![]() Their base critical hit chance starts at 15% - higher than attainable for ranged weapons with the recent damage bonus maxed out - and their recent damage bonus scales from 0% to 45%, meaning a player that has done 800 damage or more in the last 20 seconds has a melee critical hit rate of 60%.Īmong those weapons that trigger randomly, critical hit probability is determined differently based on the type of weapon. Melee weapons are designed to critical hit far more often than ranged ones in order to encourage their usage at close range. As a result, the highest natural critical hit chance attainable is 12%. For example, if the player has dealt 200 damage in the past 20 seconds, the additional bonus percentage is 2.5% and so the overall critical hit chance is 4.5%. This is modified by a bonus percentage based on how much damage the player has done in the last 20 seconds, which scales from 0% at 0 damage to 10% at 800 damage. The base critical hit chance for standard weapons is 2%. If both a mini-crit and full critical hit occur with the same attack, the critical hit overrides the mini-crit. This means that team coordination is required if multiple players have ways to increase their critical hit output, or extra damage is wasted. For example, the Frontier Justice's "Revenge" critical hits do not deal any additional damage if the Engineer is ÜberCharged by a Kritzkrieg, nor does a player marked for death and coated in Jarate suffer more than standard mini-crits. The kill feed icon for a critical hit surrounds the weapon icon with a red glow.Ĭritical hits and mini-crits do not stack in any form - that is, meeting multiple conditions to earn a critical hit or a mini-crit do not deal any more than the normal damage boost. When a player is killed by a critical hit, the class lets out a loud scream that differs from ordinary non-melee deaths, unless the class was gibbed (in which case they let out a larger "ouch" noise than explosive kills usually cause). The extra damage is of the "critical" type instead of matching the weapon's original type, meaning it cannot be resisted by the Vaccinator's normal healing or Upgrade Station buffs - though this also allows other mechanics to target critical damage specifically, such as the Battalion's Backup and the Vaccinator's ÜberCharge, which fully neutralize the extra damage. As a result, weapons that are normally merely nuisances at long range (such as Miniguns) can become dangerous when critical hitting. Self-inflicted critical hits do not deal critical damage to the user, but still play the sound effect.Ĭritical hits deal three times the base damage of the weapon and ignore both the distance modification and the random damage modification of normal shots, though explosive weapon critical hits still suffer from splash damage fall-off. These visual effects are accompanied by a crackling electric sound upon firing and receiving a critical hit. Most melee weapons have a unique swinging animation, projectiles such as rockets or stickybombs have a team-colored glow and sparkle effect (exemptions are the Cow Mangler 5000, the Righteous Bison, and the Pomson 6000), bullets have team-colored trails, and flamethrowers produce additional team-colored particles. Buildings are immune to both types.Ĭritical hits can be easily distinguished from normal hits. Players on the receiving end of the attack have the words "CRITICAL HIT!!!" in green, or "MINI-CRIT!" in yellow, respectively, appear above their head. For example, the Steam TF2 stats page still uses the original group photo, as seen to the upper-right, to represent the game.Critical hits, also known as crits or full crits, are attacks that do extra damage and have distinctive sound effects when fired and upon hitting a target. Because of how prominent many of these images were, they are still used on some websites when referencing the game. The images from the pre-release version of the current iteration of Team Fortress 2 were usually sourced from in-game screenshots or screen captures taken from Trailer 2 and Meet the Heavy. These images often reflect outdated and older designs of characters, maps, and weapons, as well as gameplay concepts. Part of the advertising for Team Fortress 2 included the use of promotional images, many of which were derived from pre-release iterations of the game, thus reflecting differences such as the roofless bridge version of 2Fort.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |