Fewer Crits for the Eagle. But more crits than those around youLazyEagle wrote: I like those odds!
More Crits for the Eagle!!!
Crit changes, explained
Re: Crit changes, explained

Re: Crit changes, explained
I dunno Del, I'd say the damage multiplier will work out well for me. I do lots of splash damage as a soldier, and while I mightn't kill the folks, its good to know that it's all being added to my Crit Hax Bonus!Del wrote:Fewer Crits for the Eagle. But more crits than those around youLazyEagle wrote: I like those odds!
More Crits for the Eagle!!!
Re: Crit changes, explained
I dunno, maybe the blog post didnt explain it well enough, or me for that matter...but surely the graph alone makes it clearer??

Nowhere does the new crit chance line pass over the old one, ie, under no circumstances are you more likely to get a crit now then you were under the old crit calculations
Or am I doing it rong?

Nowhere does the new crit chance line pass over the old one, ie, under no circumstances are you more likely to get a crit now then you were under the old crit calculations
Or am I doing it rong?

Re: Crit changes, explained
i say your doing it right but still. Lazy you could get a medic with kritskreig to uber you full crits then 

Re: Crit changes, explained
Nah you've nailed it Del, the maths is just a bit misleading.
Re: Crit changes, explained
Bah!Del wrote:I dunno, maybe the blog post didnt explain it well enough, or me for that matter...but surely the graph alone makes it clearer??
Nowhere does the new crit chance line pass over the old one, ie, under no circumstances are you more likely to get a crit now then you were under the old crit calculations
Or am I doing it rong?
I'm sick of you damned "experts" and your graphs to prove whatever point you want to make!
Below is my own graph of how I interpret the new changes.
I'm that white or yellow line and as you will see, it fluctuates wildly as I get more Crits, mainly due to the increase in the excitement factor, which invariably causes me fuck up.
Still though, compared to the red-ish line, which denotes a normal player, It's pretty clear that I get considerably more Crits.
In addition to this UNDENIABLE EVIDENCE, I've always harboured the suspicion that the server likes me anyway, and as a result throws a few extra crits my way!
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Re: Crit changes, explained
There's something wrong with this picture. You know, there's an RPG game called Neverwinter Nights 2: Mask of the Betrayer that has a mission where you stand in a tub of freezing water that does 70 cold damage on you in 5 rounds. Surviving the test grants you the Ring of Major Cold Resistance, which is an odd reward since you just demonstrated you don’t need it. What I'm saying is, if you are a highly skilled player, you don't need crits to kick ass... And it's also unfair to worse players and for example, suicidal pyros without teleport. That's my opinion.As a result, if you're a highly skilled player, you're going to fire significantly more critical hits than those around you.
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Re: Crit changes, explained
I think the idea of this change is to reward those players that are willing to jump into danger and dish out as much damage as possible. If players are not getting as many crits as those that are doing really well its probably because they are holding back and not attacking as much.AngryWolf wrote:What I'm saying is, if you are a highly skilled player, you don't need crits to kick ass... And it's also unfair to worse players
Re: Crit changes, explained
Insert generic moan comment here
"Hey actually Jonnywhy is right" - AngryWolf
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"I agree with Jonnywhy" - Supernova
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