Me too. I think it saves me more than I notice. Athough I wish they'd nerf the damn UAV's or Buff Ghost, the amount of UAV's that go off per game is stupid. Im the only one shooting them down too!
Battle rage is insanely useful just for the infinite tac sprint, I always use it on invasion and ground war. I’m a speed guy coming from old school FPS games like Blood and DOOM so moving slow just feels wrong
this perk is amazing as an objective player AND as a person who goes for kills and i’ve been using this for years in MW2019 as well. such an underrated perk
I really fuggin miss the 2019 perk system. Especially miss the support streak packages, having 6 perks at once when your on a streak makes you feel like a God but it was still balanced.
@@cmnidit4444 Mw19 perk system was garbage, MW22 perk system is somehow even worse. The only upside to MW22 perk system is it helps eliminate campers early in the match cause nobody has ghost, and nobody has resupply for infinite claymores.
@@latinaparfait People still listen for footsteps early match and camp, you can even camp with a UAV since most people run to you making loud noises letting you pre-aim and pre-fire to kill them before they hurt you.
@@miirico5398 thermal optics + smoke. I always get free kills on snipers that can't resist peeking the middle of a map. I use this same strategy on objective points. Toss smoke and kill anything that moves.
@@miirico5398 you typically wanna throw smoke into your enemy's face so you can see them running out but they have a much harder time seeing you as they leave the smoke cloud. but if you have quick fix/EOD/trophy system I've also had success just dropping one at my feet so they cant shoot me. depends on how sweaty your lobby is
There's something so beautiful watching you actually use the info you give us in your game play. 6:28 great locking down that position into the window hop you showed us. * chef kiss *
You should test what happens when you're contesting a hardpoint. Does it still count as your own objective? Is it different depending on which side captured the hardpoint first?
With the way quick fix works, if you were hit by frangible rounds, it would delay the healing regen as normal (because it doesn’t affect the healing rate, just the delay before you begin to heal. If you got a kill however, the regen would begin immediately (basically rendering frangible useless in that situation) then again frangible is more so for situations where both players need to heal after being hit. But with frangible, one player will be at a disadvantage, since they still haven’t healed yet. Nevemind, just read from other people that frangible explicitly states that it affects quick fix. I probably shouldn’t have assumed this as I’ve only played WZ 2.0 and DMZ.
I have this setup as a perk package called "all-rounder" but have a perk package called "rush" that switches battle-hardened for double-time. If enemies are spamming flashbangs I switch from rush to all-rounder. Recently started using battle rage for the unlimited tac-sprint too. It's insanely effective for mobility, the health regen is a plus. combining stim, battle-rage and quick-fix is a pretty good method to make sure you're always going into a fight (or multiple) with the best chance of surviving.
Ace, fantastic video once again. I’ve recently came over to your channel from Driftor and I have to say, impeccable content… Thank you & let’s all hope Driftor recovers fully & in his own time.
Honestly this sounds amazing. I just started playing yesterday, and I like to play OBJ on hard point a lot, but it's hard with that long ass heal time. I use a stim, but then that tends to get me killed cuz I'm not aiming which is frustrating. Glad they have something to reward obj players
I’ve swapped between this and high alert and I gotta keep high alert tbh. It’s saved me so many times, being able to dodge immediately and respond makes all the difference, and even if I still die, it makes the super short TTK feel less frustrating. I also love knowing an enemy is facing me before they realise they’re facing me, I’ve had high alert trigger and be able to dodge into a corner and wait for them to round the corner and slap into my bullets because they thought I didn’t know they were there.
Yeah it's good if they don't know you've seen them, but I feel like more often it's just an indicator of where I'm going to die from because of the short ttk
I honestly think high alert should be toned down in that regard to where it triggers if you're being aimed at and not just looking in your direction. Especially with the horrendous spawns in this game
@@arkhammike6423 Just run cold blooded. No need to nerf High Alert when you can run that and also useful for a rushing class because you don't have to be pinned inside a building. I get it in the way you mean now though, it's annoying getting 3 different markers because some glanced for a second across the map in your general direction
I stumbeled into this perk by accident because I'm new and I think the first M4 default setup uses it. I realized quite quickly that this thing triggers in all sorts of situations, when I don't even expect it to. Very nice.
Love quick fix, it's on most of my classes. I would like to see stims go back to 2 by default, currently you only get one stim. It would also cut down on the flash spam, more people would choose stim. Atm most people use flashes because of how OP they are especially with how weak battle hardened is.
This was an extremely helpful video. I've been using QF perk for a while and love it. However I did notice that when I would go to use my Stim right after winning a gunfight, it seemed like I wasted it because I was already healed. Thanks Ace! I will be running another piece of tactical equipment along with QF perk now!
I know you already did a video on ammo types but I'd love to see a video on the tuning of ammo types, specifically high velocity, curious to know how much the tuning affects that and what the optimal setting would be
Excellent idea. Actually the idea of going over tuning is an excellent idea. He could create content for days. Not sure how accurate he can be with the data tho.
Absolutely love running fast hands + quick fix for the ultimate rushing class. Sadly it takes a couple of minutes in a match before we can actually utilize it and I doubt we will see Infinity Ward make any changes since it feels like MP is getting the short end of the stick already looking at the Season 1 content (Shipment and Shoot House)
I hope next season will provide us with content in MP I use those perks also, they are so freakin good combined. I see no point in using other ones tbh
quick note about running quick fix alongside stims is because I am typically also running EOD. Quickfix will help me regen from bullet damage. But the reason I am running stims alongside is because it will reset your EOD. If you get damaged by an explosion, EOD won't save you from another one with just regen. A stim will regen you to full (for your next encounter) and reset your EOD.
