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Critical hits: Difference between revisions

From TF2 Classified Wiki
Updated page to reflect 2.13 update changes.
H0rr0rH0g (talk | contribs)
m Changed the capture the flag segment due to it not being in TF2c. Replaced it with a Arena's first blood crits.
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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 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]].
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 ==
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*Being [[ÜberCharge|ÜberCharged]] by the [[Kritzkrieg]] allows any weapon to gain critical hits for 8 seconds.
*Being [[ÜberCharge|ÜberCharged]] by the [[Kritzkrieg]] allows any weapon to gain critical hits for 8 seconds.
*During Humiliation at the end of a round the weapons on the winning team are crit-boosted until the round ends.
*During Humiliation at the end of a round the weapons on the winning team are crit-boosted until the round ends.
*Capturing the intelligence in [[Capture the Flag]] gives the capturing team critical hits for 10 seconds.  
*The first kill in [[Arena]] grants First Blood critical hits to the killer.
*The [[Harvester]] can gain a critical boost when the HEAT meter is filled. This lasts until it is used on an enemy player.
*The [[Harvester]] can gain a critical boost when the HEAT meter is filled. This lasts until it is used on an enemy player.
*The [[Chekhov's Punch]] can gain a critical hit boost when hitting an enemy with a melee attack with the Chekhov's. This stores up to 3 critical hits which can be used on the Heavy's other weapons. The Chekhov's themselves can only crit when at full capacity.
*The [[Chekhov's Punch]] can gain a critical hit boost when hitting an enemy with a melee attack with the Chekhov's. This stores up to 3 critical hits which can be used on the Heavy's other weapons. The Chekhov's themselves can only crit when at full capacity.