the wrong? After all, I've never really played with the Vita-Saw, because why would I?

If only there was a strange Vita-Saw...
Τελευταία επεξεργασία από Fireschlong #2Broke4MannUp; 8 Οκτ 2023, 19:16
Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
Αναρτήθηκε αρχικά από solar controller:
overdose is perfectly rated: bad. Even if it didn't have the curse of not being a crossbow, it's still a crutch meds will use to try and compensate for their poor positioning or inability to strafe. You're sacrificing the self-defense capabilities of literally any other syringe gun just to run slower than scout.
Also crossbow isn't just used for long ranged healing. It's burst healing is better than medigun, and isn't affected by crit heals, allowing you to pump out more healing than you could with beamers on players who are still in combat.
I'm sorry. I didn't know you could catch up to a Soldier who compulsively rocket jumped away from you while still in need of healing, and that you rely on instantaneous teleportation to reach the Heavy on the other side around the corner who is in desperate need of healing. You don't need to care about him if he's out of reach anyway, but it's nice to be able to pivot like that.

The Overdose's penalty is so miniscule that the self defense aspect isn't lost at all. Oh wow, now you have to hit one or two more syringes, as if that decides whether you live or die. Not to mention, the enemy runs into the syringes because he's chasing you, so either he has more time to reconsider until the 1-2 extra syringes hit, or he's tunnel visioned so hard on you that he dies anyway. You want them to back off first and foremost. The difference is one kill if anything, and your survival is the more important thing, which the speed boost accomplishes.

Honestly, using the crossbow in melee range always felt stupid. You have a ♥♥♥♥♥♥♥ Medigun. If it's the Quick-Fix, as that's being discussed in this thread, it's even obsolete, as you heal faster with it instead of point blank crossbow bolts. With any other Medigun, okay, you burst heal faster, but if you whiff one shot because your patient is moving stupidly or whatever, your "burst heal" is zero. I don't miss them, but I can't tell you how many fools are missing me standing still or moving in a straight line as a Heavy.

The Overdose is a genuinely good sidegrade. It's just not the Crossbow, and this is why it's overseen by everyone.

Αναρτήθηκε αρχικά από solar controller:
You can't say you play a lot of medic and then in the same train of thought try and argue that literally any health reduction to medic is justifiable.
Read again: I said that -10 health might as well be nothing. You now get 2-hit by a Shortstop, or one-hit by a minicrit Scattergun. The closest meaningful threshold to me is 135 hp, where the minimum splash damage of a crocket kills you.

With a 150 health pool, you either live way above 10 health, or you die. To clarify: Pipes and Scatterguns deal ~100 damage, Shotguns and rockets deal ~90 damage. The ONLY way you get below 10 health is through chip damage, stray explosions and continuous damage. All of which alert you of danger and thus, you will be able to retreat unless you're in too deep. Which the Overdose can help with, by the way. It's not bad positioning if the pocket got hit by a crit, but the Overdose is a good failsafe for that.
If it makes you happy, the Medic duels are lost more frequently, where you shoot crossbow bolts across the map, as 75 + 75 doesn't kill a Medic who has passive regen unless he's got a Vita-Saw equipped. Also, fire damage and afterburn becomes more threatening with less health.

Medic is the class that is most impacted by health penalties, and just -5 more health on the Vita-Saw are enough to call this downside meaningful. But -10 health? It's a nothing-stat, and I stand by that opinion. In fact, I will commit to it, and only play Medic with the Vita-Saw for a while, and then I can report back if it has impacted my survivability meaningfully. Who knows, maybe I am in the wrong? After all, I've never really played with the Vita-Saw, because why would I?

If only there was a strange Vita-Saw...
The overdoses penalty is it's not the crossbow.

Αναρτήθηκε αρχικά από solar controller:
qf is good as second med because just having a second med in general is usually better than not having one at all.

with that being said, would you rather two medics with stock/kritz or one medic with stock/kritz and the other just playing heal bot?
putting the pressure on the other medic to milk the most value out of his uber while you sit around with your weak megaheal doing ♥♥♥♥-all isn't really preferred.

