hi ---- i've gotten to a point where i've become _creatively_ burnt out on making bug videos. emphasis again, on _creatively_ burnt out. they've been started to feel formulaic and repetitive, and making / creating them have gotten really boring / not engaging, etc. not to say that bug videos aren't fun to watch or interesting to know about, i still feel that way. i just need to add some variety to the content i make so i don't go insane. again, i'm happy to continue making more stuff about tf2 mechanics and digging into the code, i've just made so many bug videos in a row that i need to have a change of pace. if i didn't make this video then you would have no video instead, so don't take it that something has been taken from you please. this is also the first video of its kind, and i've taken a lot of blind leaps of faith hoping they're the right design choice for a video like this, so i hope you can understand it might be kinda rough around the edges. i've already noticed a bunch of ways in which i can improve in streaming & compiling the video together too. if you have criticism about how to improve the video i'd appreciate it too :) otherwise, here is an FAQ. please read, and copy & paste my answers to the commenters that inevitably never read. thanks! FAQ: this was played on stream on a private community server hosted by shounic. 1. how do i participate in future events / tests? follow twitter (@shoun1c) or enable yt notifications (the bell? i think) or join discord ( discord.gg/8TYgJhwA7S ) for announcements about a stream. 2. how do i get the plugin? the plugin isn't currently publicly available at the request of the developer. i'm not going to go against his wishes. he's stated that he intends to improve the plugin code first before releasing it. 3. stream vods? unfortunately we ran into random technical difficulties throughout the streams i did, and i don't have the time to watch through them again to make sure i haven't managed to leak any information or sensitive details and clean them up to be distributed so openly like this. however, if you can find the stream links they'll be up as unlisted vods :) 4. other questions: i wrote this document for the stream, hence the perspective can be a bit weird, but this might help you as well: docs.google.com/document/d/e/2PACX-1vSYG_cxNiyyEJ4gxmWpxk0VUcbebZ1GihdQhWRL4OZF5qnAqDFIV4JGM-OOrBEHvkZ7f651IIxgcKsy/pub
don't try to force yourself to make content that burns you out, shounic! do what content makes you happy, i bet most people would still watch them. i would :0
My real only issue was holding melee crits, which feels really unfair. It should just be a thing that lasts 10 or so seconds at most, then resets. Otherwise this is a major improvement to the current system.
Also, make it such that using a supply closet prevents getting a random crit for a certain period of time. Alternatively, only roll for random crits for shots that either hit or narrowly miss enemies. It seems to me like the main flaw with farming crits is for new players who think it's more important than it actually is, so it might also be worth having some indication that you are not currently rolling for a crit so that they don't spend an hour at spawn shooting the wall.
For the “crit farming at setup”, you could bypass that by disabling random crits from start of the setup and enable them 10-15 seconds after setup has ended.
No, you can't. I mean, startup is arguably the worst time to fire your free kill anyways, as thats when the enemy has most diverse positioning given that there's no resistance anywhere yet. All that does is have the attacker farm it after the round started, near some sentry, waiting for the cart to roll up to send everyone back to spawn. Weapon switching doesn't do anything to remedy this either, and the entire solution ignores the fact that there is literally only 1 class that isn't designed around tanking shots while trying to do more damage. 2 if you count sniper.
Perhaps if the pending crit was lost upon switching weapons, so that you couldn't bank it for cheesy clutch melee/spy delete/whatever? Sort of a use-it-or-lose-it scenario, y'know.
i think a good idea may be to reduce the chance of random crits to 0% if you've done no damage to an enemy player in the last 10 seconds or so, to prevent farming
@@Mik3l24 it could theoretically be possible by adding a texture overlay that fades via a timer, similar to how the original Doom power-up visual effects worked.
@@alaeriia01 yeah the Eureka effect is very useful, put a teleporter exit somewhere secret, no teleporter entrance, and Bam sneak in and steal the point under the enemy team's nose, they'll have no clue that you teleported in.
If this method were ever implemented, I feel like a good way to get around crit farming would be a similar system to the one already in place, where random crit chance increases based on recent damage. However now, you can only obtain a random crit if you are doing damage to enemies. This would prevent the spawn dilemma and also make people waste less time mid-game farming for a crit.
@@charliedulol The current system already gives more crits to those who do more damage. If the system can check to see if you're trying to attack players and only then start giving you random crits, it will prevent crit farming. Another way this could be done, though, is to prevent players from earning crits when in spawn, and taking crits away if you use a resupply locker.
