Team Fortress 2
How random crits work?
its kinda confusing but i talk about it.
random crits will come uncommonly when you at Low health and when you take damage of 1000 and still alive, it depends what server are you on example:Valve server does have crits allowed and 54% chance of random crits, community server does have crits but some of them dont and the chance of its is 68% so if im wrong just don't get mad
< >
Showing 1-11 of 11 comments
Coelian Mar 2, 2016 @ 3:08pm 
Chance of RC increases when you damage.
ANY type of damage. As long it is dealt on target.
For example, engies and medics can have crazy melee crits because the engie uses his sentry to fill 100000 idiots with bullets, and medic gets assist damage.
Schnippysnapper Mar 2, 2016 @ 3:10pm 
yeah i forgot about that but it work perfectly in community server
Bill Chin Mar 2, 2016 @ 3:12pm 
You get random crits.
Laggy McStab Mar 2, 2016 @ 3:19pm 
Essentially, crit chance is increased depending on how much damage you have dealt in the last 15 seconds. The more damage you do; the more crits you get. Melee weapons have significantly more crit chance, esspecially when you have the damage increase. A fully crit chanced melee weapon can crit about 60% of the time. Incredible. Here's my main source: https://wiki.teamfortress.com/wiki/Critical_hits
Gius Mar 2, 2016 @ 3:22pm 
It is random, nowhere near 54% except for melees. You get from 2% to 12% chance of crit on weapons and 15% to 60% on melee (yeah, on melee it is more like 40% chance of random normal hit).
The chance scales based on damage dealt in the past 30 seconds of so, 0 damage for minimun chance to 800 damage for max chance. Healing done and sentry/pocketed player damage counts as your own damage. It doesn't depend on server, except for forced crits server and nocrits server.

Current health doesn't affect it, and all the weapons have the same crit chance.
Jorde Mar 2, 2016 @ 3:25pm 
Originally posted by Gius:
all the weapons have the same crit chance.
With all the BS melee weapon kills, I contest this statement.
Originally posted by Laggy McStab:
Melee weapons have significantly more crit chance, esspecially when you have the damage increase.
Originally posted by Pistol Star™:
crazy melee crits
Originally posted by Laggy McStab:
https://wiki.teamfortress.com/wiki/Critical_hits
The base crit chance for standard weapons is 2%. This is modified by a bonus percentage based on how much damage the player has done in the last 20 seconds, which scales from 0% at 0 damage to 10% at 800 damage.[1] For example, if the player has dealt 200 damage in the past 20 seconds, the additional bonus percentage is 2.5% and so the overall crit chance is 4.5%. As a result, the highest natural crit chance attainable is 12%.

Melee weapons are designed to crit far more often than ranged ones in order to encourage their usage at close range. Their base crit chance starts at 15% - higher than attainable for ranged weapons with the recent damage bonus maxed out - and their recent damage bonus scales from 0% to 45%, meaning a player that has done 800 damage or more in the last 20 seconds has a melee crit rate of 60%.

Among those weapons that trigger randomly, critical hit probability is determined differently based on the type of weapon. Single-shot weapons, such as the Shotgun, Revolver, and Rocket Launcher, determine the chance to crit with every shot. Thus, every shot of the Shotgun will have a 2% chance to launch a flurry of critical pellets, assuming no previous damage done. Rapid-fire weapons, however, which include the Minigun, Syringe Gun, Flamethrower, and Pistol check for critical hits once a second. With weapons like these, a positive crit determination results in all shots for the next two seconds being critical. This only applies to the active weapon; getting two seconds of crits on one's Pistol will not cause their Shotgun to fire crits during this time.
Melee weapons are designed to crit far more often than ranged ones in order to encourage their usage at close range.
Last edited by Jorde; Mar 2, 2016 @ 3:30pm
Pendy Mar 2, 2016 @ 3:29pm 
Here's how they work.

Are you doing good? Then everyone around you gets crits.

Are you sucking? No crits for you!
Triceracop Mar 2, 2016 @ 3:30pm 
They glow and people die.
Jorde Mar 2, 2016 @ 3:31pm 
Originally posted by Jordedude1234:
Originally posted by Gius:
all the weapons have the same crit chance.
With all the BS melee weapon kills, I contest this statement.
Originally posted by Laggy McStab:
Melee weapons have significantly more crit chance, esspecially when you have the damage increase.
Originally posted by Pistol Star™:
crazy melee crits
Originally posted by Laggy McStab:
https://wiki.teamfortress.com/wiki/Critical_hits
The base crit chance for standard weapons is 2%. This is modified by a bonus percentage based on how much damage the player has done in the last 20 seconds, which scales from 0% at 0 damage to 10% at 800 damage.[1] For example, if the player has dealt 200 damage in the past 20 seconds, the additional bonus percentage is 2.5% and so the overall crit chance is 4.5%. As a result, the highest natural crit chance attainable is 12%.

Melee weapons are designed to crit far more often than ranged ones in order to encourage their usage at close range. Their base crit chance starts at 15% - higher than attainable for ranged weapons with the recent damage bonus maxed out - and their recent damage bonus scales from 0% to 45%, meaning a player that has done 800 damage or more in the last 20 seconds has a melee crit rate of 60%.

Among those weapons that trigger randomly, critical hit probability is determined differently based on the type of weapon. Single-shot weapons, such as the Shotgun, Revolver, and Rocket Launcher, determine the chance to crit with every shot. Thus, every shot of the Shotgun will have a 2% chance to launch a flurry of critical pellets, assuming no previous damage done. Rapid-fire weapons, however, which include the Minigun, Syringe Gun, Flamethrower, and Pistol check for critical hits once a second. With weapons like these, a positive crit determination results in all shots for the next two seconds being critical. This only applies to the active weapon; getting two seconds of crits on one's Pistol will not cause their Shotgun to fire crits during this time.
Melee weapons are designed to crit far more often than ranged ones in order to encourage their usage at close range.
I think I provided enough evidence?
Schnippysnapper Mar 3, 2016 @ 12:45am 
wow my silly discussion is getting growing althougth its real tho
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Mar 2, 2016 @ 3:03pm
Posts: 11