Interesting to see quick fix as a trade off for ghost and high alert which I use a lot. I think this perk will benefit objective game modes a lot especially hardpoint. I’m thinking the reason why you able to heal right away while on the hardpoint or on a captured flag in domination, is because those objectives are constantly earning points for your team. Wonder if this works with headquarters as well
I have been using this on shoothouse. Hardpoint is my favorite game mode so it sounded like the right perk to use. Got 60 kills and over 3 minutes in the hard point. I felt unstoppable
@@winssports4830 counter UAV is super easy to destroy though, especially compared to the normal UAV. On most maps it's easily visible floating somewhere in the middle of the map and you can shoot it down with an incredibly low amount of bullets.
Quick Fix is my favorite. That sound cue and icon you get when you get the kill, makes playing aggressively that much more satisfying and rewarding…there’s not a lot of that in this game
I love how it takes 7 seconds to call a UAV, something that should feel like a reward for you getting 4 kills without dying, but feels like a punishment because it throws off your flow, and Quick Fix, something that should feel like a punishment to have to use for almost dying, takes 1.3 seconds to get you back to normal health.
I currently use both because there's situations where a stim can determine a gunfight or the enemy is using those delay healing rounds that do delay quick fix, but not a stim
been maining quick fix ever since it was introduced into the franchise with mw2019, it was already good then and was fairly underrated. now its even better imo. perfect perk for rush playstyle
Will probably be a lot of work, but are you going to be making a video breaking down some of the "duplicate" attachments? Theres so many underbarrels, muzzles, etc. That say they do similar things. I'm wondering if the pros/cons are the same. Or if we definitely shouldnt be using some over others
From my assumption, many attachments due the same but there usually is one duplicate that provides more pro/con when compared to the other. Look at the stat bar when you hover over two. Example, maybe the ads is slower than the other.
I love this and high alert. As a rusher, I swear high alert is better than in other CODs. It saves my life over and over since I'm on PC and can just whip around on em xD.
been running quick fix instead of ghost for the past couple weeks and it's honestly just so much better. with suppressors being bugged anyways, I felt ghost was not as useful. now i'm never going back unless they change the suppressors.
Doesn't really work tbh I checked it in a public match and found the enemy used battle rage and still died to me the same way I believe they nerfed tht field upgrade
@@goldenwolf_gamingYT It does stack and it varies on the weapon you are shot by, if it's any S tier weapon of course it wont make a difference but if you miss 1 or 2 shots you're going to have to put in way more bullets, don't know the exact numbers but I usually am at full health around .5 seconds.
Quick fix is crazy good. It’s so good I can’t run a class without it. Reminds me of the older cods with stopping power. Where making a class without it puts you at a huge disadvantage.
I love quick fix but simply cant justify not having ghost, especially since so many people run it, if you're the only one without ghost as soon as a uav goes up you're getting hunted down instantly.
This is so true, players are using the UAV for the 1st half and in turn 2nd half. In the 2nd half players will listen for footsteps to find Ghost players who move. It is a neon sign asking for death.
I used to only use High Alert, but after trying Quick Fix on an SMG loadout built around aggression and multi-kills, the instant regen start makes it so I don’t have to wait long at all between kills and I can just string kills together without having to retreat behind cover for long, if at all. Now, I pretty much use High Alert for my shotgun, sniper/marksman, and melee builds only.
I know this could just be me but why does it feel like it doesn't work sometimes? Also u think they should boost the amount of time it takes to regenerate health without quick fix because it feels like it takes way too long considering the TTK in this game
@@fuzzynuttz5092 he literally explains how it works you immediately start healing with a kill but when you’re on a objective it just boosts the healing speed rate
@@cxmxqx no I already knew that but sometimes it feels like for both kills and objective play it doesn't work, but then again it could just be that people are using that one ammunition where it delays your enemies regenration
quick fix is now my crutch perk being an extremely aggressive obj player and I find that it doesn't cause me to win gunfights i had no right winning but it does give me that extra bump like you said maybe a shot extra to kill. What I find to be the most frequent use is getting a single kill and after that fight you were damaged so heading directly into another fight is asking for death so quick fix gives that bump in regen start speed for the next engagement which is almost always a life saver. Stims are a great tool to have but with quick fix I noticed it wasn't being used nearly as much so it's only on my ghost class from now on.
Been using quick fix ever since I unlocked it. Used to be a high alert fan, but in MWII it felt like it wasn't helping me as much as I used to feel like it was. Tried quick fix and loved it, esp as an objective style player
I go with Ghost on every single class. UAV’s in this game are constantly being spammed, and it’s annoying being killed only because your opponent had an unfair advantage he didn’t even earn.
Do you run suppressors too? I find Ghost is only worth it if you have a suppressed gun as you still show up on the minimap when firing unsuppressed weapons even with ghost.
Ghost doesnt work the way you would think, if you shoot when you have Ghost active during an enemy UAV you still get pinged, I've been running quick fix since I found out about that and haven't seen a point to change back until they change the way Ghost works
@@MartyMcfly-mf2bl often times, yeah. But even without one i find it’s nice that they don’t automatically know i’m there unless i’m firing. If they’re close enough to see me on the map, they’re close enough to hear unsuppressed gunfire anyway
I've been running QF 90% of the game. Realized how strong it was when running specialist in 2019. How I miss specialist. But most kills I take damage and more often than not there's an enemy close so it's a huge help with double kills and those 3 w/o dying. But being on that hardpoint, QF is actually OP. I took 3 nades and a launcher shot in like 10-12 seconds the other day while on the point. It also allowed me to drop the stim and run that OP flash grenade.
