Critical hits: Difference between revisions
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Technochips (talk | contribs) m Technochips moved page Critical Hit to Critical hits without leaving a redirect: 1. wiki pages doesn't use title cases 2. tf:Critical hits |
Technochips (talk | contribs) m fixed misspellings, and unnecessary title cases |
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'''Critical | '''Critical hits''' often shortened to '''Crits''' or full crits are a damage mechanic that do extra damage on certain conditions, such as the [[Kritzkrieg|Kritzkrieg's]] [[ÜberCharge]] or randomly in certain Melee weapons. When a critical hit is landed on a player, a special sound effect accompanies the hit as well as the text "CRITICAL HIT!!!" in green or "MINI-CRIT!" in yellow for critical hits and mini crits respectively is displayed above their head. [[Buildings]] are immune to both types. | ||
Critical hits are easy to distinguish from their normal counterparts. Melee weapons get a different animation for crits, projectiles have a team-colored glow and sparkle effect, fire gains team-colored particles effects while bullets gain a team-colored trail. Alongside these visual effects there is an electrical crackling sound that accompanies these. | Critical hits are easy to distinguish from their normal counterparts. Melee weapons get a different animation for crits, projectiles have a team-colored glow and sparkle effect, fire gains team-colored particles effects while bullets gain a team-colored trail. Alongside these visual effects there is an electrical crackling sound that accompanies these. | ||
Critical hits increase a weapon's base damage by 3. For example, a normal [[Grenade Launcher|pipe]] does 100 damage on direct hit. A critical pipe by contrast deals 300 damage on direct hit. Furthermore, critical hits ignore [[ | Critical hits increase a weapon's base damage by 3. For example, a normal [[Grenade Launcher|pipe]] does 100 damage on direct hit. A critical pipe by contrast deals 300 damage on direct hit. Furthermore, critical hits ignore [[damage]] ramp-up and fall-off. A [[Soldier]] rocket deals diminished damage at range. At maximum fall-off, it only deals 48 damage. However a critical rocket ignores this while tripling it's damage, dealing a whopping 270 damage at any range. | ||
== Random | == Random critical hits == | ||
Random critical hits often shortened to random crits is a mechanic present in [[Team Fortress 2]] live where any weapon has a random chance to hit. This mechanic has been removed from [[Team Fortress 2 Classic]], on all except melee weapons. | Random critical hits often shortened to random crits is a mechanic present in [[Team Fortress 2]] live where any weapon has a random chance to hit. This mechanic has been removed from [[Team Fortress 2 Classic]], on all except melee weapons. | ||
A weapon's random crit chance depends on how much damage has already been done previously by the player, possible reaching 60% random crit chance. Due to this, [[Sniper | A weapon's random crit chance depends on how much damage has already been done previously by the player, possible reaching 60% random crit chance. Due to this, [[Sniper]]s and [[Demoman|Demomen]] have some of the highest random crit chance due to their high damage output, and [[Medic]]s due to healing done contributing to the random crit chance. | ||
== Mini | == Mini crits == | ||
Mini crits can be thought of as less extreme critical hits. Instead of tripling a weapon's damage, they only increase it by 35%. They too like critical hits ignore damage fall-off, but unlike critical hits they factor damage ramp-up. Full critical hits override mini-crits. For instance if an enemy is Marked for Death but you manage to hit a critical hit, the mini-crit will be ignore and will instead factor the normal critical hit. It is because of this critical hits are sometimes referred to as full crits to distinguish them from mini-crits. | Mini crits can be thought of as less extreme critical hits. Instead of tripling a weapon's damage, they only increase it by 35%. They too like critical hits ignore damage fall-off, but unlike critical hits they factor damage ramp-up. Full critical hits override mini-crits. For instance if an enemy is Marked for Death but you manage to hit a critical hit, the mini-crit will be ignore and will instead factor the normal critical hit. It is because of this critical hits are sometimes referred to as full crits to distinguish them from mini-crits. | ||
== Crit | == Crit boost == | ||
A | A crit boost is a state when a weapon will deal guaranteed critical hits for a certain duration of time. A crit boost is shown by the weapon glowing the team's respective color, with sparks of electricity surging from it, accompanied by an electric sound effect. This does not affect weapons such as the [[Sandvich]] which do not deal damage. The visual effect will still be present however. | ||
There is also a mini-crit version also present. Unlike it's counterpart, a mini-crit boosted weapon does not emit electrical | There is also a mini-crit version also present. Unlike it's counterpart, a mini-crit boosted weapon does not emit electrical particle effects or emit any sound effect. The weapon does change color slightly, yellow for RED and green-blue for BLU. | ||
A crit boost can be achieved via the following events: | A crit boost can be achieved via the following events: | ||
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- The [[Civilian]] class can give a mini-crit boost to a player on the same team, granting them mini-crits for 8 seconds. | - The [[Civilian]] class can give a mini-crit boost to a player on the same team, granting them mini-crits for 8 seconds. | ||
== Special | == Special cases == | ||
There are some cases that allow a weapon to deal guarunteed crits or mini-crits. | There are some cases that allow a weapon to deal guarunteed crits or mini-crits. | ||
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| [[File:Backpack_Tranquilizer_Gun.png|100px]] | | [[File:Backpack_Tranquilizer_Gun.png|100px]] | ||
| Spy | | Spy | ||
| When a player is hit with the Tranquilizier Gun, all melee attacks become critical | | When a player is hit with the Tranquilizier Gun, all melee attacks become critical hits. | ||
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