Difference between revisions of "Quick-Fix"

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m (Because no one cares about the healing and function links which are not workin i mark this now, because the talk is 1month old(first) and everyone ignores it. I really want to read that up,,,)
(Did a Lot of General Cleanup)
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{{cleanup}}
 
 
{{Item infobox
 
{{Item infobox
 
| type            = weapon
 
| type            = weapon
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}}
 
}}
 
{{Quotation|'''The Medic'''|Hmm hmm hmm...let's go practice medicine.|sound=LetsGoPracticeMedicine.wav}}
 
{{Quotation|'''The Medic'''|Hmm hmm hmm...let's go practice medicine.|sound=LetsGoPracticeMedicine.wav}}
The '''Quick-Fix''' is a [[Weapons#medicsecondary|secondary weapon]] for the [[Medic]]. It is a prototype [[Medi Gun]] sporting various armaments, including a set of three gauges and a measuring jug for a body. A white splat on the jug appears to be a [[Doves|dove]] dropping. The main gun is [[bodygroup|coupled]] with a unique medicinal reactor backpack with [[Self-illumination|glowing]] portions.
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The '''Quick-Fix''' is a [[Weapons#medicsecondary|secondary weapon]] from the [[Team Fortress 2 Beta|''Team Fortress 2'' Beta]] for the [[Medic]]. It is a prototype [[Medi Gun]] with a set of three gauges and a measuring jug for a body. The main gun is coupled with a medicinal reactor backpack with glowing portions.
  
This weapon sports a 40% faster heal and 25% faster [[ÜberCharge]] build rate compared to the default Medi Gun, but lacks the ability to overheal patients past their maximum health.  Additionally, should the player train the weapon on a faster ally, they will be able to match their speed for as long as the medicinal beam is connected. When the ÜberCharge is deployed, the patient and the Medic will be healed at triple the healing rate, and both will be immune to movement effects such as [[knockback]], [[stun]] and [[slowdown]], but will not be granted invincibility.
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This Medi Gun has a 40% faster heal and 25% faster [[ÜberCharge]] build rate compared to the default Medi Gun, but lacks the ability to overheal patients.  Additionally, should the player train the weapon on a faster ally, they will be able to move at the same speed as their healing target. When the ÜberCharge is deployed, the patient and the Medic will be healed at triple the healing rate, and become immune to movement effects such as [[knockback]], [[stun]], and [[slowdown]], but will not be granted invincibility.  Additionally, if the Medic deploys the ÜberCharge but does not target an ally, he is healed at the normal rate.
  
Currently healing a class with a speed bonus, such as the 10% bonus granted from the [[Item sets#Gas Jockey.27s Gear|Gas Jockey's Gear]], does not apply that speed bonus to the Medic, meaning the Scout is the only class that will provide a speed bonus to the Medic while using the Quick-Fix.
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Healing a class with an item set speed bonus, such as the 10% bonus granted to the Pyro from the [[Item sets#Gas Jockey.27s Gear|Gas Jockey's Gear]] does not apply the speed bonus to the Medic. So the Scout is the only class that will provide a speed bonus to a Medic using the Quick-Fix.
 
 
The Quick-Fix was previously tested in the [[Team Fortress 2 Beta|''Team Fortress 2'' Beta]].
 
  
 
==Healing and function times==
 
==Healing and function times==
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| heal combat = 33.6 / s ({{tooltip|100.8 / s|ÜberCharge activated}})
 
| heal combat = 33.6 / s ({{tooltip|100.8 / s|ÜberCharge activated}})
 
| heal noncombat  = 100.8 / s ({{tooltip|302.4 / s|ÜberCharge activated}})
 
| heal noncombat  = 100.8 / s ({{tooltip|302.4 / s|ÜberCharge activated}})
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| effect time      = 8 s
 
| function times = yes
 
| function times = yes
 
| charge fill speed = 3.125% / s ({{tooltip|1.5625% / s|Target at 142.5% health or higher}})
 
| charge fill speed = 3.125% / s ({{tooltip|1.5625% / s|Target at 142.5% health or higher}})
 
| max charge time  = 32 s ({{tooltip|64 s|Target at 142.5% health or higher}})
 
| max charge time  = 32 s ({{tooltip|64 s|Target at 142.5% health or higher}})
| effect time      = 8 s
 
