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PC Games & PC General Discussion - Talk about PC games and general PC issues.

Team Fortress 2 Discussion Thread

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first person shooters, fps, steam, team fortress 2

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Old 01-31-2009, 11:58 PM   #21
TF2 is probably my favorite online game, surpassing even TFC, UT2k4, and Desert Combat.

I think it's because TF2 makes me laugh. That's got to be it. Play it just for the freeze shots of your killer about to be pwned by an incoming crit rocket.
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Old 02-01-2009, 01:28 PM   #22
Personally I think TF2 is probably one of my favorite shooters. I can play it how I feel like. For example I can go get a strategy with the team and make a very good team effort, or I can pick a scout and just run out and stuff up.
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Old 02-02-2009, 10:27 PM   #23
This update is ing awesome. Hide viewmodel, Damage spread cvar, Kritz'd snipers, SOLDIER AMMO COUNT YES BEST UPDATE EVAR
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Old 02-02-2009, 10:36 PM   #24
Quote:
Stealthed spies are no longer able to pickup the intelligence. They must uncloak first
Excellent fix, even though I don't play CTF mode.
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Old 02-02-2009, 10:46 PM   #25
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Originally Posted by SOSTrooper View Post
Excellent fix, even though I don't play CTF mode.
True dat, Spies could make it so any cap returns were impossible.
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Old 02-02-2009, 11:59 PM   #26
Fantastic update. Love how I can decrease the on-screen size of the weapons now.

Until now, I didn't know weapon damage had any sort of spread. Why would they do that in the first place?
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Old 02-03-2009, 12:35 AM   #27
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Originally Posted by Serik View Post
Fantastic update. Love how I can decrease the on-screen size of the weapons now.

Until now, I didn't know weapon damage had any sort of spread. Why would they do that in the first place?
Pretty much any game has that. One shot will do more or less damage than the other. It's just certain weapons like the Demomans pipe and sticky launcher or the Snipers sniper rifle had damage ranges that were all over the place, this simply tightened them.
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Old 02-03-2009, 01:01 AM   #28
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Ouch, that's quite the blow to spies on CTF. Now you'll have to blow your way through the defense to get that touch. Not liking that at all.
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Old 02-03-2009, 09:47 AM   #29
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Originally Posted by crystalklear64 View Post
Ouch, that's quite the blow to spies on CTF. Now you'll have to blow your way through the defense to get that touch. Not liking that at all.
Decloak time is what, 0.5 seconds? Just sit on top of it and decloak, you'll get your tap.
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Old 02-03-2009, 11:20 AM   #30
How is it a blow to spies? They just fixed it back to normal like it was before the other patch...
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Old 02-03-2009, 11:22 AM   #31
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Originally Posted by Hydro2Oxide View Post
Decloak time is what, 0.5 seconds? Just sit on top of it and decloak, you'll get your tap.
If a demo takes more than the decloak time to trigger, he's baaaaad.
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Old 02-03-2009, 12:52 PM   #32
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Originally Posted by crystalklear64 View Post
If a demo takes more than the decloak time to trigger, he's baaaaad.
Well it's called TEAM Fortress for a reason. Get someone to kill/distract the Demoman!
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Old 02-03-2009, 07:23 PM   #33
Uhhh, let's not forget that the spy got a huge buff a few updates ago. Ammo packs and dispensers recharge cloak.

In fact, I think cloak recharge makes playing the spy too easy. Lately I've been absolutely owning as a spy on Badwater, at least once I memorized the location of all the ammo packs. Now I have my attack and retreat vectors completely mapped out
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Old 02-04-2009, 12:24 PM   #34
Nah, spy isn't too easy. I still see a bunch of scrub spies.

That last update = heaven for Heavies. They've tweaked that minigun too much now. That thing is hella accurate now. Not sure about the flare gun. Thought it was fine as it is. Now it's annoying if you're playing a lower-hp class. What I do like about this last update after playing a few games now, is that crits are less likely. Horrah.
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Old 02-04-2009, 02:02 PM   #35
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Originally Posted by shinryuu View Post
Nah, spy isn't too easy. I still see a bunch of scrub spies.

