Well actually, Theory, I joined a 100 player server once when I got home from 8th grade and the amputator charge allowed me to build my uber in approximately 13.6 seconds by standing completely still. Then I got my first ever God Like by popping it on my Phlog so it’s obviously the best medic weapon and I’m the best medic. I’m better than you
I have been playing TF2 for over a decade, why have I never heard Medic regens faster with beam attached?! That seems like an insanely important risk calculation detail for playing optimally, but this is the only time I've heard anyone mention it, even comp medics never said anything about it when discussing decision flow-charts.
i genuinely think one of the biggest flaws in this game is how many important mechanics medic has going on under the hood, and how ABSOLUTELY NONE OF THEM are directly communicated to the player. crit heals, uber build rate, and self regen have no visually apparent obvious indicators that let a player know to benefit from them, despite being mechanics you should try to maximize dozens and dozens of times every single match. on the face of it, medic appears to be nothing more than "click on injured players to heal them and build ubercharge". imagine how much better pub medics would be if there was simply a crit heal indicator, or a sound cue to let you know you're doing a good job healing, or the beam changed appearance when your healing rate is diminished, or literally anything like that.
Also worth pointing out that unlike medigun the amputator can be used in degroot keep/medieval mode. The only other healing medic gets is the crossbow.
Well, actually Theory, I joined a 100 player server once after I got home from 8th grade and the amputator taunt allowed me to build my ubercharge in approximately 13.6 seconds by standing completely still. Then I got my first EVER godlike by popping it on my phlog so it's obviously the best medic weapon and I'm the best medic. I'm better than you!
1:03 Such good trigger disipline. If you shot that pyro he would have torched you. I see way too many players shooting chip damage when they flank and getting caught. Anyway time to watch the rest
amputator is insanely good in 100 player. join us in the shounic trenches (the only populated 100 player tf2 server) (i havent watched the video yet idk if you mention it) edit: im sorry theory y. i have failed you
I think the reason people hype the amputator up is that it has immaculate drip. You can't deny other than the ubersaw it is the most drip filled medic melee.
The amputatior completely fucked up my most healing per life I managed to 50000 health and one life by just spamming the taunt for 10 minutes in one of those 100 player servers
Former amputator main, your videos encouraged me to swap off it. I like the way you talk about it in this video a lot better than your previous videos, and the clips of you using it are a lot less contrived as well, so it does a good job of highlighting the weaknesses of the weapon. I’d say that about once every 4-5 rounds, I have a moment where I really wish I had the amputator equipped, but I mostly play koth and 5cp so that’s a little biased. I’d say the situations most often crop up when you’re the only medic, you have 4+ decent power classes on your team, none of them are worth pocketing, and you’re using stock or kritz. Mediocre players often end up taking a lot of damage, so keeping them all healthy simultaneously lets them deal a lot of damage back instead of stepping back to wait for heals. If you never miss a crossbow, though, it’s more like 5+ power classes, which is even rarer…
I won't lie I actually just switched to the amputator for the passive healing. I think 6/s is pretty nice!!! Genuinely have never used the taunt more than once or twice after using the weapon for atleast 100 hours straight now lol
WOW that is so disappointing. The placebo effect made me feel so safe but I must have been tricking myself when the normal self healing raised to 6. The fact it has to be WIELDED for the self healing is so stingy. Thank you for the knowledge :) !
5:10 Well, ACTUALLY Theory, I joined a 100 player server once after I got home from 8th grade and the amputator taunt allowed me to build my Übercharge in approximately 13.6 seconds by standing completely still! Then I got my First EVER godlike by popping it on my phlog so it's obviously the best medic weapon and I'm the best medic! I'm better than you! Edit: God Damn it, Someone Already made the joke.
Well, ACTUALLY BadMuted4396, I joined a 100 player server once after I got home from 8th grade and the amputator taunt allowed me to build my Übercharge in approximately 13.6 seconds by standing completely still! Then I got my First EVER godlike by popping it on my phlog so it's obviously the best medic weapon and I'm the best medic! I'm better than you!
@@FR3DFIGGLEHORNFAN5076 Well, ACTUALLY FR3DFIGGLEHORNFAN5076, I joined a 100 player server once after I got home from 8th grade and the amputator taunt allowed me to build my Übercharge in approximately 13.6 seconds by standing completely still! Then I got my First EVER godlike by popping it on my phlog so it's obviously the best medic weapon and I'm the best medic! I'm better than you!
I gotta say you’ve opened up my eyes to so many things on medic and confirmed my beliefs on others (particularly Kritz on defense) and make me want to play the class more.
I love the Amputator but I was unaware of how much uber I was losing. I really appriciate you making this video. I will now have a better idea of where and where to use my favorite medic melee.
One thing to note about the Passive Regen - in Mann vs Machine specifically, Regen Mechanics will always give the max boost. Notably, this gives the Amputator the +3 without Rampup. Will this matter? Probably not, as Ubersawing Busters is way better, but hey, it's probably the best non-Ubersaw melee in MvM because of that.