This would be great if it had some way to account for _trying_ to hit enemies, so players who just have terrible aim (like me) can still get crits on occasion.
@@charliedulol My guess would be something like that. It'd probably be like a gigantic bounding box around each player which accounts for "near misses". Even if you have bad aim, you're still firing towards the enemy, so you're still generating increased crit %
I'd recommend making the random crits yellow instead of team color. That way it can be distinguished at a glance as being different from a kritzkrieg buff. Also I saw another comment which said for crits to decay over time, which I think is a great idea. Stops most farming & fixes the entire melee problem.
@LOAN NGUYEN fair point. This is a little far fetched but what about the gun having very obvious lightning particles around your it? Or maybe putting a symbol above the kritzkrieg medic and their patient during the übercharge?
2:20 This is a real-life problem with lab testing strategies and weapons too. Since positioning and sheltering does play a big role in the battlefield, weapons can't just wipe out the enemy as projected by reasoning and tests. The first Great War's machine gun and Mustard Gas suffered this exact problem.
How to fix crits farming: -you can't store crits while setup -you can't store crits while in the respawn zone (where you can change the class and stuff)
You can still farm crits mid battle, which is arguably worse Then not being able to farm em in spawn since, well everyone will have crits at the setup so who cares? Because now if you did a lotta damage you can just keep shooting until you get guaranteed crit
@@zyloft2053 well the scout didn't know that he/she would block the shot and the scout is obviously not a Free to play judging by the cosmetics the scout is wearing, and why was even Trying to melee a medic he would just get crit by that medic, so yes the scout is probably a scunt
You could also counter hiding crits with having a crit be lost when you switch weapons. Another solution for people farming is to disable crits in spawn so people don't cheese it.
Yes I was thinking the same! Maybe even make it so that the base crit-chance starts at 0% if you haven't dealt any damage. That way you can't even get random crits outside of combat.
@@GreenScrapBot I really like the idea of making the base chance 0% so that if someone random crits you you know they at least did some damage beforehand to somewhat earn it, still random but no mindless farming, at least farmers have to be doing some damage therefore contributing at least a little bit to the team, and more optimal ways to farm would just be ways of doing more damage therefore more optimal ways of helping out the team.
@@pumpking5992 That wouldn't be fair for red team because they need to walk a long distance from their spawn to reach the fight, also I don't think having a massive nuke of critical hits at the start of every round is fun or good. You shouldn't get crits in spawn ever, and no crits during setup either so that red team wouldn't be able to farm them during setup.
5:20 That Chad is me. I'm glad that that was caught on video, and I'm surprised that I still remember that moment. You did kill me immediately afterwards though, so I don't know if I came out on top.
Possible solutions: • Crits decay after a few seconds • No crits on Setup or resupply • Crit chance only goes up when dealing damage to players • Can't see if you have random crits yourself but others can (meh)
@@cheesepop7175 yeah, I mean these are just suggestions (I like crits as they are now, but others don't) And I agree... pink, purple, and orange don't work to well I guess.
Good ideas, let's workshop 'em -you can hold onto crits for up to 5 seconds with a single shot weapon, 10 seconds with a rapidfire weapon -you cannot get random crits during setup time -Going to the resupply cabinet resets any random crits you have -switching weapons takes away your crits
Interesting concept, though I'm surprised charging crit stickies wasn't a more significant issue. As I largely play spy, demoknight, and trolldier I would take take the original over this but still prefer no random crits. Is this going to be on any community servers I would still enjoy messing with it?
i know most people dislike but i wish they just made it a bit less chance because you can get lucky but it seems like some weapons crits every two swings so i think they should just decrease the chances of getting it instead of no random crits
@@hunterbear2421 Most people actually do not dislike random crits. It only seems that way due to a very vocal minority of players - Uncle Dane's own poll on removal was a failure that worked against him, imagine an official Valve one.
@@ImGonnaFudgeThatFish I Don't MEAN GET RID OF THEM i mean make it more unlikey for meleel or remove some damage because i just played 150hp they got the flag in intell there taunting for goodness and i kill 3 of them medic at 3hp they crit kills me even through I WAS AT 160 to 150hp
I know crit farming wasn’t that much of an issue to begin with, but to combat it maybe you could also only ever generate a crit on your weapon after successfully hitting an enemy. You’d land a shot or two, and just like automatic weapons, your weapon would get a blue tint for a second (to alert you if you’re still fighting) and then glow
I second this kind of thing - or maybe even that you have a zero crit chance when in range of any resupply system? (I'd originally thought just resupply closets, but I feel like that'd just push the problem over to dispensers and wind up annoying engies)
I know this is an old video & I'm not likely to get a reply, but I think with a timer on how long you have to use the next-shot crit, this might actually have a chance to make it into the game, given that "farming" wouldn't be as practical, and it would prevent every weapon occasionally being treated like the Frontier Justice.