Do keep in mind that regardless of the weapon's build-rate stats, you're still hurting the other medic's build-rate just by sucking heals away from him. The least you can do is use a real medigun so at least both ubers are being built towards something useful.

it's prob better if ur the only med because at least then, you can actually utilize your faster build rate without other meds interfering.
have 2 meds is good on servers with lots of players, e.g 64 and 100 player servers.
Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
I'm sorry. I didn't know you could catch up to a Soldier who compulsively rocket jumped away from you while still in need of healing, and that you rely on instantaneous teleportation to reach the Heavy on the other side around the corner who is in desperate need of healing.
crossbow does that without exposing you to the risk of dying.
realistically the only use for the weapon is trying to escape when you've got a substantial amount of uber built. Otherwise you're even more defenseless than if you were using any other syringe guns, and your teammates have to come to you for heals anyways making the faster move speed pointless outside of escape.
I suppose -10% isn't much, but medic by itself is already a pretty miserable combat class and making yourself even worse for an upside you can replicate by just beaming a scout isn't really worth it tbh.

Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
now you have to hit one or two more syringes, as if that decides whether you live or die.
not the point of the argument. the blutsager and crossbow all allow you to defend yourself immensely better, further diminishing the use-cases of the weapon.


I'm not even going to address your point about point blank crossbows. If you don't have a solid grasp on crithealing then I cannot even begin to describe to you why being able to completely negate that mechanic with the crossbow in 50-80 hp increments is incredibly powerful. More-so then moving at a little bit under scout speed.

Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
With a 150 health pool, you either live way above 10 health, or you die.
thresholds don't really matter in regards to my argument. Discussion in theoreticals only goes so far and is really only useful for rough gameplay generalizations like pills doing 100 and noscopes doing 50. TF2 encounters do not occur in a vacuum. fall damage, afterburn, hitscan chip, and splash can all tip you over the edge to where a situation in which you should've lived ends up killing you.
Playing around thresholds is automatically setting yourself up for failure as there are so many extraneous variables that can mess with them to the point that you're gambling your life every time you go into an encounter with this very limited idea of how interactions will play out.
Say you confront a demo at 106 health; yes, you won't technically die to a single pill, it still would not make logical sense to take the risk of eating potential damage and becoming a 1sk regardless of your current health situation.


Again, if you've played medic for any substantial amount of time I'm sure you've become aware of the instances in which you've survived with hardly any health left. Even if you only want to play around thresholds, surviving at 90 health is better than surviving at 80 health because that's the full amount of damage you can expect to take from afterburn. Surviving at 60 health is much more preferable than 50 because of noscopes, 32 instead of 22 since that's pistol's base damage, and so on.

Medic's health is a precious resource that you should always want to have an excess of in case of danger. While the instances in which these trivial numbers actually impact the game are sparce, would you take the gamble every life?
Τελευταία επεξεργασία από YNBD solar; 8 Οκτ 2023, 20:38
Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
With a 150 health pool, you either live way above 10 health, or you die. To clarify: Pipes and Scatterguns deal ~100 damage, Shotguns and rockets deal ~90 damage. The ONLY way you get below 10 health is through chip damage, stray explosions and continuous damage. All of which alert you of danger and thus, you will be able to retreat unless you're in too deep

dude rockets and pipes are only 22% of the classes you face.

Even then, chip damage isn't what gets you that low. 2 rocket splashing 70 damage apeice will put you at 10 HP.
any1 with a shotgun hit 2-3 shots could put you anywhere from a flesh wound to you only being alive from passive healing.
a sniper could hit you with near full scope charge but you live by the skin of your teeth.