Overatted? I barely even see this weapon, I see the solem vow surprisingly more often. Probably because most medics who use the amputator just taunt with it and that's the extent of it.
I remember a match on badwater where a guy was like "can we pleeeease get a dispenser in the building on the left" and so I decided to swap to amputator and spam taunt there, becoming the dispenser. Got a good laugh out of him.
Ok personally the amputator saves your life against chip damage if you use the taunt like a krits taunt with the small extra regen, especially when my teammates have all died (you may say as medic is was my job to keep them alive but let's ignore that) in addition to that I always try to hit an arrow in between swings and the ubersaw does reward risky play by giving the Uber if you only use melee when you shouldn't be in those situations anyways. The regen is also just nice when retreating and when I don't have a teammate to heal it just gets me back up ever slightly faster.
I am a medic main! I love having the amputator. I only actually use the taunt when I start to get swamped by more damaged teammates than I can realistically heal before they start dying. Even so having good positioning is important, and usually by the time your team is in the position to make that the case, they're not in good shape to begin with. It kinda fills the slot I used to use with the quick fix, just getting your team full on a disorganized pub.
I really think it should let you perform a looping taunt that heals more/further the longer you're taunting, maxing out to a cap at ~6-10 seconds that heals anyone in radius for a set value ignoring crit heals. I'd say ~66Hp/s, increasing by 11 every second up to 6 seconds, and the radius on it is surprisingly good already. It would be good to heal further away teammates more. The AoE already incentivises staying near, proportional scaling just encourages something that you should avoid as a medic when you can, inverted scaling rewards you for not jeopardizing your medic and other teammates and being greedy and literally pushy for heals. The health regeneration can also just add passive health regen on top of your class and medigun regen, based on your ubercharge percentage rather than crit heals or heal target status, so it would always be the same Hp/s at a given percentage. Building while taunting should increase the regen for the rest of the taunt like every 5 percent by 4 fixed points, with no limit beside uber percent, and this could also mean doing the taunt while you still have an active pop will grant a higher max health if the calculation for this is just calculated as a discrete product of the uber building, simply switching off when the meter says 100%. This seems strange I know, but it would mean you are always better off popping before amputating, you can benefit from making the choice to abandon a single target, even with charge left, and it means your charge doesn't completely go to waste if you have sense of gamestate while also only benefiting you for as long as you commit to your new choice. It buffs an auxiliary means of healing in a way that actively prioritises the primary one. Something like a damage resistance when it's deployed and an actively draining medigun is holstered would be helpful, but not in line w/ this design's intent. A fixed damage resistance or one also based on taunt duration would be nice, though. It's really good at healing a lot of people, but it is too limited considering it already lacks specific benefits of the medigun. ArraySeven called it the 5th medigun, and that describes how it should be designed imo. I use it or the Solemn vow 90% of the time, and Medic is my 2nd most played class. Ubersaw is just stressful, in casual you are obligated to take the risk to justify it and it's so rewarding, and in comp it's on par w/ the solemn vow and only really handy if you hit someone and you're at least 75%. Even then; if you just pop uber to survive and die any later bc your teammates are dead, you have retarded your contribution and uber building significantly, and it would be better for you to have mistakenly thought you had the ubersaw equipped and behaved identically to if you did.
I'm suddenly reminded of Quick Fix on launch, when it had 0 overheal. And it was considered awful because of that. At least it's a little better now. Crossbow doesn't overheal either, but it has insane range to make up for that.
"Well ackshually Theory, I-" Honestly just like the weapon and the dopamine it provides. It _feels_ so incredibly Godlike and unstoppable when you get a group heal and get away with it. It rivals across-the-map Crusader's heals and is _just_ short of Kritzkrieg sweeps at, ironically, a similar level of luck reliance. Is it objectively good trying to gamble your life for mere DOPAMINE as the most important role? Hell no. But man, can it be satisfying.
Imagine how neat it'd be if the Amputator could overheal but with a downplayed overheal buff, like it had Quick-fix's low overheal cap or the Vaccinator's slow overheal heal rate, that'd be a nice thing for it to have. Even a 25% overheal that builds health like 12HP/s, that'd provide some well needed value to the amputator. But I can see why that isn't an option, it could be seen as TOO much value, especially if a big crux to overheal is the fact it decays, if you eliminate that decay for 3+ team members simultaneously with another med keeping them and you topped off, you could create a problem where too many people at once are above their normal health cap. I guess it could be possible that you could make it so that the penalty increases to be evenly split amongst the amount of heal targets at once (i.e 1 person in the healing AOE means there's no overheal penalty so they heal and cap at the same amount as a stock medigun, but a 2nd person brings it down to 12HP/s and a 1.25x overheal, then a 3rd brings it down to a 8HP/s and 1.16x overheal, then a 4th brings it down to 6HP/s and 1.12x overheal... you get the idea), but this whole comment is already messy and wishful enough, we all know valve aren't making any balance changes any time soon.
