• Ho_Chi_Chungus [she/her]
      ·
      11 months ago

      It's been years since I've really played TF2 but I believe you can increase random critical hit chance by getting assist damage

      • alcoholicorn [comrade/them, doe/deer]
        ·
        11 months ago

        That used to be an absurdly strong strategy in pubs, before the crit nerf 800 damage in 30 seconds got you up to the max of ~50% crit chance, 80% for melee.

        So you'd just pop around a corner as demo and airburst stickies at the heavy until you got a crit, then go ham knowing half your shots were going to be crits and it'd be trivial to keep up 800 damage until the team was wiped.

      • git [he/him, comrade/them]
        ·
        11 months ago

        It’s a bonus scaling modifier on top of a base 2% based on any damage done in the last twenty seconds, not just assist damage. It caps at 10% at 800 recent damage done. Melee weapons have a base of 15%, with bonus crit modifier capped at 45%.

  • stevatoo [they/them, she/her]
    ·
    edit-2
    11 months ago

    wojak-nooo remove random crits!!!

    galaxy-brain give every weapon a sticky launcher charge up that guarantees crits & increases projectile speed

  • KFCDoubleDoink [any]
    ·
    edit-2
    11 months ago

    I hate the insistence that any randomness be taken out of "competitive" games. Like a football or a golfball never got a bad bounce.

  • Weedian [he/him]
    ·
    11 months ago

    I never got over the axtinguisher/degreaser nerf

      • Weedian [he/him]
        ·
        11 months ago

        pyro is just w+m1

        me hiding around a corner ready to puff and sting

        nooooo nerf the pyro

  • UlyssesT [he/him]
    ·
    11 months ago

    There are few freeze-gamer arguments that go deeper into masturbatory slapfighting than what classes/skills/tactics are "skilled" and which are not, implying on the side which are allowed to be used in a game designed to use them all.