I think the problem with random crits is that they aren't as "rare" as the TF2 team wanted them to be. It doesn't help that the way random crits work hasn't changed in the first place.
When you have a Dustbowl server of 32 players and there's 24 players building crit chance and rolling for crits, *one* of them is gonna crit half the enemy team. Now if it was only 18 people in a 2Fort server, with 1v1 skirmishes instead of 12v12 team fights? Not so many random crits, and not nearly as impactful.
I recently picked up a frying pan for the first time on an Attack/Defend match. It was the most powerful I have ever felt, and the most effective I have ever been.
And if you switch weapons, the crits should instantly disappear. So no more storing melee crits for free spy/demoknight/pyro kills, or farming for a crocket and hiding it by walking up to enemies holding your shotgun.
Could also adjust the damage scaling so you have a 0% chance of getting a crit if you haven't dealt any damage to enemies in the last X seconds, thus preventing you from farming for crits.
I really liked this video where ACTUAL experiments are made! I would like to see more of something like this! Like maybe with weapon changes or something-
Killing a group of 3 people with a crit pill (although very satisfying) will always make me feel terrible knowing that I did literally nothing to earn this
If it's possible, add a 5 second timer to the "crit glow" - once 5 seconds have passed, it's wasted - gone. It would completely negate the 'storing' of permanent crits. while still keeping the warning of 'crit incoming'
i'd personally love to see this plugin again with the random crits tweaked so that it only decides if your next shot is a random crit each time you deal damage rather than just each time you fire - this will entirely eliminate the spawn dilemma and the "farming" crits altogether while still giving basically the exact same chance of getting a random crit while in a fight.
Honestly, it's a nice idea but it feels like this just causes "Waiting for your weapon to glow" to be something that really takes up a mental headspace of the player. I think it's incredibly distracting to have your weapon glowing like that This went from "Let other players see when a Krit is coming" to creating a whole new system that affects situational play. Changing the way you play when you have Krits stored sounds frustrating more than anything. You took a while to argue the fact that, in theory, it's smarter to play like you normally would instead of using your Krits wisely. But that feels like you're fighting against the system rather than using it. It feels like there is a giant glowing distraction you can take advantage of that's ultimately going to make things worse for you. That really doesn't sound fun
I didn't get a chance to play with this, but I imagine this would widen the skill gap even further. Skilled players have another tool in their tool kit that can be used, Unskilled players have another thing distracting them and they are consequently easier prey for the skilled players.
It would cause high skill players to abuse a broken mechanic thats already meant to break the "skill gap". Thus causing the new players to focus entirely on crit like a crutch mechanic, and turning them into braindead idiots (yes even moreso than now) in actual gameplay. Effectively killing the game with players sitting in spawn as soldier or demo.
About the thing with ambush classes. I remember an interaction I had with you where you overextended as scout with a crit to get the drop on one of our medics. As I saw you run the corner, I had figured you were going to try to get a cheap spawn kill, so I went back to see you harassing our medic. It felt good to punish the over extend, something I don't think you would have done without the knowledge of a random crit. I was like "Yeah, I saved our medic". Just wanted to say my experience with the experiment, I really liked it.
Another option: Make glowing weapons only visible to enemy players. Enemies would still have a chance to react to upcoming crits, but the new strategy of spamming until you roll a crit no longer works.
This is probably the most fair solution Ive seen about random crits This would make quite a lot of weapons quite viable if this was comp, pyro would be a lot more helpful or even key in certain fights, short circuit could become like he medic mvm shield somewhat and lastly vaccinator would be more useful
@@bilzebor8457 Yes, Im only saying its the most FAIR not BEST idea cause removing crits is better but this would probably find its decent spot in mannpower tbh
Uncle Dane brought up a point like this in his video in random crits, and pointed out how people would leave matches if they’re choice wasn’t supported, so I don’t think that would work out and would leave teams unbalanced over a play style choice
@@unusualgoofball ThaT iS a Very GooD pOiNt ThAt I ToTaLlY FoRgoT aBoUt,,,,, In that case I think tf2 needs a penalty for leaving games like other modern FPS's. But that would make everyone upset so honestly I dont think there's a right solution. I really wish Valve would either keep the game modern, or just make a third one. It's painful to see it suffer like this.
bilbo, you fool. penalties for leaving a match will make LESS people play team fortress, because at that point, the game is much less of a casual experience, which 80% of the playerbase enjoys more than a comp atmosphere
I think that maybe if the restock cabinet also reset the random crit value for your weapons so players couldn't just farm crits in spawn, i think this would be a lot more better.