From the description I always assumed that objectives would not affect the delay before health regen starts but would increase the speed of health regen
For me high alert is the best because it helps me to counter those campers Dealing with the campers in this game is more torture than the campers in MW2019 because there I could slide cancel to dodge the bullets.
In mw19 I always used stim + restock. Rarely used quick fix. But this time around I’ve noticed quick fix being a lot more competitive and switching out restock for fast hands!
My current go-to setup is restock, quick fix, drill charge and stim. I like the ability to hop behind cover and quickly heal during a gunfight to then immediately hop back in at full health. Once I get to kill quick fix heals me right up. It's a bit of a bummer to have to wait for a quick fix to be unlocked at the start of a match.
I saw stims all the time in MW19, I used to joke that if you took a shot everytime stim was in a deathcam you'd die of alcohol poisoning. Barely see them in MWII though.
Stims + Resupply + extra tactical for invasion and ground war modes. Plenty of ammo stations around that also refill tacticals. Stims and Drill Charges.
If the shooter is using Frangible rounds it’s seems to slow the healing speed to 7 seconds, the Quick Fix perk doesn’t start healing until around 5 seconds. This correlates with the ammunition guide Ace did stating that Frangible rounds add 5 seconds to healing time.
Red jelly bug isn't specific to custom games. If you take damage and proceed to not move at all the jelly stays until you move. I believe moving around during testing would resolve this issue.
You’re giving away my secret man! Lol Honestly though, when I read the description for QF, I had to try it! And yes, it’s saved my ass SO many times! All I play on MW2 is DOM and Hardpoint and I’m pretty true to playing the objective! I run a TAQ-56 with armor piercing, sharkfin and laser; and I use the “battle hardened” perks along with fast hands and quick fix and it’s EASILY the best setup I’ve probably ever used in a CoD game! That TAQ-56 is a destroyer with armor piercing rounds. My setup is about as close to perfect as I think you can get for the modes I play! If I’m ON an objective and on my game, I can take out 3-4 guys before I get blasted from behind and that’s WHILE taking damage!
Read a reddit comment professing his undying love for this perk, scoffed at it (because Tracker is basically an advanced UAV for the whole game sometimes), changed it to this to test though and had one of my best games ever the very first match. Now its on the table, but still hurts leaving off Ghost in big team, and I still like Tracker if I'm playing slower
This perk would be my favourite but as long as the UAV spam is as bad as it is i feel like Ghost is a must have. I fare noticeably better with that equipped
Stim Shots have been my clutch in COD for a couple of years now although I feel like in previous games, they recharged without an extra perk rather than MWII where you only get one per life
I personally use Stim + Quick Fix as they fill different rolls in my eyes. Stim helps me get back into the fight way quicker if I lose a peak challenge but survive or I get an assist which doesn't trigger quick fix. For sure have thrown enemies for a loop who have pushed thinking I'd be low hp for those 7s and instead find me full health when they push the corner or I repeek.
So, stims let you immediately tactical sprint. I run a sword and shield class (shield and knife). I use stims to heal behind the shield and to run faster with the knife. Quick fix means I can run up to somebody, tank a half dozen bullets, stab them, and immediately heal. I've survived being stuck by thermite with these once by stimming shortly after getting my kill. It's a damn good perk.
- Can you stack Stim and Quick Fix? - Does Stim or Quick Fix influence how long it takes for 5.56 Frangible bullets, with their wounding effect? - Does Quick Fix work until you reach 100 health or does it give you a round 100 health back? Same with Stim? (for example if you get shot down to 50, then while healing, does your health still go back up, or does it stop at the time of being hit a second time?) - Does Quick Fix double in speed of recovery when you get a collateral? - Does Quick Fix work while AI killstreaks are killing (VTOL, Sentry, ETC)? I know these are questions for DefendtheHouse, but if you have any insight that would be great!
Great video, but there was one more thing I think you could've covered - how do quick fix and stim shots perform when your player is shot with hollow point/frangible bullets (the ones that inflict the wounding effect that delays healing)? Thanks.
Quick Fix is so great... Scavenger and either Battle Hardened, Bomb Squad, Extra Tactical or Overkill.. 2nd tier usually Fast Hands, but Hardline, Resupply or Cold Blooded are also great.
I use stim and QF in the same loadout to both cover myself until QF comes online, as well as cover situations where I don't get the kill, or take explosive damage or something like that where I can't activate my QF right away so I just stim back up and jump back into the action
I still like running stims on the same class as Quick Fix sometimes because of the terrible perk system where you don't even have Quick Fix active for the first half of the match. Helps keep my class a little bit more consistent
Same. Another reason to run both is those times where you back out of a gun fight you weren't gonna win barely escaping with your life and you know you're about to get pushed. Quick fix works only when you get a kill in the latter half of the match, stims work whenever so long as you have one on hand which is very frequently.
I found this really helpful when I played a game of HQ on shoothouse and was able to defend the HQ and mow down the enemy team while being shot. They just kept comin and got a quad kill (not a feed), but did survive a good amount of dmg and just healed up. I like it better than Ghost now cuz in those moments its helpful and for the first half of the match I don't have ghost so might as well just deal with no ghost on.
As someone pre-aims and pre-fires you when you have no idea where they are or forget that when the enemies don't have a UAV up they still have your footsteps.
I think it's balanced because somebody with Ghost can kill you before noticing his presence making Quick Fix pointless... which would not be possible with High Alert, which would make Ghost pointless... which might still be useless vs a Birdseye that already knew you were looking in a convenient direction before turning that corner that would trigger High Alert too late... I love all of them, including Survivor, though that is more nitche. I try to switch them every now and then to play differently.