There are many MANY more cases where a meer 5-10 health difference means life or death.
Αναρτήθηκε αρχικά από solar controller:
Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
I'm sorry. I didn't know you could catch up to a Soldier who compulsively rocket jumped away from you while still in need of healing, and that you rely on instantaneous teleportation to reach the Heavy on the other side around the corner who is in desperate need of healing.
crossbow does that without exposing you to the risk of dying.
realistically the only use for the weapon is trying to escape when you've got a substantial amount of uber built. Otherwise you're even more defenseless than if you were using any other syringe guns, and your teammates have to come to you for heals anyways making the faster move speed pointless outside of escape.
I suppose -10% isn't much, but medic by itself is already a pretty miserable combat class and making yourself even worse for an upside you can replicate by just beaming a scout isn't really worth it tbh.
I dunno. Being able to reposition faster is a good thing. Besides, it's not only about being able to heal someone, but also being there to pop Über faster.
Also, it's not about combat, it's about self-defense. I guess they can mean the same thing, but the meaningful difference to me is that you aren't going for someone's death, but your survival.

Αναρτήθηκε αρχικά από solar controller:
Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
now you have to hit one or two more syringes, as if that decides whether you live or die.
not the point of the argument. the blutsager and crossbow all allow you to defend yourself immensely better, further diminishing the use-cases of the weapon.
The Crossbow is horrible for self-defense though. Why would you do 50 damage every second instead of poking them with 100 DPS (90 for the Overdose)? Not to mention that you must still aim with the Crossbow while you spray syringes anywhere behind you.
As for the Blutsauger: It is better for survival because of the +3 health on hit, not because of the single point of damage on every syringe. And movement speed is possibly one of the most valuable combat stats (see Scout), which is why the Overdose does well enough.

Αναρτήθηκε αρχικά από solar controller:
I'm not even going to address your point about point blank crossbows. If you don't have a solid grasp on crithealing then I cannot even begin to describe to you why being able to completely negate that mechanic with the crossbow in 50-80 hp increments is incredibly powerful. More-so then moving at a little bit under scout speed.
I don't get how crit heals are relevant to this topic. I already said that point blank crossbow shots have their place, I just find them stupid. It's a personal thing, not objective truth. I thought it was clear enough that it's an opinion, but apparently I worded it poorly. My bad.

Αναρτήθηκε αρχικά από solar controller:
Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
With a 150 health pool, you either live way above 10 health, or you die.
thresholds don't really matter in regards to my argument. Playing in theoreticals only goes so far and is really only useful for rough generalizations like pills doing 100 and noscopes doing 50. TF2 encounters do not occur in a vacuum.
Playing around thresholds is automatically setting you up for failure, as there are so many extraneous variables that can mess with them to the point that you're gambling your life every time you go into an encounter with a very basic understanding of how to interact with them.
fall damage, afterburn, hitscan chip, and splash can all tip you over the edge to where a situation in which you should've lived ends up killing you.
Say you confront a demo at 106 health; yes, you won't technically die to a single pill, it still would not make logical sense to take the risk of eating potential damage and becoming a 1sk regardless of your current health situation.
I know. Thresholds alone are an oversimplification. I thought I made it clear though that getting below 10 health usually takes something that doesn't kill quickly (or Heavy, who does kill quickly). In fact, I mentioned damage sources that can't be applied to thresholds, and that it needs these types of damage.
I still think that thresholds are a decent thing to measure survival though, because if played optimally, a rocket, pipe or meatshot will always connect to you for basically maximum damage. You plan for that to happen, so you won't be running around with low health and without cover from your teammates.

If I see myself at 106 health, I know I'm safe enough. If I get hit by a pipe afterwards, that's a big problem. If the damage came from, let's assume, a Sniper's bodyshot because he missed your head, I might survive the pipe due to my passive regen. In the same scenario but with the Vita-Saw, I would be dead. Point taken.
However, if I see myself getting hit from above 100 health, the threat level is similar to getting hit from full health (or 130 health, which I consider the next highest threshold). If I get hit by a pipe at full health or anywhere above 100, I'll be more careful to not eat another pipe or other incoming fire. The Vita-Saw had no influence in that scenario, and if I see myself at <50 health (as would be the case with the Vita-Saw, but also with anything else), it means that I should leave anyway.

While not exhaustive or definitive, thresholds are still a good way to measure how dangerous a situation is. You won't say "I hope I don't get hit by 5 pistol shots now," but you would be careful for stray rockets and pipes going your way. Being at 2 or 12 health barely makes a difference. Being at 92 or 102 health does. And of course, being dead or at 2 health makes a difference too, but in the first case, you must have passed the 100 health threshold to reach that point.