I know people hate random crits. But I can’t help but love those moments when I shoot a pipe at the point and wipeout half the team with a single shot. The sound brings much joy.
I'm a stock demo main and I really don't get this, the closest I get is just thinking "well at least my team has an advantage now," there's zero actual satisfaction compared to playing the class as intended and getting a fair multikill as an actual reward for good pipe aim and creative sticky placement.
Mfs be like : "random crit is only funny when is the pan" then they pullout the default non reskin weapon and suddenly upsets people to die to random crit
Yea sure but what about when you wanna play the game but every time you go within 10 feet of the enemy team, the game rolls a dice and decides to triple their soldiers damage. That’s pretty much the opposite of fun
3 years too late to the party, but here's my thoughts on addressing some of the issues with this plugin: 1. Random crits should be the same as vanilla during setup time, for both teams. That would eliminate the storing of crits and the "gates open & blu dies" problem, but still allow say, Demos to get a random crit sticky during setup. 2. Crits should be disabled (or perhaps act the same as vanilla) while the "respawn glow" is active (aka wallhacks - where you can see teammate and disguised spy outlines after spawning). This would further deter crit farming in spawn, while still giving spawn camped teams the option if they're desperate. 3. Swapping to another weapon should remove the crit on the first weapon. Use it or lose it. 4. (No idea if this was a problem, but) Dropped weapons should not store the crit.
I actually think the crit pumpkins from Halloween is a superior implementation of the stock random crits. Makes you work for them and forces you to spend it quickly.
there'd be an easy way to fix new players just farming for crits in spawn: loaded crits can't be gotten from in the spawn, and if you touch a spawn box to reload, your loaded crit is lost
As a medic main, my enjoyment is typically hampered by un-fightable pick classes like Sniper and Spy, and to a lesser extent Demoknights. To me, it sounds like everyone is going to just start suicide bombing medics more.
I like the idea that only enemies can see your weapon glowing when you're about to crit. I think this would solve all the issues associated with this mechanic.
No, it really doesn't. This doesn't fix the fundamental problem with the mechanic, its just a band-aid for a fundamentally stupid mechanic in a PvP FPS.
I think this plugin looks great. One thing that might improve the experience is straying from how crits are normally gained, and only let a random crit chance trigger after you successfully hit an enemy with a weapon. So instead of spamming rockets in resupply, you would at least have to spam them at the cart and be somewhat useful.
Simply remove the ability to farm crits, only hitting an enemy will give you the chance to earn a crit. If you die with the crit still stored, you respawn with it still available
I think that RANDOM crits are useless in the game. Other crits are normally done: a Spy must be able to either shoot or do a good job, a Medic must be able to save and correctly use a charge per team, an Engineer must be able to survive and place turrets correctly, etc.
I feel like, if there was something like a 15-30 second timer that let you keep your crits until you either used them or the timer ran out (acting like you already used it, reducing your crit chance for later), then it’d be fine. Farming for crits would be less effective, meanwhile you still had plenty of time to put that crit to use in normal gameplay. This is pretty much how Cloud got nerfed from Smash 4 to Smash Ultimate, and it _mostly_ worked. They have to charge to _before_ they get Limit, which still lets them use it almost on command, but it still has a time limit to pressure them to either use it within that time, or not have it in the first place.
Greetings my fellow Pyro main! Here's a little exploit I found to get ∞ crits as pyro, so long as you have ammo: 1. Equip backburner and Flare gun 2. Get behind people 3. ??? 4. Profit
I do think that "farming" for a critical should have the whole random crit thing need to be reworked, instead of being able to farm on the resupply for a critical hit, they would have to be outside of spawn to be able to roll for a crit, and to prevent the sniper or medic to have a garenteed crit as a "get out of jail free" card, crits should decay back into the crit bucket if left idle for too long or too many weapon switches. These are some balance changes I have for this, and to have this whole system still be "random" instead of a "Hold/spam click M1 untill you get a crit on all weapons" type of deal. It is a lot more work, and some people (my main guesses would be the sniper and maybe spy mains, mainly sniper though) would probably complain on how they can't farm a crit to store to completely demolish up to 8 of 9 classes if they are prevoked (usually 7 of 9 unless if you got a boot + anything except eyelander+reskins demo, or demoknight with 4 heads, or 2 with the full set... this is melee, but it is true for all except an overhealed heavy or explosion resisted uber on a meduim class for crit explosives).
