Ah, Geoff.
Ah Geoff, the Medi Gun for the person who hates building Uber and overhealing and wants to make his life needlessly complicated. I’ll be honest, my relationship with Geoff has been veering towards the bad side of things more and more and more. It wasn’t until I completely and utterly fucked up my binds for the Vaccinator (I forgot that I no longer had reload bound to Mouse5) that I realised why no one else was stupid enough to use this thing against hordes of grenade-knights.
I wasn’t even meant to play in that match anyway…
Anyway, rants and stuff aside, let’s have a third look at this complicated little bastard. First off, let’s recap what the Vaccinator does.
The Vaccinator
+50% Übercharge rate
Press your reload key to cycle through resist types.
While healing, provides you and your target with a constant 10% resistance to the selected damage type.
-66% Overheal build rate.
Übercharge provides 75% resistance to a selected damage type. You are healed for 25% of the matched incoming damage on your heal target.
The Vaccinator has 3 resistances: bullet, explosive and fire. While playing, you’ll mostly use bullet and explosive resistance. If you are on explosive resistance and need bullet resistance, you have to cycle through fire resistance, wasting precious seconds. Those seconds could mean life or death.
So you’ve got amazing reaction time and have managed to resist the damage that Demoman has done to you. Great! But that Demoman has the Claid and the Tide Turner. He starts charging towards you. You can’t sidestep him. You can only hope that… Oh yeah, no melee resistance. The next problem here is that the Vaccinator missed out a few things, particularly melee resistance. There’s also several projectiles that avoid this issue, the laser weapons like the Bison, but melee is the main one. Normally melee wouldn’t be an issue if you played TF2 before the WAR! update came around, since meleeing a Medic was a risky thing to do. Today, with your fancy airblasts and Bushwackas and Power Jacks and Splendid Screens and Tide Turners, it’s fairly easy to get between a Medic and his pocket, especially if his pocket is shit.
This one’s rather simple. Pyros these days don’t just run at you and set you on fire. They run into combat with their Powerjacks, getting nice and close, setting you on fire then airblasting you and firing a bunch of mini-crit pellets into you. Alternatives involve firing crit flares into you. That fire resistance simply isn’t worth using. Geoflettes (Vaccinator Ubers) don’t help much either since most of the damage you receive is crits. It’s also rather lame having an entire resistance for one single class. Alright, the Cow Mangler has fire on it and flaming Huntsman arrows exist, but there’s no point trying to resist the fire damage there, is there?
The Vaccinator wasn’t built for pushing. To be honest, I don’t know what it was built for. I always assumed that the Vaccinator was for the Pocket Medic on Arena or in 4v4, where the fights are smaller and less chaotic, where you can see what’s coming more easily. The Vaccinator’s Uber, whether you use 2 seconds or 8 seconds, can’t do anything at all in your average multi-class game. What’s the point of pushing a point using explosive resistance when there’s a Heavy, a Demoman and a Sentry on the point. Alright, you cancel out 75% of the Demoman, but the Sentry does bullet and explosive damage and that Heavy will still tear you to shreds.
There is ONE particular thing the Vaccinator excels at and that’s pissing off Snipers. Normally, I am quite happy to piss off Snipers, but rendering their headshots utterly useless is a tiny bit unfair. That’s unfortunately what the Vaccinator does right now if you use bullet resistance and don’t Uber. The Vaccinator continues with this trend of crit blocking for all resistances. That’s why, if you see a Kritzkrieg Medic, your best bet is to NOT Ubercharge, since the Vaccinator will resist all matching critical bonus damage for free.
The Vaccinator’s downside, apart from “Not being the Medi Gun, the Kritzkrieg or the Quick Fix) is a -66% overheal rate. This one downside completely and utterly screws over roll-outs. What’s that, you want to overheal your roamer before he jumps off? Sorry, the overheal just takes too long. It’s really bad. Maybe I’m just used to the normal speed of overheal, but it just feels so damn slow.
The Vaccinator
+50% Übercharge rate
Press your reload key to cycle through resist types.
While healing, provides you and your target with a constant 10% resistance to the selected damage type.
-66% Overheal build rate.
Übercharge provides 75% resistance to a selected damage type. You are healed for 25% of the matched incoming damage on your heal target.
The Vaccinator
+50% Übercharge rate
Press your reload key to cycle through resist types – Bullet, Projectile and Close Quarters Damage
While healing, provides you and your target with a constant 10% resistance to the selected damage type.
50% max overheal.
Übercharge provides 90% resistance to a selected damage type. You also resist 10% of all other damage types. Bonus critical damage is resisted but depletes Über more quickly.