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Random Crits

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Wait a second, why the fuck can't you remove them then?

ITT, people not reading or searching older posts and then complaining why certain things won't be done.

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Itt people not reading tt. But damage spread off. Much less random, but with epic crits. Compromise. Everyone happy? Should have no effect on quickplay stuff I hope.

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Itt people not reading tt. But damage spread off. Much less random, but with epic crits. Compromise. Everyone happy? Should have no effect on quickplay stuff I hope.

Just as I thought would happen.

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SO are you not supposed to be dealing damage now in tf2?

Blah. I didn't say that. But it only encourages spam.

De fudge are we playing here, UT, or what? I don't think so.

Why the fudge isn't it the same crit rate for everyone? Why does that stupid blackbox need a higher crit chance than, for example, the Medic Needlegun?

Medics also get an increased chance to crit. I'd always assumed the medic crit chance got upped based on their amount of healing done, recently I read it's based on the amount of damage dealt by the Medic's medigun targets, but the net effect is the same. Medics crit a lot, and taking that away from them is a straight nerf (in arena, at least)

Crits based on damage spread by healing targets is usually useless.

Either you heal people - and gain crit chance therefore - and cannot use it unless you have to switch to your needlegun... which usually means you're pretty much fucked anyway, unless you're stay way out of the line of fire, in which case you are useless as a Medic. A Medic is not a damn mobile dispenser. -.-

Or you shoot yourself, in which case you can spam crits like everybody else.

I will agree, though, that Medics crit a lot. Which is one reason why i have more than 100 Heavies on my Blutsauger. :3

Comes with the cost of being in the front lines of fire, with a relatively low HP and a wep that isn't too good in general compared to the other main weapons; pray for crits, or die. Or, chose your targets wisely. Like, Soldiers running straight at you really fast with an Equaliser in their hand. :3

Edited by DrObvious

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I don't spam, I go for airshots.

You spam the air? xD

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It would be much more interesting if random crit % went by accuracy and not damage! biggrin.png Snipers might actually help their teams! cool.png

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Itt people not reading tt. But damage spread off. Much less random, but with epic crits. Compromise. Everyone happy? Should have no effect on quickplay stuff I hope.

Search these forums for things like Scout nerf, nerfed, underpowered. We had 2 no crit, no random damage (damage spread) servers, one now after that one died.

I believe the argument with Scout is/was that sometimes you could kill in 2 shots but with spread disabled it's 3 shots always (one some particular weapon). Some weapons have it better some have it worse (for all classes).

They don't balance the game for no damage spread. And so with it disabled you can end up with weapons that could kill a class like scout in 1 shot in normal TF2 but now take 2 or 3 with spread off.

It really messed with the balance. The damage spread set by the game is 50%. That is a huge change to make to make, a change that valve doesn't balance or test for.

Should have no effect on quickplay stuff I hope.

The above reasons I mentioned is why servers with no damage spread are automatically removed from quickplay. As per's valve's official quickplay documentation:

Servers should be running as "vanilla" as possible. In particular, these server tags (sv_tags) will disqualify a server:

friendlyfire

respawntimes

nocrits

norespawntime

nodmgspread

highlander

noquickplay

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Dang. Thanks for the reply. If it disables quickplay this discussion is moot besides anything but the discussion itself. So from a purely what-if point of view: What I meant was tf_damage_disablespread 1 (disable random damage variance, +- 10% I believe) and not tf_use_fixed_weaponspreads 1 (disable bullet spread, having scatterguns always land 3 bullets or something nerfy like that). Not sure where the tf_damage_range you mentioned in another post comes into play though. One of the very few occurrences of the term I could find online is the very post you mention it in!

The game being balanced for default settings making such changes unwanted in general I can accept, having no evidence to the contrary myself. However arena is a different matter altogether and not a game type that can sanely be labeled as 'balanced' or 'even tested' for. Hence, permanently in need of custom modifications.

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It would be much more interesting if random crit % went by accuracy and not damage! biggrin.png Snipers might actually help their teams! cool.png

If you are accurate you are doing da bomb diggity damage.

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If you are accurate you are doing da bomb diggity damage.

Notice the IF in there :D

Edited by Climhazzard

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Anyway, I think a lot of people, including myself, would like to see a no-crit server. I know a few members in the past were into UGC, and if future members want to get it on it, UGC doesnt play with random crits as far as I can tell.

Edited by Climhazzard

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