I think you shouldn't be able to put a weapon away and store its crit. Farming is the biggest problem with the way the plugin was implemented in the first place.
easy way to make this better: if you switch weapons, you lose the crits. if 3 second passes, the crit also goes away, even if you don't switch your weapons. Done
@@osgasojo That depends. When you're fighting a bunch of enemies and it's a serious, sweaty fight? Yeah random crits kind of makes the hype fall off in a lot of situations (for either party). Throwing some random spam at the cart and your crit kills 3 people? Or you accidentally fire a crit roller and it drops an innocent medic who walks round a corner into it? Fire a crusaders crossbow at your teammate halfway across the map to heal them, but it turns out it's a crit and that was a spy? Absolutely hilarious and pretty damn satisfying.
it makes me feel like a shit person, i have to sit here knowing that i've just ruined someone's mood it's like forcing me to blow up someones baby in front of them, yeah the explosion is cool, but i just don't feel good about it because i know someone is negatively affected by it
I feel like the main thing that would change is that I would now randomly fire off my Scattergun on the way to the next fight so I could maybe get a free crit stored.
I could see why people would be more upset with the plugin. The best example being the soldier just walking over to the medic with a crit and dropping him. By knowing you have a crit, you therefore know when a dumb play will pay off.
but you also let the enemy know, which allows them to run away a bit better so it ultimately is roughly equal in how balanced it is, but it reduces the frustration factor by miles
yeah, it does nothing to alleviate the problem that they're still random and they still do waay too much damage. before it was 100% random for attacker and receiver. now it's better for attacker, while only marginally better for receiver (they would have to see the glowing weapon in order for it to be any different, and now even if they do, it makes an attacker storing a crit an even bigger threat). The only other ways to use this system are either to farm crits, which is annoying and nobody wants to do, or just play normally which is the same as having random crits.
@Holiday high time to kill? Most classes can kill most classes in 2-4 shots... Flanking is so powerful in the hands of a skilled player that it almost doesn't matter if you have random crits. There is a cap in 1 on 1 interactions (which is all that matters with random crits, except for pyro, who can kill pretty much everything in that time with random crits) which a sneak attack or being cornered already gets so close to that random crits actually don't matter anymore. If anything, you would want the crits for after your first kill, as that one is almost guaranteed anyways (unless you get spotted beforehand, at which point the unfairness gets undermined again) Also, it'd again only be a start of round thing, as a crit flank would get called out after the first kill (and that's the only real way you'd get crits and not have to waste enough time to make it not worth it)
hi ---- i've gotten to a point where i've become _creatively_ burnt out on making bug videos. emphasis again, on _creatively_ burnt out. they've been started to feel formulaic and repetitive, and making / creating them have gotten really boring / not engaging, etc. not to say that bug videos aren't fun to watch or interesting to know about, i still feel that way. i just need to add some variety to the content i make so i don't go insane. again, i'm happy to continue making more stuff about tf2 mechanics and digging into the code, i've just made so many bug videos in a row that i need to have a change of pace. if i didn't make this video then you would have no video instead, so don't take it that something has been taken from you please.
this is also the first video of its kind, and i've taken a lot of blind leaps of faith hoping they're the right design choice for a video like this, so i hope you can understand it might be kinda rough around the edges. i've already noticed a bunch of ways in which i can improve in streaming & compiling the video together too. if you have criticism about how to improve the video i'd appreciate it too :)
otherwise, here is an FAQ. please read, and copy & paste my answers to the commenters that inevitably never read. thanks!
FAQ:
this was played on stream on a private community server hosted by shounic.
1. how do i participate in future events / tests?
follow twitter (@shoun1c) or enable yt notifications (the bell? i think) or join discord ( discord.gg/8TYgJhwA7S ) for announcements about a stream.
2. how do i get the plugin?
the plugin isn't currently publicly available at the request of the developer. i'm not going to go against his wishes. he's stated that he intends to improve the plugin code first before releasing it.
3. stream vods?
unfortunately we ran into random technical difficulties throughout the streams i did, and i don't have the time to watch through them again to make sure i haven't managed to leak any information or sensitive details and clean them up to be distributed so openly like this. however, if you can find the stream links they'll be up as unlisted vods :)
4. other questions:
i wrote this document for the stream, hence the perspective can be a bit weird, but this might help you as well:
docs.google.com/document/d/e/2PACX-1vSYG_cxNiyyEJ4gxmWpxk0VUcbebZ1GihdQhWRL4OZF5qnAqDFIV4JGM-OOrBEHvkZ7f651IIxgcKsy/pub
hi
cheese
Take all the time you need! We can wait!
don't try to force yourself to make content that burns you out, shounic! do what content makes you happy, i bet most people would still watch them. i would :0
Quality over quantity! Take breaks always!
Ah yes now that i can see the enemy soldier is about to crocket me i can start typing how crits are balanced before he shoots
aga b
aga b
Ah yes now I can keep shooting in spawn until its a crit
aga b
aga b
Automatically remove the crit effect when switching to a different weapon, it’ll avoid people hiding a crit melee among other issues
Genius
My real only issue was holding melee crits, which feels really unfair. It should just be a thing that lasts 10 or so seconds at most, then resets. Otherwise this is a major improvement to the current system.
Also, make it such that using a supply closet prevents getting a random crit for a certain period of time.
Alternatively, only roll for random crits for shots that either hit or narrowly miss enemies.
It seems to me like the main flaw with farming crits is for new players who think it's more important than it actually is, so it might also be worth having some indication that you are not currently rolling for a crit so that they don't spend an hour at spawn shooting the wall.
@@nickkayfabe6147 Or make it so that it only gets the crit 1.5 seconds after you pull out your melee.
I was thinking something like not letting the player see they have crits to avoid things like that but this is far better of an idea
There was a guy micspamming this video in a 2Fort server i joined. He straight-up played the entire thing like a podcast
lmao.
Hahaha😂
6:29 The 10.9% are probably spy mains and I don't really blame them
And that 10.9 is pretty much 1/9 of the voters. And spy is one of the nine classes, it adds up
@@Alex-vl1mk not really, people are inclined to main spy more than heavy for example
@@MrTriple3D what?
@@unusualincidentsunit2837 spy is more appealing than heavy therefore people want to main spy more than heavy whats so hard to understand?
@@MrTriple3D "spy is more appealing than heavy"
For day 1 players maybe
6:10
I love that tiny jump the medic made in fear.
"THE DEMO IS DEAD WHAT JUST HAPPENED, I NEED TO GET OUT OF HERE"
lol
Lmao
He was spamming his keyboard and shaking his mouse cuz of the fear probably
Yeeeeeesss I can smell your feeah
**Takes out Holiday Punch with malicious intent**
"This weapon has no random crits"
@@Makkis it do tho
@@thepizzaguy8477 wait it do?
@@Makkis ye. It just does no damage and causes laughing
@@thepizzaguy8477 im aware of that part, i run it in competitive
Before watching, my first reaction is, "won't people just fire shots until they have a crit stored? Won't every fight start with a crit now?"
same i had to delete 2 comments pointing out flaws
He explained it tho
They did explain but its still very flawed
Yeah but at least both players have a crit, so it’s fair ish
@@yojojo3000 Technically, this is already true in regular play.
90% of the development of his videos is just to find the right voice clips from gaben to put at the end of the video
well spent
THE PLUGIN DOESNT EXIST ITS ALL A LIE
XD
Whiffing a crit using this plug-in ❌
Keeping crit weapons as a scare tactic ✅
"How do you kill the enemy?"
"Psychologically."
@Wrangler "Emotional damage doesn't show up on the leader board, man, it isn't worth nothin"
@@stevbe1723 It's not about getting a high score, it's about sending a message
@@stevbe1723 scotti.. scotish........ this thing
Now I can crap myself before I die.
Perfect balance
i think it changes game to the farming simulator. if that's happen im gonna delete the fcking game.
Lmao wtf
WHAT ARE YOU DOING HERE?
@@thekidontheinternet6178 wot are u doin in me hoos, im aboot to cull the polis ya mut
@BradynLee09 yeah that's the face of freedom from taking big dump
For the “crit farming at setup”, you could bypass that by disabling random crits from start of the setup and enable them 10-15 seconds after setup has ended.
Combine this with the suggestion above about crits wearing off when switching weapons and I think you've solved random crits for me at least.
@@SkylorBeck I dont know about crits wearing off and this!
No, you can't. I mean, startup is arguably the worst time to fire your free kill anyways, as thats when the enemy has most diverse positioning given that there's no resistance anywhere yet. All that does is have the attacker farm it after the round started, near some sentry, waiting for the cart to roll up to send everyone back to spawn.