It would also be busted at the start of the round while everyone is immobile and inside it's radius. You can literally buff the entire team and likely get around 12% charge.
The only game mode I had faster uber building rate with the amputator than the mediguns is on the 1000 uncles game mode, where I can constantly heal multiple (8-10) teammates who are constantly taking damage from the ocean of sentries.
I feel like the amputator would be a lot better if there was a medigun replacement for the medieval medic set. It's handicapping yourself like fatscout, but playing with just the crossbow and amp in casual is unironically kinda fun. But yea it'd also be good if it could overheal some, maybe even if the selfheal was passive.
I think amp is good at psychologically manipulating your team to push. If they see an amp taunt at a corner, they are going to stand next to it. No real use for this when people are actually communicating, but in pubs its very easy for people to stand in the giant healing circle. Thats another reason why it works in 100 player so well too. It requires very little from your teammates other than standing in the buff and killing enemies as they turn the corner (something they are already doing). Also I feel like you get way more value from the amp if you have a second medic. Having a second med will always help but the fact that you have a chance to heal through damage means you can go for a lot more taunts. It allows the 2nd med to focus on a main healing target as you heal up the rest of the group. They can buff the full people after you are done. But even then it doesn't feel like you are getting as much value as much as you are getting a convenient way to deal with pubbers without comms.
You say that you gain 2 times more passive healing by healing an ally but I just tested it and it's not the case. I tested with fall damage and rocket damage and you only gain 3 health at the start whether you heal an ally or not.
From what he said, the Amputator needs buffs/a rework to be an actual competitor of the Ubersaw and Solemn Vow. I would get rid of the healing circles to not alert the enemies that the Medic is vulnerable. I would have the taunt be cancelable. I would maybe extend the range to 540 HU (Hammer Units) which is the same as the Mediguns' maximum beam range before detaching. I would definitely have the 3 more health regeneration be passive with no ramp up and maybe even increase the regeneration to 4 or 5.
For me the Amp is my go to melee just because I have grown to resent the ubersaw I rarely ever use the taunt, mostly doing so on balanced matches Wich are super rare The self healing buff has been useful much more, I use it when I'm at low health, low Uber (I use overdose) and no one damaged is nearby(happens when I'm on a flank route and either a scout tried to kill me and died or my heal target self destructed into the enemy) I use the quick fix so the heal damaged teammate buff also is midigueted by the massive healing of the quick fix Also little tip for the quick fix Uber, it's great for distractions, it's the one medigun where you use not just the unusual John on your team but your whole team, a good quick fix Uber for me is on classes like a pyro that knows their shit, they go in fire blazing everywhere blinding everyone using the mega heal to survive longer, after he dies I quickly switch the left over like 40% Uber to the highest scoring power class of my team to heal off any damage on them so they can pick off the enemies Although pyro is the best, most times your pyro will be dumb so i have did this with multiple classes, soldier comes second with his rockets causing some racket, but most of his chaos comes from himself due to being a soldier, power class, must kill etc Then demo Then heavy other than these 4 your better off just switching mediguns and pocketing your top score(Wich for me tends to be F2Ps very often for some reason, i play on South america servers so idk)
The downside of "it basically turns you into a dispenser" shouldnt be understated. Personally it's way more fun arrowing my team to full health than standing still and seeing the taunt do the healing for me
i used to be an amputator ride or die but the more i used it the more i found the method of taunting to achieve the effect cumbersome, as well as actual opportunities for it to even be used rare. being stood completely still for many seconds while at only 150 hp is a recipe for disaster, especially around a choke, which is where you'll get the most benefit otherwise
The Amputator is not on par with the Ubersaw or Solemn Vow, I can tell this from experience.But that's what makes it interesting, learning to use such a mediocore weapon to reach its peak is really fun. Very good video btw 👍
The health regeneration bonus was considerably better before they changed how helter generation works, when pulling out the Amputator could effectively nullify afterburn well-active. However, I wouldn't recommend recommending the use of weapons that the wider community has labeled as toxic as a healthy alternative, such as the Vaccinator Crossbow combo. But at the end of the day, the goal of the game is to have fun. So if using one weapon over another is more fun than chasing the meta, then there's no reason to not use it. :3
I think giving the Amputator more escapist abilities would help it. Buffing its health regen to be constant while you hold it and having debuff durations could give it more unique interactions. It would give The Amputator a much more significant use case outside of its taunt, which I think is its main problem. Changing the taunt will be difficult, as too many use cases can make it overpowered. By leaning into its secondary attribute, The Amputator can be a much more interesting pick than the melee you use when the game slows down.
19:54 Honestly the crossbow is problematic. They need to get rid of getting uber from that so that people seriously consider "well, I can defend myself with stock better and if I use a bolt, I am healing but not building uber." It's less of a problem with the amputator and more of the crossbow existing.
