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Crit changes, explained

Posted: Thu Feb 05, 2009 3:34 am
by Del
http://www.teamfortress.com/post.php?id=2221" onclick="window.open(this.href);return false;
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.

Re: Crit changes, explained

Posted: Thu Feb 05, 2009 9:54 am
by LazyEagle
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!

Re: Crit changes, explained

Posted: Thu Feb 05, 2009 11:38 am
by YamNivek
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%!

Re: Crit changes, explained

Posted: Thu Feb 05, 2009 1:29 pm
by Fester
LOL 100% crits what a fun game it would be :D

Re: Crit changes, explained

Posted: Thu Feb 05, 2009 1:52 pm
by MountieXXL
100% and your playing Hardcore Q3A ^^

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

Re: Crit changes, explained

Posted: Thu Feb 05, 2009 2:11 pm
by YamNivek
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!

Re: Crit changes, explained

Posted: Thu Feb 05, 2009 2:13 pm
by Toco
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

Re: Crit changes, explained

Posted: Thu Feb 05, 2009 2:27 pm
by Del
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.

Re: Crit changes, explained

Posted: Thu Feb 05, 2009 2:53 pm
by Taekwon-joe
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.

Re: Crit changes, explained

Posted: Thu Feb 05, 2009 3:43 pm
by LazyEagle
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!!!