Weapon switching doesn't do anything to remedy this either, and the entire solution ignores the fact that there is literally only 1 class that isn't designed around tanking shots while trying to do more damage. 2 if you count sniper.
@@SkylorBeck this, combine all suggestions
also make it so that people cant get crits in spawn
Perhaps if the pending crit was lost upon switching weapons, so that you couldn't bank it for cheesy clutch melee/spy delete/whatever? Sort of a use-it-or-lose-it scenario, y'know.
That or loose the crit after some time, so you dont farm crits
I really like that idea
@@urt1202 You could show that by making the weapons glow less and less - if that was possible.
i think a good idea may be to reduce the chance of random crits to 0% if you've done no damage to an enemy player in the last 10 seconds or so, to prevent farming
@@Mik3l24 it could theoretically be possible by adding a texture overlay that fades via a timer, similar to how the original Doom power-up visual effects worked.
it'd be better if the random crits could "wear off" after a few seconds of not using them, to make random crit farming useless
I think they did later add a crit decay
@@Optive nice
This was my idea. I think it's a good one
This was my idea too* oops. I don't own the rights to ideas
@@checkmark9420 stank ass
3:57 I mean, this engineer couldn't have gotten a random crit because he's using the southern hospitality for some reason
Man hates spies, understandable and respectable
@@glazzo1626 I hate spies too, but the Eureka Effect is so good that I can't stop using it.
@@alaeriia01 yeah the Eureka effect is very useful, put a teleporter exit somewhere secret, no teleporter entrance, and Bam sneak in and steal the point under the enemy team's nose, they'll have no clue that you teleported in.
@@WednesdayMan Has it always worked without an entrance?
@@EdgarAllan2pointPoe I think so.
"This Chad just walks out and drops the medic."~Shounic in the most monotone voice ever.
"Did he just walk up slowly and drop med?!"
If this method were ever implemented, I feel like a good way to get around crit farming would be a similar system to the one already in place, where random crit chance increases based on recent damage. However now, you can only obtain a random crit if you are doing damage to enemies. This would prevent the spawn dilemma and also make people waste less time mid-game farming for a crit.
i disagree as it gives more damage to people who already do lots of it
@@charliedulol The current system already gives more crits to those who do more damage.
If the system can check to see if you're trying to attack players and only then start giving you random crits, it will prevent crit farming.
Another way this could be done, though, is to prevent players from earning crits when in spawn, and taking crits away if you use a resupply locker.
This would be great if it had some way to account for _trying_ to hit enemies, so players who just have terrible aim (like me) can still get crits on occasion.
@@AlexanderRM1000 how about getting hit or being near teammate being hit?
@@charliedulol My guess would be something like that. It'd probably be like a gigantic bounding box around each player which accounts for "near misses". Even if you have bad aim, you're still firing towards the enemy, so you're still generating increased crit %
Auto generated subtitles:
"I died to a spy I would have otherwise shot if I didn't have kids."
Lol dad jokes
@@crispinotechgaming then who’s joe
@@luigijackson6252 my mama!
Yesterday I was talking to joe
@@crispinotechgaming Same, he’s a nice guy.
idea: remove random critz by making all shots crit.
That's the best idea I have ever seen
There won’t be random crits
If you always have crits
When everyone random crits, no
one will...
Make it so your shots randomly dont crit then
@@AjarTadpole7202 here's your gold.
I'd recommend making the random crits yellow instead of team color. That way it can be distinguished at a glance as being different from a kritzkrieg buff. Also I saw another comment which said for crits to decay over time, which I think is a great idea. Stops most farming & fixes the entire melee problem.
Doesn’t minicrits like soldiers buff banner also makes weapons yellow?
what about aussie weapons?
1. Aussie weapons are already yellow
2. Weapons with Minicrits are also already yellow
What about purple?
Wait that’s a soda popper thing. What about green?
@LOAN NGUYEN fair point. This is a little far fetched but what about the gun having very obvious lightning particles around your it? Or maybe putting a symbol above the kritzkrieg medic and their patient during the übercharge?
2:20 This is a real-life problem with lab testing strategies and weapons too. Since positioning and sheltering does play a big role in the battlefield, weapons can't just wipe out the enemy as projected by reasoning and tests. The first Great War's machine gun and Mustard Gas suffered this exact problem.