 
}}
 
}}
  
The healing rate is linearly based upon how long ago the target was last damaged.  If the target was damaged less than 10 seconds ago, then they are healed at the normal rate of 33 health per second.  From 10 to 15 seconds, this rate increases linearly from 33 up to a maximum of 100 health per second. This mechanic is in place to encourage falling back to heal, as without the boosted healing rate, players often found that fighting, dying, and respawning was quicker than falling back, being healed to full, then re-engaging.[http://www.teamfortress.com/post.php?id=1656]
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The healing rate is based on how long ago the target was last damaged.  If the target was damaged less than 10 seconds ago, then they are healed at the normal rate of 33 health per second.  From 10 to 15 seconds, this rate increases from 33 up to a maximum of 100 health per second. This mechanic is in place to encourage falling back to heal, as without the boosted healing rate, players often found that fighting, dying, and respawning was quicker than falling back, being healed to full, then re-engaging. <ref>[http://www.teamfortress.com/post.php?id=1656]<ref/>
 
 
The Quick-Fix finds its niche in keeping several people alive at once with the use of its ÜberCharge. A group of players can be kept healed and alive quickly when the charge is deployed, allowing for more concentrated firepower than a single invulnerability charge can, at the cost of still being vulnerable to kills based on a high enough damage. A final note of interest: the ÜberCharge will heal the Medic as quickly as it will his target, but only when he has the beam locked on a friendly player; he will ''not'' be healed when the charge is deployed but not targeted.
 
  
<!--ÜberCharge Fill time is doubled if target is at 142.5% health or above.-->If more than one Medic is healing the target, each Medic's build time is divided by a factor of the number of Medics healing that target. [http://forums.steampowered.com/forums/showpost.php?p=11342109&postcount=1530]
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With the Quick Fix's ÜberCharge, a group of players can be kept healed due to the increased heal rate, allowing for more concentrated firepower than a single invulnerability charge can, at the cost of still being vulnerable to kills based on a high enough damage.
  
 
{{Weapon Demonstration}}
 
{{Weapon Demonstration}}
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== References ==
 
== References ==
<references />
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<references/>
  
 
== See also ==
 
== See also ==

Revision as of 03:12, 3 September 2011

Hmm hmm hmm...let's go practice medicine.
The Medic

The Quick-Fix is a secondary weapon from the Team Fortress 2 Beta for the Medic. It is a prototype Medi Gun with a set of three gauges and a measuring jug for a body. The main gun is coupled with a medicinal reactor backpack with glowing portions.

This Medi Gun has a 40% faster heal and 25% faster ÜberCharge build rate compared to the default Medi Gun, but lacks the ability to overheal patients. Additionally, should the player train the weapon on a faster ally, they will be able to move at the same speed as their healing target. When the ÜberCharge is deployed, the patient and the Medic will be healed at triple the healing rate, and become immune to movement effects such as knockback, stun, and slowdown, but will not be granted invincibility. Additionally, if the Medic deploys the ÜberCharge but does not target an ally, he is healed at the normal rate.

Healing a class with an item set speed bonus, such as the 10% bonus granted to the Pyro from the Gas Jockey's Gear does not apply the speed bonus to the Medic. So the Scout is the only class that will provide a speed bonus to a Medic using the Quick-Fix.

Healing and function times

Healing and function times
Healing
Healing (in combat) 100% 33.6 / s (100.8 / s)
Healing (out of combat) 300% 100.8 / s (302.4 / s)
Function times
Effect duration 8 s
Charge fill speed 3.125% / s (1.5625% / s)
Maximum charge time 32 s (64 s)
Values are approximate and determined by community testing.

The healing rate is based on how long ago the target was last damaged. If the target was damaged less than 10 seconds ago, then they are healed at the normal rate of 33 health per second. From 10 to 15 seconds, this rate increases from 33 up to a maximum of 100 health per second. This mechanic is in place to encourage falling back to heal, as without the boosted healing rate, players often found that fighting, dying, and respawning was quicker than falling back, being healed to full, then re-engaging. Cite error: Closing </ref> missing for <ref> tag

  • The Quick-Fix was able to make the Heavy invulnerable in Meet the Medic, even though it cannot in-game; this is due to the invulnerability function shorting out after its first use.[1]
  • The Medic could be seen holding the Quick-Fix before the Über Update was revealed in the final page of Meet the Director.

Gallery

References

See also