That last update = heaven for Heavies. They've tweaked that minigun too much now. That thing is hella accurate now. Not sure about the flare gun. Thought it was fine as it is. Now it's annoying if you're playing a lower-hp class. What I do like about this last update after playing a few games now, is that crits are less likely. Horrah.
I think you're over reacting, look at the comparisons. It's a 10% buff at most.
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Old 02-04-2009, 02:15 PM   #36
I think that just verifies what I said. I didn't mean pin-point accurate, but.. more accurate. 10% doesn't seem much, but in-game you can definitely tell the difference.
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Old 02-04-2009, 02:55 PM   #37
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Originally Posted by shinryuu View Post
I think that just verifies what I said. I didn't mean pin-point accurate, but.. more accurate. 10% doesn't seem much, but in-game you can definitely tell the difference.
Oh I totally agree but it just reinforces the fact you do NOT take the heavy head on or alone.
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Old 02-04-2009, 08:21 PM   #38
Quote:
Take your lumps like a man, Private Twinkle Toes!
February 4, 2009 - Greg Cherlin


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.

First, a quick primer on how the critical hit system works. Each player's chance of successfully rolling for a critical hit depends on two factors:

- A base chance, which is fixed per weapon (2% for all non-melee weapons, 15% for melee)

- An additional bonus, which is based on the amount of damage you've done to enemies in the last 20 seconds. This bonus linearly scales with damage up to a maximum of 10%.

There are two paradigms used for when to roll, and what happens on success:

- Rapid-fire weapons roll for critical hits once per second, instead of every shot. If they roll a crit, the next 2 seconds worth of their fire are marked as critical hits.

- Non-rapid fire weapons roll for critical hits each time you fire, and if they roll a crit, only that shot is marked as a critical hit.

- The sniper rifle and spy knife only score critical hits on headshots and backstabs respectively. They never roll for critical hits.

We had a few things we wanted to change with the old system:

- Reduce the overall number of critical hits occurring in the game.

- Make critical hits more skill / performance based.

Here are the actual changes we made, taken from the release notes:

- Base critical hit chance is now 2% (was 5%)

- Bonus range based on damage done changed from 0%-15% to 0%-10

- Damage range required for bonus changed from 0-1600 to 0-800

Lets dig a little deeper into these. First, the base critical hit chance was reduced from 5% to 2%. This means that if you haven't done any damage to an enemy, your crit chance is now just under half what it was previously. Secondly, the size of the bonus range was reduced by a third, but the amount of damage needed to earn that bonus was halved. To understand the effect of that, it's useful to graph it:



As you can see, the new crit chance is slightly lower across the board, which we wanted. More importantly though, is that the rate at which the crit chance increases based on the amount of recent damage you've done. We like to think of that recent damage total as a rough measure of your performance.

In thinking about the change we wanted to make to critical hits, we decided that there was a point on the graph of particular interest to us, and that was the point at which your critical hit chance was as much a result of your performance as it was the base chance. If you look at at (A) on the old line, you'll see that point isn't reached until you've done 550 recent damage, a feat that occurs about as often as our backstab code works correctly. That point is reached at (B) on the new line, around the point where you've done 175 recent damage. This means that if you've just singlehandedly killed an enemy Demoman/Soldier/Pyro/Heavy, your next 20 seconds worth of crit chances are already more a result of that kill than the base chance. As a result, if you're a highly skilled player, you're going to fire significantly more critical hits than those around you. And remember, if you've just killed 2 or 3 enemies, now's the time to push!
http://www.teamfortress.com/post.php?id=2221
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Old 02-04-2009, 08:55 PM   #39
cool to see, though I like to play on either no-crit or always-crit servers in any event.

giving crits to people who are already dominating never seemed like a good idea to me.
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Old 02-05-2009, 01:24 AM   #40
Quote:
Originally Posted by crystalklear64 View Post
cool to see, though I like to play on either no-crit or always-crit servers in any event.

giving crits to people who are already dominating never seemed like a good idea to me.
It's the momentum effect.

Thanks for the tip Sporadic, updated the OP. Very cool blog post, I'm glad to see the realized the copious amounts of crits at 20% was too extreme.
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