Damn they definitely stealth-buffed stims from the beta to the full release. I remember trying them out in the beta and feeling like it took years to heal
I mainly use Overclock for the reason of getting my field gear back faster and being able to store it. Although it is annoying how if you have the choosable one it takes the longest ones cooldown (should honestly be you choose when both are unlocked)
I always use stims with quick fix and recharge. It allows me to quickly stim then repeek and catch them unprepared. I'm not forced to get the kill or wait 7.2 seconds.
The bad thing is that in this game any damage will cancel your regeneration for around 5 secs. It means that if you get hit while regenerating you basically lose the regen potential you had. I think they should change it so you keep regenerating for the amount you supposed to regen, let's say you had 30 HP when quick fix kicks in so you have 70 HP to regen, then you get shot while at 60 HP post-quick fix so you used 30 out of the 70 HP you had to regen, which means you should still regenerate 40 HP, leaving you at 60 - shot damage (lets say 30, so 60 - 30 = 30) + 40, resulting in this hipotetical case in 70 HP. The way the game is now you would be left with 30 HP and no regen. As an aggressive player I'm leaning more towards High Alert/Ghost (depending on how often the enemy team is getting their UAVs) and Stims, unless it's hardpoint, then I always go for Quick Fix since it behaves as I think it should.
Honestly, stim shots are a key piece of tactical that I always use 9 out of 10 along with Quick Fix as my ultimate perk. Those are my must haves for any kind of playstyle that I use in MWII, whether for being agile or picking people off at long range.
Also don’t forget that with some guns you can’t shoot more than one time while using stim (or anything that uses your second hand). Bolt action rifles or lever-action for example.
My load out is usually Scavenger, Fast Hands, and High Alert with the 2nd Starter being interchangeable. Although I am usually a more aggressive player who pushes opponents instead of waiting for them to push me. Also Tac-V (Scar 17H) slaps hard.
I have been using the high alert perk so far. Pretty handy to know in advance which direction are you going to see yourself from in the killcam.
😂
Me too. I think it saves me more than I notice. Athough I wish they'd nerf the damn UAV's or Buff Ghost, the amount of UAV's that go off per game is stupid. Im the only one shooting them down too!
HAHAHAHAHHAAHHAHAHAHAHAHHA
doesnt matter because the dumbass game just spawns them behind you anyway
@@vish3510 Tried it for some matches but I couldn't make it work. Once I get the notification I'm as good as dead anyways.
Battle rage stacks with quick fix and you can survive a thermite stuck to you if both are active at the same time.
Bomboclot
Battle rage is insanely useful just for the infinite tac sprint, I always use it on invasion and ground war. I’m a speed guy coming from old school FPS games like Blood and DOOM so moving slow just feels wrong
I've been stuck with thermite and survived purely due to quick fix. I never use battlerage
@@robloxpwnr7604 have you tried apex legends? Octane might be your favorite
Ohhhh shit
this perk is amazing as an objective player AND as a person who goes for kills and i’ve been using this for years in MW2019
as well. such an underrated perk
Same, hate stims. Love quick fix.
Same
real asf i always ran it in 19 thought it was one of the best perks in all cod ngl
I wish it was useable from the beginning of the match, tbh.
I used it often in MW2019 as well, sucks IW chose a shitty perk system so it has to charge up now.
It's crazy to me that they still haven't gotten rid of the timed perks.
I really fuggin miss the 2019 perk system. Especially miss the support streak packages, having 6 perks at once when your on a streak makes you feel like a God but it was still balanced.
@@cmnidit4444 Mw19 perk system was garbage, MW22 perk system is somehow even worse. The only upside to MW22 perk system is it helps eliminate campers early in the match cause nobody has ghost, and nobody has resupply for infinite claymores.
@@latinaparfait People still listen for footsteps early match and camp, you can even camp with a UAV since most people run to you making loud noises letting you pre-aim and pre-fire to kill them before they hurt you.
@@Dragoonsoul7878 the footsteps are loud but inconsistent, there have been times enemies run up right behind me and I literally hear nothing.
@@latinaparfait mw2019 perk system is the same as all the old cods the bell u on about
I am absolutely blown away by how many B-flag rushes I survive with smoke, trophy, and either quick fix or battle rage
and bomb squad
Mind if I ask how do you utilize smoke in your gameplay mate?
Until you run into a player like me that enjoys thermals
@@miirico5398 thermal optics + smoke. I always get free kills on snipers that can't resist peeking the middle of a map. I use this same strategy on objective points. Toss smoke and kill anything that moves.
@@miirico5398 you typically wanna throw smoke into your enemy's face so you can see them running out but they have a much harder time seeing you as they leave the smoke cloud. but if you have quick fix/EOD/trophy system I've also had success just dropping one at my feet so they cant shoot me. depends on how sweaty your lobby is
There's something so beautiful watching you actually use the info you give us in your game play. 6:28 great locking down that position into the window hop you showed us. * chef kiss *
You should test what happens when you're contesting a hardpoint. Does it still count as your own objective? Is it different depending on which side captured the hardpoint first?
I’ve been watching your videos for years. Don’t usually comment so it’s about time I stopped to say your vids are bloody excellent mate. Top job.
I appreciate the support!
Ace we were supposed to keep it a secret 🙃
Here come the frange rounds Boi.
What secret ?
every time he drops a video i see everyone in game using the strats he shows
@@jordannolan4008 how good quick fix is
@@eluster25 you think that’s a secret😅…
What about the ammo type that gives you a "wound" ? How does the QF or Stim work ? And what about Battle Rage?
I think it only delays the healing - so stim/QF work as normal.