I actually use the amputator not for the aoe because i never really get into close range combat as medic and i find that the +3 healing lets me stay in the midlines even while low-ish (70 hours in medic atm)
Balancing ideas: Make it heal through walls and make the size of the beam 600hu instead of 450, you heal yourself by 10% of the amount your healing while taunting (i.e 2.4hp/teammate/sec). And, if its already not there, make it not half your teams heal rate if you have a second medibeam. You give up building fast ubers and overhealing and are a sitting duck, but it can be more viable for a quick general healing before and after a push. Or, if you are healing a teammate in general you get +8 health regen passively (even with medigun), but without being able to heal through walls (not that great an upside, as you mostly shouldnt be caught out without a teammate as medic, but given the other upsides, its a decent choice)
I'm surprised you didn't suggest way to buff it. Maybe make the passive regen buff by making it 3 instead of ramp up. Or increase the range of the healing effect a bit more so you're not so close to the front lines.
Amputator is my most favorite melee simply because of the taunt healing and passive heal buff. I could not get rid of it on my melee slot, that in halloween, I managed to make the Final Fantasy mage Medic.
I'm thinking make the taunt heal you, increase the taunt range to the beam disconnect range, when healing damaging players you get the boosted regen, and the extra hp regen passive to bring it up there
amputator doesn't really need a rebalance but I just thought of a cool one so I want to share, what if the amputator builds uber faster when taunting, significantly faster, but builds it at half speed when healing normally, when you activate uber, it also doesn't protect the medic, but after activating uber, if you switch to your amputator and taunt, you uber all nearby teammates (you are still vulnerable due to the last thing I said however)
What about Community Servers like Uncletopia or FishStickOnAStick Rebalance servers where random crits are turned off, teammates are more competent (and conversely the enemy in turn), and probably a whole lot more I am forgetting to account for. How does the Amputator fare in these servers?
I basically exclusively play on Uncletopia. It's slightly better because players group a bit better, but it's not a huge difference. This increase in teammate skill is canceled out by the increase in enemy skill, making taunting even more dangerous.
Hey i just wanna say that you should have your view models active when recording for these videos because when they are off its hard to know which weapons your using tilo certain characteristics shine trough
cant wait for vita saw 101
I can
Clearly the best melee weapon cause of the unique taunt sound
Clearly, all people who use it are powerful
Cant wait for that
Hell nahh
Well actually, Theory, I joined a 100 player server once when I got home from 8th grade and the amputator charge allowed me to build my uber in approximately 13.6 seconds by standing completely still. Then I got my first ever God Like by popping it on my Phlog so it’s obviously the best medic weapon and I’m the best medic. I’m better than you
Dude he said he DIDN'T wanna see this specific comment EPIC FAIL
God bless
You are better then him
now this guy knows what he's talking about
Ah, a TRUE expert at TF2.
when you use the amputator:
bleed for 4 and a half seconds
*_BUFFED_*
-99% damage dealt
B
U
F
Fed
we're so back medic bros
Ya!
We are so whte medicks!
MEDIC GAMING
I have been playing TF2 for over a decade, why have I never heard Medic regens faster with beam attached?!
That seems like an insanely important risk calculation detail for playing optimally, but this is the only time I've heard anyone mention it, even comp medics never said anything about it when discussing decision flow-charts.
I actually found it out when I'm still at the early state playing the game, but I always thought it was just my illusion since nobody talked about it
i genuinely think one of the biggest flaws in this game is how many important mechanics medic has going on under the hood, and how ABSOLUTELY NONE OF THEM are directly communicated to the player. crit heals, uber build rate, and self regen have no visually apparent obvious indicators that let a player know to benefit from them, despite being mechanics you should try to maximize dozens and dozens of times every single match. on the face of it, medic appears to be nothing more than "click on injured players to heal them and build ubercharge".
imagine how much better pub medics would be if there was simply a crit heal indicator, or a sound cue to let you know you're doing a good job healing, or the beam changed appearance when your healing rate is diminished, or literally anything like that.
They have to have health missing
Only when the person you're healing isn't at full health
@@turmspitzewerk Can you see it? The Medic HUD that looks like a Tom Cruise movie? 🤣
brother left 0 opportunity for counter-arguments
Yo! TooruJJ! Nice to See you out in the Wild m8, I love your content, cheers.
@@BadMuted4396 ty!
Rule #1 for Amputator:
- Never taunt more than 1 time! There´ll be 90% chance you die by a random event.
Random uber event
Also worth pointing out that unlike medigun the amputator can be used in degroot keep/medieval mode. The only other healing medic gets is the crossbow.
Well, actually Theory, I joined a 100 player server once after I got home from 8th grade and the amputator taunt allowed me to build my ubercharge in approximately 13.6 seconds by standing completely still. Then I got my first EVER godlike by popping it on my phlog so it's obviously the best medic weapon and I'm the best medic. I'm better than you!
