Crit changes, explained

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Del
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Crit changes, explained

Post by Del » Thu Feb 05, 2009 3:34 am

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On Tuesday we shipped an update that added a bunch of features / bugfixes / balancing tweaks that came out of the community's feedback. In particular, it made some changes to the underlying TF damage system, and as part of that, it modified the way critical hits are determined. We thought it might be interesting to dig a little into the change, and hopefully give you some insight into our thinking.
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LazyEagle
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Re: Crit changes, explained

Post by LazyEagle » Thu Feb 05, 2009 9:54 am

Very interesting!

"As a result, if you're a highly skilled player, you're going to fire significantly more critical hits than those around you. "

Legitimate Crit Hax for a load of us so!
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Re: Crit changes, explained

Post by YamNivek » Thu Feb 05, 2009 11:38 am

Does this mean Advent is gonna rape even more.

I would have said Fester would see and increase in crit rockets but you cant get more than 100%!
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Fester
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Re: Crit changes, explained

Post by Fester » Thu Feb 05, 2009 1:29 pm

LOL 100% crits what a fun game it would be :D
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MountieXXL
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Re: Crit changes, explained

Post by MountieXXL » Thu Feb 05, 2009 1:52 pm

100% and your playing Hardcore Q3A ^^

no seriously though, this is gonna result in some hardcore power-runs, roll right over the enemy team.
I mean, it's all windy stairs. I'm not being funny.

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Re: Crit changes, explained

Post by YamNivek » Thu Feb 05, 2009 2:11 pm

Fester wrote:LOL 100% crits what a fun game it would be :D
For you maybe! There'd just be you on a cap point laughing while everyone else is waiting to respawn and looking a level full of blood!
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Toco
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Re: Crit changes, explained

Post by Toco » Thu Feb 05, 2009 2:13 pm

fuck me like i dont alrdy catch enough bloody crits in the face or the back first this and soon the scout update when will this nightmare end
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Del
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Re: Crit changes, explained

Post by Del » Thu Feb 05, 2009 2:27 pm

MountieXXL wrote:no seriously though, this is gonna result in some hardcore power-runs, roll right over the enemy team.
no it wont.

Basically, the old way, if you were doing well, (and it's a sliding window remember, so if you stop for a sandvich, yer chances drop) you had up to a 20% chance of getting a crit, depending on the amount of damage done in the last 20 seconds.

The new way you have up to a 12% chance of getting a crit (1 in 8 instead of 1 in 5)

If you are doing well tho, you will ramp up to that 12% chance sooner.

..or would have, the fact that they moved the starting crit chance to 2% from 5% means that yes, good players will get more crits than average players, but there will be fewer crits flying around overall.

Says it all on the page.
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Re: Crit changes, explained

Post by Taekwon-joe » Thu Feb 05, 2009 2:53 pm

I think its a great idea. Kinda getting bored of thousands of crits flying around.

Im guessing allot of players didnt even know that their crit chance increased the more damage you do. Hopefully now it will encourage more players to get stuck in instead of hanging back all the time.

Its a handy thing to know that after killing those 3 enemies just now that your more likely to crit.
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Re: Crit changes, explained

Post by LazyEagle » Thu Feb 05, 2009 3:43 pm

Del wrote:
MountieXXL wrote:no seriously though, this is gonna result in some hardcore power-runs, roll right over the enemy team.
no it wont.

Basically, the old way, if you were doing well, (and it's a sliding window remember, so if you stop for a sandvich, yer chances drop) you had up to a 20% chance of getting a crit, depending on the amount of damage done in the last 20 seconds.

The new way you have up to a 12% chance of getting a crit (1 in 8 instead of 1 in 5)

If you are doing well tho, you will ramp up to that 12% chance sooner.

..or would have, the fact that they moved the starting crit chance to 2% from 5% means that yes, good players will get more crits than average players, but there will be fewer crits flying around overall.

Says it all on the page.
I like those odds!

More Crits for the Eagle!!!
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