With the way quick fix works, if you were hit by frangible rounds, it would delay the healing regen as normal (because it doesn’t affect the healing rate, just the delay before you begin to heal. If you got a kill however, the regen would begin immediately (basically rendering frangible useless in that situation) then again frangible is more so for situations where both players need to heal after being hit. But with frangible, one player will be at a disadvantage, since they still haven’t healed yet.
Nevemind, just read from other people that frangible explicitly states that it affects quick fix. I probably shouldn’t have assumed this as I’ve only played WZ 2.0 and DMZ.
Yeah he totally forgot to mention Frangible Rounds in this video.
The ultimate combo is battle hardened + bomb squad + fast hands + quick fix. Perfect for aggressive play. also add stim for tactical
yes
What about ammunition?
@@Piresmnc munitions box
aggressive play but no double time? hard pass for me
I have this setup as a perk package called "all-rounder" but have a perk package called "rush" that switches battle-hardened for double-time. If enemies are spamming flashbangs I switch from rush to all-rounder. Recently started using battle rage for the unlimited tac-sprint too. It's insanely effective for mobility, the health regen is a plus. combining stim, battle-rage and quick-fix is a pretty good method to make sure you're always going into a fight (or multiple) with the best chance of surviving.
Ace, fantastic video once again. I’ve recently came over to your channel from Driftor and I have to say, impeccable content… Thank you & let’s all hope Driftor recovers fully & in his own time.
Honestly this sounds amazing. I just started playing yesterday, and I like to play OBJ on hard point a lot, but it's hard with that long ass heal time. I use a stim, but then that tends to get me killed cuz I'm not aiming which is frustrating. Glad they have something to reward obj players
I’ve swapped between this and high alert and I gotta keep high alert tbh. It’s saved me so many times, being able to dodge immediately and respond makes all the difference, and even if I still die, it makes the super short TTK feel less frustrating. I also love knowing an enemy is facing me before they realise they’re facing me, I’ve had high alert trigger and be able to dodge into a corner and wait for them to round the corner and slap into my bullets because they thought I didn’t know they were there.
Yeah it's good if they don't know you've seen them, but I feel like more often it's just an indicator of where I'm going to die from because of the short ttk
I honestly think high alert should be toned down in that regard to where it triggers if you're being aimed at and not just looking in your direction. Especially with the horrendous spawns in this game
@@arkhammike6423 Just run cold blooded. No need to nerf High Alert when you can run that and also useful for a rushing class because you don't have to be pinned inside a building.
I get it in the way you mean now though, it's annoying getting 3 different markers because some glanced for a second across the map in your general direction
Does high alert work if I am behind you but not have you in my View?
@@supersai4198 I mean if there’s a wall between you then no
I stumbeled into this perk by accident because I'm new and I think the first M4 default setup uses it.
I realized quite quickly that this thing triggers in all sorts of situations, when I don't even expect it to. Very nice.
Love quick fix, it's on most of my classes. I would like to see stims go back to 2 by default, currently you only get one stim. It would also cut down on the flash spam, more people would choose stim. Atm most people use flashes because of how OP they are especially with how weak battle hardened is.
doubtfull because it would require them to remove one of the base perks then which I dont see them doing
quick fix makes being an objective player so rewarding. it's ridiculous how good of a perk it is especially in hard point
The Birdseye perk and Warzone 2 is basically a continuous Advance UAV anytime an enemy calls in a UAV you get to use it as well
This was an extremely helpful video. I've been using QF perk for a while and love it. However I did notice that when I would go to use my Stim right after winning a gunfight, it seemed like I wasted it because I was already healed. Thanks Ace! I will be running another piece of tactical equipment along with QF perk now!
I know you already did a video on ammo types but I'd love to see a video on the tuning of ammo types, specifically high velocity, curious to know how much the tuning affects that and what the optimal setting would be
With the ammo types those one you usually want to max out the slider. You don’t do that with the attachments only the ammo types
Excellent idea. Actually the idea of going over tuning is an excellent idea. He could create content for days. Not sure how accurate he can be with the data tho.
Absolutely love running fast hands + quick fix for the ultimate rushing class. Sadly it takes a couple of minutes in a match before we can actually utilize it and I doubt we will see Infinity Ward make any changes since it feels like MP is getting the short end of the stick already looking at the Season 1 content (Shipment and Shoot House)
I hope next season will provide us with content in MP
I use those perks also, they are so freakin good combined. I see no point in using other ones tbh
quick note about running quick fix alongside stims is because I am typically also running EOD. Quickfix will help me regen from bullet damage. But the reason I am running stims alongside is because it will reset your EOD. If you get damaged by an explosion, EOD won't save you from another one with just regen. A stim will regen you to full (for your next encounter) and reset your EOD.
Interesting to see quick fix as a trade off for ghost and high alert which I use a lot. I think this perk will benefit objective game modes a lot especially hardpoint. I’m thinking the reason why you able to heal right away while on the hardpoint or on a captured flag in domination, is because those objectives are constantly earning points for your team. Wonder if this works with headquarters as well
I have been using this on shoothouse. Hardpoint is my favorite game mode so it sounded like the right perk to use. Got 60 kills and over 3 minutes in the hard point. I felt unstoppable
With the UAV spam in this game, it's very hard to look past Ghost; I did use quick fix until I unlocked ghost tho
Yeah ghost is literally needed because dear lord uavs are overpowered
Suppressors and ghost are incompatible though, based on a video of his maybe a month back
I just run counter uav.
I just carry a pila on all of my classes. UAV is down within a few seconds, unless its a level like hotel where you cant always see it.
