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Critical hits: Difference between revisions

From TF2 Classified Wiki
Ratboy Slim (talk | contribs)
Updated page to reflect 2.13 update changes.
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'''Critical hits''' (often shortened to '''crits''' or full crits) are a damage mechanic that do extra damage on certain conditions, such as the [[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''' (often shortened to '''crits''' or full crits) are a damage mechanic that do extra damage under certain conditions, such as the [[Kritzkrieg]]'s [[ÜberCharge]] or randomly with 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, so don't bother using a [[Kritzkrieg]] to take out a Building.


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.  
Certain non-damaging items can be affected by critical hits as well. The [[Sandvich]] on critical "hit" triples the amount of healing of a non-critical Sandvich when eaten, allowing for overheal. Thrown critical Sandviches heal as much as a full health pack instead of a medium health pack.


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. With maximum fall-off, it only deals 48 damage. However, a critical rocket ignores this while tripling its damage, dealing a whopping 270 damage at any range.  
Critical hits are easy to distinguish from their normal hit counterparts. Melee weapons get a different animation for critical hits, 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 [[damage]] ramp-up and fall-off. A [[Soldier]] rocket deals diminished damage at range. With maximum fall-off, it only deals 48 damage. However, a critical rocket ignores this while tripling its damage, dealing a whopping 270 damage at any range. The only falloff crits follow are splash falloff, such as from Soldier [[Rocket Launcher|rockets]] or Demoman [[Grenade Launcher|grenades]] or [[Stickybomb Launcher|stickies]].


== Random critical hits ==
== 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 every weapon except melee weapons.  


A weapon's random crit chance depends on how much damage has already been done previously by the player, possibly 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.  
A weapon's random crit chance depends on how much damage has already been done previously by the player, possibly 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.  
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== Mini crits ==
== 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 ignored 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 boost ==
== Crit boost ==


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 effects will still be present however.  
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. The visual effects will still be present however.  


There is also a mini-crit version also present. Unlike its 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.  
There is also a mini-crit version also present. Unlike its 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.  
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| Sniper
| Sniper
| All Sniper primaries do critical damage on headshot.
| All Sniper primaries do critical damage on headshot.
|-
| '''[[Fishwhacker]]'''
| [[File:Backpack_Fishwhacker.png|100px]]
| Sniper
| The Fishwhacker does critical hits on [[Bleed|bleeding]] opponents, which itself can cause.
|}
|}


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| Medic
| Medic
| The Kritzkrieg as stated earlier can crit-boost any class for 8 seconds.
| The Kritzkrieg as stated earlier can crit-boost any class for 8 seconds.
|-
| '''[[Fishwhacker]]'''
| [[File:Backpack_Fishwhacker.png|100px]]
| Sniper
| The Fishwhacker when missing marks the user for death, causing all attcks to mini-crit.
|-
|-
| '''[[Tranquilizer Gun]]'''
| '''[[Tranquilizer Gun]]'''