Αναρτήθηκε αρχικά από solar controller:
Again, if you've played medic for any substantial amount of time I'm sure you've become aware of the instances in which you've survived with hardly any health left. Even if you only want to play around thresholds, surviving at 60 health is better than surviving at 50 health. Surviving at 50 health is much more preferable than 40, and so on.
Medic's health is a precious resource, and while the instances in which these seemingly insignificant numbers actually come into play are sparse, would you be one to take the gamble every life?
Yes, I did have my moments where I survived with low health. I know that it happens often enough. That being said, you would behave the same as a Medic with the Vita-Saw as you would with any other melee. You see you're low, you play safer. It applies to any melee, at any health. It just so happens that the Vita-Saw reaches that health earlier. You focus on how much damage you took, while I focus on how much health you have left. One gets you killed if played the same way with the Vita-Saw, the other doesn't.
Let's say you get a no-charge bodyshot, as the Sniper missed your head (also let's ignore the fact that we're out in the open with a Sniper peeking). If I'm at 100 health now, I continue onward, as my health will regen above 100. If I'm at 90 health now, I check for immediate dangers, and move accordingly, knowing that it takes me just the tiniest bit longer to regen above 100.

Like I said, I've never really played with the Vita-Saw myself, and I probably wouldn't main it because of the -10 health. However, I would lie if I said that I'm not using the Vita-Saw because it gets me killed more often. I simply play any melee because I can. Actually, I used to swear by the Solemn Vow, as going melee as a Medic is usually suicide anyway.

Oof, this became a bigger wall of text than I meant it to be. I guess that's what I meant when I said I'll die on that hill.
Τελευταία επεξεργασία από Fireschlong #2Broke4MannUp; 8 Οκτ 2023, 21:47
Αναρτήθηκε αρχικά από CheetosInChocolate™ ℠חשו:
Αναρτήθηκε αρχικά από Fireschlong #2Broke4MannUp:
With a 150 health pool, you either live way above 10 health, or you die. To clarify: Pipes and Scatterguns deal ~100 damage, Shotguns and rockets deal ~90 damage. The ONLY way you get below 10 health is through chip damage, stray explosions and continuous damage. All of which alert you of danger and thus, you will be able to retreat unless you're in too deep

dude rockets and pipes are only 22% of the classes you face.

Even then, chip damage isn't what gets you that low. 2 rocket splashing 70 damage apeice will put you at 10 HP.
any1 with a shotgun hit 2-3 shots could put you anywhere from a flesh wound to you only being alive from passive healing.
a sniper could hit you with near full scope charge but you live by the skin of your teeth.

There are many MANY more cases where a meer 5-10 health difference means life or death.
I know. I mentioned those cases in the very text you quoted. However, these situations are more rare because you obviously play more careful the lower your health is. Being one pistol shot away from death, you won't ever show yourself. Being 2-3 pistol shots away from death, you won't say "Let's hope that I don't get hit by 3 pistol shots." You would rather care for a shotgun/scattergun in your face, a Sniper peeking outside some window, or a stray projectile.

Anyway, you always assume that whatever can hit you deals maximum damage. If it's a shotgun, it will deal 90 damage at point blank, no less, or 50 damage at mid range. You'll never calculate the odds of not all pellets connecting, leaving you at single digit health. Either you live X hits, or you die. Lastly, you won't play with the Vita-Saw as if you had another melee and 10 more health at the exact moment. You are at low health, you act like you're at low health.
Τελευταία επεξεργασία από Fireschlong #2Broke4MannUp; 8 Οκτ 2023, 22:13
It's no surprise that TF2 players don't understand the Overdose is good since the extent of movement that TF2 players have is "If I don't see an enemy, hold W until I do".
< >
Εμφάνιση 31-45 από 70 σχόλια
Ανά σελίδα: 1530 50

Ημ/νία ανάρτησης: 8 Οκτ 2023, 3:28
Αναρτήσεις: 70