@@winssports4830 counter UAV is super easy to destroy though, especially compared to the normal UAV. On most maps it's easily visible floating somewhere in the middle of the map and you can shoot it down with an incredibly low amount of bullets.
Quick Fix is my favorite. That sound cue and icon you get when you get the kill, makes playing aggressively that much more satisfying and rewarding…there’s not a lot of that in this game
I love how it takes 7 seconds to call a UAV, something that should feel like a reward for you getting 4 kills without dying, but feels like a punishment because it throws off your flow, and Quick Fix, something that should feel like a punishment to have to use for almost dying, takes 1.3 seconds to get you back to normal health.
bro popping counter UAV + UAV + dead silence takes like 20 whole seconds, wtf were the devs thinking
Bruh why would using a Perk feel like a punishment???
A tier list of perks would be highly appreciated mate.
I currently use both because there's situations where a stim can determine a gunfight or the enemy is using those delay healing rounds that do delay quick fix, but not a stim
Same I use both. quick fix is my crutch perk in this game I have both stims and quick fix on every class.
quick fix stim battle rage
been maining quick fix ever since it was introduced into the franchise with mw2019, it was already good then and was fairly underrated. now its even better imo. perfect perk for rush playstyle
Will probably be a lot of work, but are you going to be making a video breaking down some of the "duplicate" attachments? Theres so many underbarrels, muzzles, etc. That say they do similar things. I'm wondering if the pros/cons are the same. Or if we definitely shouldnt be using some over others
Without the hard numbers, it'll be difficult just to test them all, and that's not even including tuning.
He replied to a comment asking this on another video. Too much time and work involved, unfortunately.
From my assumption, many attachments due the same but there usually is one duplicate that provides more pro/con when compared to the other. Look at the stat bar when you hover over two. Example, maybe the ads is slower than the other.
I love this and high alert. As a rusher, I swear high alert is better than in other CODs. It saves my life over and over since I'm on PC and can just whip around on em xD.
Quick fix was my most crutch perk on mw2019 hate the fact i have to wait till midway through the game to get the perk that rewards my playstyle
been running quick fix instead of ghost for the past couple weeks and it's honestly just so much better. with suppressors being bugged anyways, I felt ghost was not as useful. now i'm never going back unless they change the suppressors.
I was hoping you’d test wounding rounds in this context, I wonder if they counter quick fix at all
I really wish I knew how to test this. I have no idea how to set up a precise timer, I guess I would need to record?
@@Scroolewse CODCaster private match and two friends or a friend and second console, not hard
@@xzeuii so upload the video then
If Ghost was ever moved to a Tier 2 perk, this wouldn't even be a decision for people.
I wonder if the health regeneration from Battle Rage stacks with quick fix.
🤔
Doesn't really work tbh I checked it in a public match and found the enemy used battle rage and still died to me the same way I believe they nerfed tht field upgrade
How do I change my @
@@goldenwolf_gamingYT It does stack and it varies on the weapon you are shot by, if it's any S tier weapon of course it wont make a difference but if you miss 1 or 2 shots you're going to have to put in way more bullets, don't know the exact numbers but I usually am at full health around .5 seconds.
It does
Quick fix is crazy good. It’s so good I can’t run a class without it. Reminds me of the older cods with stopping power. Where making a class without it puts you at a huge disadvantage.
How about that frangible or whatever ammo type that delays regen ? Does it negate Quick Fix ?
Frangible rounds just add 5 seconds flat to all healing. So if it takes 2 seconds it’s now 7, and if it’s 7 it’s now 12.
@@Juliocubed thanks, makes sense !
Quick fix is the shit. This perk saved me to many times especially for those double/triple kills. Keep the great vids coming Ace. 💯
I love quick fix but simply cant justify not having ghost, especially since so many people run it, if you're the only one without ghost as soon as a uav goes up you're getting hunted down instantly.
This is so true, players are using the UAV for the 1st half and in turn 2nd half. In the 2nd half players will listen for footsteps to find Ghost players who move.
It is a neon sign asking for death.
I used to only use High Alert, but after trying Quick Fix on an SMG loadout built around aggression and multi-kills, the instant regen start makes it so I don’t have to wait long at all between kills and I can just string kills together without having to retreat behind cover for long, if at all. Now, I pretty much use High Alert for my shotgun, sniper/marksman, and melee builds only.
I know this could just be me but why does it feel like it doesn't work sometimes? Also u think they should boost the amount of time it takes to regenerate health without quick fix because it feels like it takes way too long considering the TTK in this game
just use quick fix
@@cxmxqx yea I do I use it on every class it's just sometimes it feels like it doesn't work at times but yea overall it's my favorite ultimate perk
@@fuzzynuttz5092 he literally explains how it works
you immediately start healing with a kill but when you’re on a objective it just boosts the healing speed rate
@@cxmxqx no I already knew that but sometimes it feels like for both kills and objective play it doesn't work, but then again it could just be that people are using that one ammunition where it delays your enemies regenration
quick fix is now my crutch perk being an extremely aggressive obj player and I find that it doesn't cause me to win gunfights i had no right winning but it does give me that extra bump like you said maybe a shot extra to kill. What I find to be the most frequent use is getting a single kill and after that fight you were damaged so heading directly into another fight is asking for death so quick fix gives that bump in regen start speed for the next engagement which is almost always a life saver. Stims are a great tool to have but with quick fix I noticed it wasn't being used nearly as much so it's only on my ghost class from now on.
Lobely times in the beta with quick fix and Birdseye ❤️
Yea but now we get fast hands + quick fix, I run this combo on every class
@@Vinseenit me too cause it's necessary. This perk system is so flawed
Been using quick fix ever since I unlocked it. Used to be a high alert fan, but in MWII it felt like it wasn't helping me as much as I used to feel like it was. Tried quick fix and loved it, esp as an objective style player
I go with Ghost on every single class.
