Javaman said:
I've found that the overheal uber really shines the most when you need one quick push to win it at the end... like the last bit for the cart or a quick capping 5th cp point. You have almost the survivability of an uber but can still cap at x2 or x3 the speed (unlike an uber) it's weakness is of course crits or stickies. It's very situational and depends on how the rest of your team is playing. (Whether or not they are suicidel or falling back for heals. It does seem to catch a lot of enemy players offguard unlike an uber where they see it coming right away.
Pretty much this. The Quickfix is fun for me because it requires a different playstyle of me, and it requires my teammates to be less stupid type aggressive and more pressure type aggressive, more or less making them play smarter (and a bit like me). This leads to
1. You beat out the other Mediguns as long as you make sure the fight doesn't end in 5 seconds. You out heal the other guns, so as long as you keep TF2 from being too much like Quake with everyone dying really quick in 2 or 3 hits, you have the advantage in the fight.
2. As Java said, the charge catches people off guard so against a Medigun a Quickfix will win similar to how a Kritz would win, by being faster and providing an immediate overwhelming advantage.
3. You still get the last second lifesaver abilities the regular Medigun's uber has, that the Kritz can't pull off very well. It's also much more effective at saving multiple people, as it doesn't just protect against damage, but also brings them up to full so you don't have to worry about them and quick passing invincibility to them.
The Quickfix has the weakest uber for attacking, which is why the pressure style is so important. You turn everything into a numbers game, and use the ability to heal your flankers faster and keep attacking from all angles so that you never lose your advantage, so it can work decently on a team with enough lone wolves that are also decent at medic picks, or a team with coordination to focus attacks often for the same effect. For me, it's simply the better all around heal gun with the primary weakness that it sucks against entrenched positions.
And it's that one weakness that makes it so important for people to learn how to pick at entrenched positions better, as it's already decently easy to block ubers by either picking the Medic before he's ready to deploy or just with a modicum of teamwork, so that ubers now have to sneak in half the time and even then you only get 1-3 kills (often being just the sentry) and work as a distraction for the rest of your team. Against Kritz, you're already screwed unless you're in a position to immediately respond to it, no matter what gun you use.
Finally, the fact that you don't get extra healing points from overheal means you're no longer just a walking point dispenser that Valve designed in such a way to make steal the top of the scoreboard half the time. When I top with the Quickfix it's a really good feeling.
tl;dr Since release, in most situations using the Quickfix over the other guns is equal in effectiveness: either they're all dead, or you're all alive, and that's what matters. There's no "this would have been better!" It's either you win the fight, or not, and the Quickfix has the advantage in most fights. This makes the guns equal in 90% of situations. The last 10% come from the charges, which are either really easy to counter no matter which gun you're using, or you're pretty much screwed no matter which gun you're using. You're screwed a bit more often against Kritz, but you have an easier time countering ubers unless it's a Heavy at pointblank range (but you make it easier for your Pyros to airblast them). Against an entrenched defense, using the Kritz is just using a mass pick strategy anyway, and using the Uber just makes it easier to get through when the defense isn't tight.
Valve has done a lot to keep this game from entirely revolving around ubercharges, so stop asking me to carry your butt. That's all the Medic is most of the time, a carry.
Edit:
Dreams-Visions said:
Meh, I don't use it much but I don't have a problem with it either. It's easy to see its benefits. You can get people back into the fight in a fraction of the time it would normally take. Shit, you can get an entire team back into the fight with full health inside of 10 seconds. Good luck doing that with any other Medigun.
AND it helps address the stupidity of wanting to RUSH INTO THE MIDDLE OF A FIREFIGHT (see: last frustrated Medic post from me). Maybe if they're not over-healed, they will play a little more conservatively, even with a Medic in tow. That can ONLY be a good thing.
Playing with Quick Fix means you can take care of a lot of people on your team much, much faster.
Obviously the lost of being able to uber 1 or 2 players is a big deal depending on the game type and opponent setup, but that's true for any weapon in the game: There are always situations where X weapon is more effective than Y weapon. IMO, unless your team can't break a sentry encampment (uber) or are struggling to break through a passageway pushing a cart (kritz), the QuickFix might be the best choice. but idk. I'm just looking at it on paper.
Another Medic that is coming to enlightenment.