1:03 Such good trigger disipline. If you shot that pyro he would have torched you. I see way too many players shooting chip damage when they flank and getting caught. Anyway time to watch the rest
amputator is insanely good in 100 player. join us in the shounic trenches (the only populated 100 player tf2 server) (i havent watched the video yet idk if you mention it)
edit: im sorry theory y. i have failed you
And there it is
I think the reason people hype the amputator up is that it has immaculate drip. You can't deny other than the ubersaw it is the most drip filled medic melee.
+ drip on wearer
imma have to disagree and say solemn vow has the best drip
bonesaw has one of the best festives imo
The Vita-Saw is a reference to Bioshock, which automatically gives it the biggest drip.
how to use the amputator
wait for a spy to show up
random crit them
taunt to assert dominance and heal your team
The amputatior completely fucked up my most healing per life I managed to 50000 health and one life by just spamming the taunt for 10 minutes in one of those 100 player servers
same with pyro airblasting an a capper on x1000 2fort
i just discovered these like yesterday and you upload another medic video today thank you lol
Former amputator main, your videos encouraged me to swap off it. I like the way you talk about it in this video a lot better than your previous videos, and the clips of you using it are a lot less contrived as well, so it does a good job of highlighting the weaknesses of the weapon. I’d say that about once every 4-5 rounds, I have a moment where I really wish I had the amputator equipped, but I mostly play koth and 5cp so that’s a little biased. I’d say the situations most often crop up when you’re the only medic, you have 4+ decent power classes on your team, none of them are worth pocketing, and you’re using stock or kritz. Mediocre players often end up taking a lot of damage, so keeping them all healthy simultaneously lets them deal a lot of damage back instead of stepping back to wait for heals. If you never miss a crossbow, though, it’s more like 5+ power classes, which is even rarer…
Well said. The moments to use it just don't come up often enough.
least deranged description, 10/10
I won't lie I actually just switched to the amputator for the passive healing. I think 6/s is pretty nice!!! Genuinely have never used the taunt more than once or twice after using the weapon for atleast 100 hours straight now lol
Chat he doesn't know...
@@Theory-Y oh no what did I miss...
WOW that is so disappointing. The placebo effect made me feel so safe but I must have been tricking myself when the normal self healing raised to 6. The fact it has to be WIELDED for the self healing is so stingy. Thank you for the knowledge :) !
I gotchu
Not only that, but the self heal has crit heals too
I was playing with the amputator on a 100 player server literally right before this video lol
The worst part is that it's STILL overshadowed by the Crusader's in medieval mode.
5:10
Well, ACTUALLY Theory, I joined a 100 player server once after I got home from 8th grade and the amputator taunt allowed me to build my Übercharge in approximately 13.6 seconds by standing completely still! Then I got my First EVER godlike by popping it on my phlog so it's obviously the best medic weapon and I'm the best medic! I'm better than you!
Edit: God Damn it, Someone Already made the joke.
Well, ACTUALLY BadMuted4396, I joined a 100 player server once after I got home from 8th grade and the amputator taunt allowed me to build my Übercharge in approximately 13.6 seconds by standing completely still! Then I got my First EVER godlike by popping it on my phlog so it's obviously the best medic weapon and I'm the best medic! I'm better than you!
@@FR3DFIGGLEHORNFAN5076 Well, ACTUALLY FR3DFIGGLEHORNFAN5076, I joined a 100 player server once after I got home from 8th grade and the amputator taunt allowed me to build my Übercharge in approximately 13.6 seconds by standing completely still! Then I got my First EVER godlike by popping it on my phlog so it's obviously the best medic weapon and I'm the best medic! I'm better than you!
The amputator is my personal favorite melee in the game. If I could have this on engie, even in exchange for upgrading buildings it would be worth it.
Welp whatever this man says in the video, I'll probably still use it just cause it looks nice
*Ubers a third degree pyro, approaching you at incredible hihg speed
the biggest problem is that whenever you use it your team goes stupid and all run away
I gotta say you’ve opened up my eyes to so many things on medic and confirmed my beliefs on others (particularly Kritz on defense) and make me want to play the class more.
I love the Amputator but I was unaware of how much uber I was losing. I really appriciate you making this video. I will now have a better idea of where and where to use my favorite medic melee.
One thing to note about the Passive Regen - in Mann vs Machine specifically, Regen Mechanics will always give the max boost.
Notably, this gives the Amputator the +3 without Rampup.
Will this matter? Probably not, as Ubersawing Busters is way better, but hey, it's probably the best non-Ubersaw melee in MvM because of that.
I have been waited so long for a new medic video
If you are a team's only medic, this will be your big equalizer to the enemie team got multiple medic.
And this situation is always sucks.
Overatted? I barely even see this weapon, I see the solem vow surprisingly more often.
Probably because most medics who use the amputator just taunt with it and that's the extent of it.
It's called clickbait, learn the meta ;)
Tbh theres like a niche group of medic players who like swear by it
@darkcat6530 yeah I gotta rile them up so they comment for the algorithm
I remember a match on badwater where a guy was like "can we pleeeease get a dispenser in the building on the left" and so I decided to swap to amputator and spam taunt there, becoming the dispenser. Got a good laugh out of him.