UAV’s in this game are constantly being spammed, and it’s annoying being killed only because your opponent had an unfair advantage he didn’t even earn.
Idk if it still is but ghost was broken and not working properly, quick fix is a life saver tho
Do you run suppressors too? I find Ghost is only worth it if you have a suppressed gun as you still show up on the minimap when firing unsuppressed weapons even with ghost.
Run a PILA launcher with Fast Hands and Quick Fix and keep shooting down UAVs.
Ghost doesnt work the way you would think, if you shoot when you have Ghost active during an enemy UAV you still get pinged, I've been running quick fix since I found out about that and haven't seen a point to change back until they change the way Ghost works
@@MartyMcfly-mf2bl often times, yeah. But even without one i find it’s nice that they don’t automatically know i’m there unless i’m firing. If they’re close enough to see me on the map, they’re close enough to hear unsuppressed gunfire anyway
I've been running QF 90% of the game. Realized how strong it was when running specialist in 2019. How I miss specialist. But most kills I take damage and more often than not there's an enemy close so it's a huge help with double kills and those 3 w/o dying. But being on that hardpoint, QF is actually OP. I took 3 nades and a launcher shot in like 10-12 seconds the other day while on the point. It also allowed me to drop the stim and run that OP flash grenade.
Ace the type of guy to enlist in the military and ask the colonel how he can equip his perks
"The patch notes for the XM5 claim increased damage and penetration, but in my testing the number of shots to kill is unchanged"
From the description I always assumed that objectives would not affect the delay before health regen starts but would increase the speed of health regen
For me high alert is the best because it helps me to counter those campers
Dealing with the campers in this game is more torture than the campers in MW2019 because there I could slide cancel to dodge the bullets.
In mw19 I always used stim + restock. Rarely used quick fix. But this time around I’ve noticed quick fix being a lot more competitive and switching out restock for fast hands!
My current go-to setup is restock, quick fix, drill charge and stim. I like the ability to hop behind cover and quickly heal during a gunfight to then immediately hop back in at full health. Once I get to kill quick fix heals me right up. It's a bit of a bummer to have to wait for a quick fix to be unlocked at the start of a match.
I saw stims all the time in MW19, I used to joke that if you took a shot everytime stim was in a deathcam you'd die of alcohol poisoning. Barely see them in MWII though.
Stims + Resupply + extra tactical for invasion and ground war modes. Plenty of ammo stations around that also refill tacticals. Stims and Drill Charges.
If the shooter is using Frangible rounds it’s seems to slow the healing speed to 7 seconds, the Quick Fix perk doesn’t start healing until around 5 seconds. This correlates with the ammunition guide Ace did stating that Frangible rounds add 5 seconds to healing time.
quickfix has been op since mw2019 im glad to see it finally getting recognition
Red jelly bug isn't specific to custom games. If you take damage and proceed to not move at all the jelly stays until you move. I believe moving around during testing would resolve this issue.
You’re giving away my secret man! Lol
Honestly though, when I read the description for QF, I had to try it! And yes, it’s saved my ass SO many times! All I play on MW2 is DOM and Hardpoint and I’m pretty true to playing the objective!
I run a TAQ-56 with armor piercing, sharkfin and laser; and I use the “battle hardened” perks along with fast hands and quick fix and it’s EASILY the best setup I’ve probably ever used in a CoD game! That TAQ-56 is a destroyer with armor piercing rounds. My setup is about as close to perfect as I think you can get for the modes I play! If I’m ON an objective and on my game, I can take out 3-4 guys before I get blasted from behind and that’s WHILE taking damage!
Stuns and quick fix are just right right where they are.
Read a reddit comment professing his undying love for this perk, scoffed at it (because Tracker is basically an advanced UAV for the whole game sometimes), changed it to this to test though and had one of my best games ever the very first match. Now its on the table, but still hurts leaving off Ghost in big team, and I still like Tracker if I'm playing slower
Been using quick fix for a while and it makes the game play so much better
Stims have a limited use. Quick fix has been my go-to perk, and has saved me lots of times. I haven't even bother to try ghost.
This perk would be my favourite but as long as the UAV spam is as bad as it is i feel like Ghost is a must have. I fare noticeably better with that equipped
Stim Shots have been my clutch in COD for a couple of years now although I feel like in previous games, they recharged without an extra perk rather than MWII where you only get one per life
I personally use Stim + Quick Fix as they fill different rolls in my eyes. Stim helps me get back into the fight way quicker if I lose a peak challenge but survive or I get an assist which doesn't trigger quick fix. For sure have thrown enemies for a loop who have pushed thinking I'd be low hp for those 7s and instead find me full health when they push the corner or I repeek.
So, stims let you immediately tactical sprint. I run a sword and shield class (shield and knife). I use stims to heal behind the shield and to run faster with the knife. Quick fix means I can run up to somebody, tank a half dozen bullets, stab them, and immediately heal. I've survived being stuck by thermite with these once by stimming shortly after getting my kill. It's a damn good perk.
- Can you stack Stim and Quick Fix?
- Does Stim or Quick Fix influence how long it takes for 5.56 Frangible bullets, with their wounding effect?
- Does Quick Fix work until you reach 100 health or does it give you a round 100 health back? Same with Stim? (for example if you get shot down to 50, then while healing, does your health still go back up, or does it stop at the time of being hit a second time?)
- Does Quick Fix double in speed of recovery when you get a collateral?
- Does Quick Fix work while AI killstreaks are killing (VTOL, Sentry, ETC)?
