Following the update to Team Fortress 2 on Tuesday, Valve's Greg Cherlin has revealed some more indepth information on the changes to the critical hit system.
T read the full post, you can visit here.
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
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
T read the full post, you can visit here.