Ok personally the amputator saves your life against chip damage if you use the taunt like a krits taunt with the small extra regen, especially when my teammates have all died (you may say as medic is was my job to keep them alive but let's ignore that) in addition to that I always try to hit an arrow in between swings and the ubersaw does reward risky play by giving the Uber if you only use melee when you shouldn't be in those situations anyways. The regen is also just nice when retreating and when I don't have a teammate to heal it just gets me back up ever slightly faster.
theory-y saw this thing one too many times in thousand uncles and got the idea
Counterpoint: the Amputator is the coolest looking bonesaw
I am a medic main! I love having the amputator. I only actually use the taunt when I start to get swamped by more damaged teammates than I can realistically heal before they start dying. Even so having good positioning is important, and usually by the time your team is in the position to make that the case, they're not in good shape to begin with. It kinda fills the slot I used to use with the quick fix, just getting your team full on a disorganized pub.
glad to see you're back, missed these vids
This thing is by far my favorite melee for retreating and nullifying afterburn. Never plan on ever swapping it.
I really think it should let you perform a looping taunt that heals more/further the longer you're taunting, maxing out to a cap at ~6-10 seconds that heals anyone in radius for a set value ignoring crit heals. I'd say ~66Hp/s, increasing by 11 every second up to 6 seconds, and the radius on it is surprisingly good already.
It would be good to heal further away teammates more. The AoE already incentivises staying near, proportional scaling just encourages something that you should avoid as a medic when you can, inverted scaling rewards you for not jeopardizing your medic and other teammates and being greedy and literally pushy for heals.
The health regeneration can also just add passive health regen on top of your class and medigun regen, based on your ubercharge percentage rather than crit heals or heal target status, so it would always be the same Hp/s at a given percentage. Building while taunting should increase the regen for the rest of the taunt like every 5 percent by 4 fixed points, with no limit beside uber percent, and this could also mean doing the taunt while you still have an active pop will grant a higher max health if the calculation for this is just calculated as a discrete product of the uber building, simply switching off when the meter says 100%.
This seems strange I know, but it would mean you are always better off popping before amputating, you can benefit from making the choice to abandon a single target, even with charge left, and it means your charge doesn't completely go to waste if you have sense of gamestate while also only benefiting you for as long as you commit to your new choice. It buffs an auxiliary means of healing in a way that actively prioritises the primary one.
Something like a damage resistance when it's deployed and an actively draining medigun is holstered would be helpful, but not in line w/ this design's intent. A fixed damage resistance or one also based on taunt duration would be nice, though.
It's really good at healing a lot of people, but it is too limited considering it already lacks specific benefits of the medigun. ArraySeven called it the 5th medigun, and that describes how it should be designed imo. I use it or the Solemn vow 90% of the time, and Medic is my 2nd most played class. Ubersaw is just stressful, in casual you are obligated to take the risk to justify it and it's so rewarding, and in comp it's on par w/ the solemn vow and only really handy if you hit someone and you're at least 75%. Even then; if you just pop uber to survive and die any later bc your teammates are dead, you have retarded your contribution and uber building significantly, and it would be better for you to have mistakenly thought you had the ubersaw equipped and behaved identically to if you did.
Personally I really like to taunt once whenever the team’s nearby, but taunting relatively often.
I'm suddenly reminded of Quick Fix on launch, when it had 0 overheal. And it was considered awful because of that. At least it's a little better now. Crossbow doesn't overheal either, but it has insane range to make up for that.
22:26 Bro sensed their cursed energy spike before they used a special move.
The moment you swap to or from the Amputator also resets your regen scaling
"Well ackshually Theory, I-" Honestly just like the weapon and the dopamine it provides. It _feels_ so incredibly Godlike and unstoppable when you get a group heal and get away with it. It rivals across-the-map Crusader's heals and is _just_ short of Kritzkrieg sweeps at, ironically, a similar level of luck reliance.
Is it objectively good trying to gamble your life for mere DOPAMINE as the most important role? Hell no. But man, can it be satisfying.
Imagine how neat it'd be if the Amputator could overheal but with a downplayed overheal buff, like it had Quick-fix's low overheal cap or the Vaccinator's slow overheal heal rate, that'd be a nice thing for it to have. Even a 25% overheal that builds health like 12HP/s, that'd provide some well needed value to the amputator.
But I can see why that isn't an option, it could be seen as TOO much value, especially if a big crux to overheal is the fact it decays, if you eliminate that decay for 3+ team members simultaneously with another med keeping them and you topped off, you could create a problem where too many people at once are above their normal health cap.