I know these are questions for DefendtheHouse, but if you have any insight that would be great!
Great video, but there was one more thing I think you could've covered - how do quick fix and stim shots perform when your player is shot with hollow point/frangible bullets (the ones that inflict the wounding effect that delays healing)? Thanks.
Quick Fix is so great...
Scavenger and either Battle Hardened, Bomb Squad, Extra Tactical or Overkill..
2nd tier usually Fast Hands, but Hardline, Resupply or Cold Blooded are also great.
I use stim and QF in the same loadout to both cover myself until QF comes online, as well as cover situations where I don't get the kill, or take explosive damage or something like that where I can't activate my QF right away so I just stim back up and jump back into the action
I've been running this constantly. Its the best as it allows you to survive better right after a fire fight.
I still like running stims on the same class as Quick Fix sometimes because of the terrible perk system where you don't even have Quick Fix active for the first half of the match. Helps keep my class a little bit more consistent
Same. Another reason to run both is those times where you back out of a gun fight you weren't gonna win barely escaping with your life and you know you're about to get pushed. Quick fix works only when you get a kill in the latter half of the match, stims work whenever so long as you have one on hand which is very frequently.
Quick fix is so good that I don't want to try the others and I know things like birds eye are good
I found this really helpful when I played a game of HQ on shoothouse and was able to defend the HQ and mow down the enemy team while being shot. They just kept comin and got a quad kill (not a feed), but did survive a good amount of dmg and just healed up.
I like it better than Ghost now cuz in those moments its helpful and for the first half of the match I don't have ghost so might as well just deal with no ghost on.
ace deserves an honorary doctorate in gaming science , call of duty focus
The only reason I didn't have quick fix on all the time in MW19 was because EOD was mandatory for surviving the first seven second of a match.
I use QF and stim. Stim is useful when you're losing a fight and want to repeek. QF just keeps you up and makes streaking more consistent for me.
What saves a life more, ghost or quick fix? Hard to say since it's just uav spam all game
I quit using ghost just for quick fix. Being able to move fast heal fast means that being seen on the map isn't so much a disadvantage
As someone pre-aims and pre-fires you when you have no idea where they are or forget that when the enemies don't have a UAV up they still have your footsteps.
Stim is the only thing that saves me from the hordes of bots in DMZ, definitely a must have
I think it's balanced because somebody with Ghost can kill you before noticing his presence making Quick Fix pointless... which would not be possible with High Alert, which would make Ghost pointless... which might still be useless vs a Birdseye that already knew you were looking in a convenient direction before turning that corner that would trigger High Alert too late... I love all of them, including Survivor, though that is more nitche. I try to switch them every now and then to play differently.
If you're using Survivor then you deserve to be relentlessly T-Bagged every single time you die.
Price in the campaign to Shepherd: "And who fixes you, Eh?"
Shepherd...Probably: "Quick Fix."
Damn they definitely stealth-buffed stims from the beta to the full release. I remember trying them out in the beta and feeling like it took years to heal
I am an objective based player and use quick fix and stims. Thanks for the vid.
I mainly use Overclock for the reason of getting my field gear back faster and being able to store it. Although it is annoying how if you have the choosable one it takes the longest ones cooldown (should honestly be you choose when both are unlocked)
Should be an average of the 2 field upgrades
I always use stims with quick fix and recharge. It allows me to quickly stim then repeek and catch them unprepared. I'm not forced to get the kill or wait 7.2 seconds.
It’s toss up between quick fix & ghosts(because enemy UAV are always up) but quick fix comes in handy
I use quick fix sometimes for hard point, but mostly use ghost to help counter the insane amount of uav spam that is in the game.
The bad thing is that in this game any damage will cancel your regeneration for around 5 secs. It means that if you get hit while regenerating you basically lose the regen potential you had. I think they should change it so you keep regenerating for the amount you supposed to regen, let's say you had 30 HP when quick fix kicks in so you have 70 HP to regen, then you get shot while at 60 HP post-quick fix so you used 30 out of the 70 HP you had to regen, which means you should still regenerate 40 HP, leaving you at 60 - shot damage (lets say 30, so 60 - 30 = 30) + 40, resulting in this hipotetical case in 70 HP. The way the game is now you would be left with 30 HP and no regen. As an aggressive player I'm leaning more towards High Alert/Ghost (depending on how often the enemy team is getting their UAVs) and Stims, unless it's hardpoint, then I always go for Quick Fix since it behaves as I think it should.
Honestly, stim shots are a key piece of tactical that I always use 9 out of 10 along with Quick Fix as my ultimate perk. Those are my must haves for any kind of playstyle that I use in MWII, whether for being agile or picking people off at long range.
Stims are boring and sweaty.
Just wanted to say thanks for all the videos. I didn't think you could out do all your mw2019 coverage and try somehow you have. Appreciate you
Best perk in the game hands down. I don't even have ghost setup on any of my perk classes.
Super excited to watch this video. I've been using quick fix but have been frustrated with it's effectiveness
Hands down high alert. As soon as you see that orange, move. It helps with snipers too
Another great video that’s a service to the community. Thanks.
It's the only ultimate perk I use, and I didn't even know objectives could trigger regen as well
Also don’t forget that with some guns you can’t shoot more than one time while using stim (or anything that uses your second hand). Bolt action rifles or lever-action for example.
My load out is usually Scavenger, Fast Hands, and High Alert with the 2nd Starter being interchangeable. Although I am usually a more aggressive player who pushes opponents instead of waiting for them to push me. Also Tac-V (Scar 17H) slaps hard.
It’s like windshield wipers for the raspberry jam accumulating in my eyeballs!