I guess it could be possible that you could make it so that the penalty increases to be evenly split amongst the amount of heal targets at once (i.e 1 person in the healing AOE means there's no overheal penalty so they heal and cap at the same amount as a stock medigun, but a 2nd person brings it down to 12HP/s and a 1.25x overheal, then a 3rd brings it down to a 8HP/s and 1.16x overheal, then a 4th brings it down to 6HP/s and 1.12x overheal... you get the idea), but this whole comment is already messy and wishful enough, we all know valve aren't making any balance changes any time soon.
It would also be busted at the start of the round while everyone is immobile and inside it's radius. You can literally buff the entire team and likely get around 12% charge.
If the added self-healing was passive I would actually consider using it over the ubersaw in some situations.
The absolute goat of Medic returns
say it with me: overshadowed by the ubersaw
Glad to see you are back, Theory-Senpai!
Let's pretend the Vita-Saw doesn't exist so we can see some gamemode specific tips for medic.
The only game mode I had faster uber building rate with the amputator than the mediguns is on the 1000 uncles game mode, where I can constantly heal multiple (8-10) teammates who are constantly taking damage from the ocean of sentries.
I feel like the amputator would be a lot better if there was a medigun replacement for the medieval medic set. It's handicapping yourself like fatscout, but playing with just the crossbow and amp in casual is unironically kinda fun. But yea it'd also be good if it could overheal some, maybe even if the selfheal was passive.
So essentially, the passive regen needs a slight buff, and needs to become passive for the amp to be worth using over much else.
I think amp is good at psychologically manipulating your team to push. If they see an amp taunt at a corner, they are going to stand next to it. No real use for this when people are actually communicating, but in pubs its very easy for people to stand in the giant healing circle. Thats another reason why it works in 100 player so well too. It requires very little from your teammates other than standing in the buff and killing enemies as they turn the corner (something they are already doing).
Also I feel like you get way more value from the amp if you have a second medic. Having a second med will always help but the fact that you have a chance to heal through damage means you can go for a lot more taunts. It allows the 2nd med to focus on a main healing target as you heal up the rest of the group. They can buff the full people after you are done. But even then it doesn't feel like you are getting as much value as much as you are getting a convenient way to deal with pubbers without comms.
It becomes one more opportunity for a Medic with game sense to control the flow of the game and get wins for their team.
Want to say that just by seeing the thumbnail I am preemptively pissed off. My beloved Amputator is a worthy melee choice and I will stand for it.
You say that you gain 2 times more passive healing by healing an ally but I just tested it and it's not the case. I tested with fall damage and rocket damage and you only gain 3 health at the start whether you heal an ally or not.
Loved the edits when you showed the crazy stats on your mediguns lol
From what he said, the Amputator needs buffs/a rework to be an actual competitor of the Ubersaw and Solemn Vow.
I would get rid of the healing circles to not alert the enemies that the Medic is vulnerable. I would have the taunt be cancelable. I would maybe extend the range to 540 HU (Hammer Units) which is the same as the Mediguns' maximum beam range before detaching. I would definitely have the 3 more health regeneration be passive with no ramp up and maybe even increase the regeneration to 4 or 5.
For me the Amp is my go to melee just because I have grown to resent the ubersaw
I rarely ever use the taunt, mostly doing so on balanced matches Wich are super rare
The self healing buff has been useful much more, I use it when I'm at low health, low Uber (I use overdose) and no one damaged is nearby(happens when I'm on a flank route and either a scout tried to kill me and died or my heal target self destructed into the enemy)
I use the quick fix so the heal damaged teammate buff also is midigueted by the massive healing of the quick fix
Also little tip for the quick fix Uber, it's great for distractions, it's the one medigun where you use not just the unusual John on your team but your whole team, a good quick fix Uber for me is on classes like a pyro that knows their shit, they go in fire blazing everywhere blinding everyone using the mega heal to survive longer, after he dies I quickly switch the left over like 40% Uber to the highest scoring power class of my team to heal off any damage on them so they can pick off the enemies
Although pyro is the best, most times your pyro will be dumb so i have did this with multiple classes, soldier comes second with his rockets causing some racket, but most of his chaos comes from himself due to being a soldier, power class, must kill etc
Then demo
Then heavy other than these 4 your better off just switching mediguns and pocketing your top score(Wich for me tends to be F2Ps very often for some reason, i play on South america servers so idk)
The downside of "it basically turns you into a dispenser" shouldnt be understated.
Personally it's way more fun arrowing my team to full health than standing still and seeing the taunt do the healing for me
Fate's fiddle sometimes is played on a violin
i used to be an amputator ride or die but the more i used it the more i found the method of taunting to achieve the effect cumbersome, as well as actual opportunities for it to even be used rare. being stood completely still for many seconds while at only 150 hp is a recipe for disaster, especially around a choke, which is where you'll get the most benefit otherwise
HE’S BACK AAAAAAAAAAA
The Amputator is not on par with the Ubersaw or Solemn Vow, I can tell this from experience.But that's what makes it interesting, learning to use such a mediocore weapon to reach its peak is really fun.
Very good video btw 👍
The health regeneration bonus was considerably better before they changed how helter generation works, when pulling out the Amputator could effectively nullify afterburn well-active.
However, I wouldn't recommend recommending the use of weapons that the wider community has labeled as toxic as a healthy alternative, such as the Vaccinator Crossbow combo.
But at the end of the day, the goal of the game is to have fun.
So if using one weapon over another is more fun than chasing the meta, then there's no reason to not use it. :3
14:00 what a save from your team haha
I think giving the Amputator more escapist abilities would help it. Buffing its health regen to be constant while you hold it and having debuff durations could give it more unique interactions. It would give The Amputator a much more significant use case outside of its taunt, which I think is its main problem. Changing the taunt will be difficult, as too many use cases can make it overpowered. By leaning into its secondary attribute, The Amputator can be a much more interesting pick than the melee you use when the game slows down.
19:54 Honestly the crossbow is problematic. They need to get rid of getting uber from that so that people seriously consider "well, I can defend myself with stock better and if I use a bolt, I am healing but not building uber." It's less of a problem with the amputator and more of the crossbow existing.
I actually use the amputator not for the aoe because i never really get into close range combat as medic and i find that the +3 healing lets me stay in the midlines even while low-ish (70 hours in medic atm)
Finish watching pls XD
oh i didnt know that healing with the medigun also increases your regen speed, i thought it was only taunting (like the kritzkrieg and amputator)
Hell yeah, video on the only viable ubersaw alternative
Balancing ideas:
Make it heal through walls and make the size of the beam 600hu instead of 450, you heal yourself by 10% of the amount your healing while taunting (i.e 2.4hp/teammate/sec). And, if its already not there, make it not half your teams heal rate if you have a second medibeam.
You give up building fast ubers and overhealing and are a sitting duck, but it can be more viable for a quick general healing before and after a push.
Or, if you are healing a teammate in general you get +8 health regen passively (even with medigun), but without being able to heal through walls (not that great an upside, as you mostly shouldnt be caught out without a teammate as medic, but given the other upsides, its a decent choice)
I had no idea that u can do that
I DIDN'T KNOW IT COULD DELETE STUFF LIKE JARATE
I'm surprised you didn't suggest way to buff it. Maybe make the passive regen buff by making it 3 instead of ramp up. Or increase the range of the healing effect a bit more so you're not so close to the front lines.
Just a guide. No need to throw in speculation and potential buffs.
Amputator is my most favorite melee simply because of the taunt healing and passive heal buff.
I could not get rid of it on my melee slot, that in halloween, I managed to make the Final Fantasy mage Medic.
Prodicition: "no uber, me no like"
always happy to see a video from u!
Welcome back! See you next Christmas!
I'm thinking make the taunt heal you, increase the taunt range to the beam disconnect range, when healing damaging players you get the boosted regen, and the extra hp regen passive to bring it up there
I didn't expect such an long joke in the description
Joke?
i found it very useful on shounic's 100player server
I just use it because I have a burning hatred towards the Uber saw
Theory-Y, this is the 3rd time you made this video for the class
I like to use the amputator just for the passive regen buff, i never taunt with it.
Until this video i though the amputator healed you aslo off hand
Which was the only reason i used it
ey! one of the reasons why i got to main medic has posted! it is a good day
amputator doesn't really need a rebalance but I just thought of a cool one so I want to share, what if the amputator builds uber faster when taunting, significantly faster, but builds it at half speed when healing normally, when you activate uber, it also doesn't protect the medic, but after activating uber, if you switch to your amputator and taunt, you uber all nearby teammates (you are still vulnerable due to the last thing I said however)
Counterpoint: shiny particle effects :)
I've been blessed today by the Theory Y Video. (First in my recommendation)
Using the AOE to remove status conditions is some straight RPG shit lmao
Ok guys, syringe gun 101 (please trying to get hales own the syringe gun makes me want to die)
send this to ubersaw medics after you beat them in the 1v1
The Ubersaw brainrot claims all. You will risk your life for the dumbest risky melee fights ever just for that +25% uber and you will like it.
What about Community Servers like Uncletopia or FishStickOnAStick Rebalance servers where random crits are turned off, teammates are more competent (and conversely the enemy in turn), and probably a whole lot more I am forgetting to account for. How does the Amputator fare in these servers?
I basically exclusively play on Uncletopia. It's slightly better because players group a bit better, but it's not a huge difference. This increase in teammate skill is canceled out by the increase in enemy skill, making taunting even more dangerous.
@@Theory-Y Fair enough.
wow i wonder who made that thumbnail
Some chill guyy but I recently found out he's in the CCP
@@Theory-Y bing chilling
Hes back at it again
I just realized the thumbnail got upgraded
Hey i just wanna say that you should have your view models active when recording for these videos because when they are off its hard to know which weapons your using tilo certain characteristics shine trough
The man the myth the legend returns... and with some damn good food. Amputator fans, we be eating good tonight!
Im here for a good time not a competitive time
...Because doing something slightly risky to more than quadruple your healing output is bad i guess?