Deep sht
Big brain play: Everyone else can see if you get a crit, but you cannot
That's a interesting concept, wonder how it would turn out
Haha you turn the corner and everyone starts walking backwords while spamming crouch-jumps. That's how you know you have a crit.
This could actually solve so many problems
Makes way for communication
This actually its a great idea
How to fix crits farming:
-you can't store crits while setup
-you can't store crits while in the respawn zone (where you can change the class and stuff)
Respawn is fine, anyone sitting inside can't contribute unless they are killing spawncampers in which case... _good_
You can still farm crits mid battle, which is arguably worse Then not being able to farm em in spawn since, well everyone will have crits at the setup so who cares?
Because now if you did a lotta damage you can just keep shooting until you get guaranteed crit
Or just make it so if the weapon doesnt hit anyone it will store a mini crit instead.
so the people in spawn can't get crits but the ones spawncamping can?
@@legendarylava8775 Good idea!
TF2 needs a party playlist with modes like this that change weekly, where the community votes on the next weekly mode.
Yes
Overwatch does pretty much exactly this with the arcade mode
they could even add a gamemode like randomizer servers with proper viewmodels for each class
Community can never decide. Can we just turn it off for every official server pls
@@IAm-zo1bo unless it's localisation TF2 isn't getting an update lol
Yay, now everyone could have a frontier justice on their ENTIRE LOADOUT
With 1 crit
True, True
0:50 "if you miss, it's yoour fault" (teammate scunt literally blocks the rocket and saves the medic)
so he’s still a scunt?
@@zyloft2053 well the scout didn't know that he/she would block the shot and the scout is obviously not a Free to play judging by the cosmetics the scout is wearing, and why was even Trying to melee a medic he would just get crit by that medic, so yes the scout is probably a scunt
Amangas Cloud Dustin Dan ah ok
@@airstrikegaming8263bro thinks females play tf2
@@Determinator21 i mean,... some are transfem
You could also counter hiding crits with having a crit be lost when you switch weapons. Another solution for people farming is to disable crits in spawn so people don't cheese it.
Yes I was thinking the same!
Maybe even make it so that the base crit-chance starts at 0% if you haven't dealt any damage. That way you can't even get random crits outside of combat.
@@GreenScrapBot I really like the idea of making the base chance 0% so that if someone random crits you you know they at least did some damage beforehand to somewhat earn it, still random but no mindless farming, at least farmers have to be doing some damage therefore contributing at least a little bit to the team, and more optimal ways to farm would just be ways of doing more damage therefore more optimal ways of helping out the team.
What if you lost the crit by switching weapons?
what if you just make it so that you can only get crits in spawn until the round starts, then you cannot get crits in spawn no matter what
@@pumpking5992 That wouldn't be fair for red team because they need to walk a long distance from their spawn to reach the fight, also I don't think having a massive nuke of critical hits at the start of every round is fun or good. You shouldn't get crits in spawn ever, and no crits during setup either so that red team wouldn't be able to farm them during setup.
5:20 That Chad is me. I'm glad that that was caught on video, and I'm surprised that I still remember that moment.
You did kill me immediately afterwards though, so I don't know if I came out on top.
It was an absolute chad move though, it'd have been a shame not to include it.
ur a madlad m8
Nice
YO... DID HE JUST WALK UP SLOWLY AND CRIT THE MEDIC?
A soldier for a medic? That's a fair trade.
Possible solutions:
• Crits decay after a few seconds
• No crits on Setup or resupply
• Crit chance only goes up when dealing damage to players
• Can't see if you have random crits yourself but others can (meh)
every single "solution" sucks
and i hate your pfp
@@cheesepop7175 yeah, I mean these are just suggestions (I like crits as they are now, but others don't)
And I agree... pink, purple, and orange don't work to well I guess.
• Just fucking remove random crits
Good ideas, let's workshop 'em
-you can hold onto crits for up to 5 seconds with a single shot weapon, 10 seconds with a rapidfire weapon
-you cannot get random crits during setup time
-Going to the resupply cabinet resets any random crits you have
-switching weapons takes away your crits
I actually like the last idea a lot. Takes a lot of pressure off and makes you less conscious about the crits so you can play normally.
This is basically the same as fighting an an engineer and they suddenly get crits with the frontier justice
Title: "If your next shot is a crit then your gun starts glowing"
Starts off with invisible gun models
Interesting concept, though I'm surprised charging crit stickies wasn't a more significant issue. As I largely play spy, demoknight, and trolldier I would take take the original over this but still prefer no random crits. Is this going to be on any community servers I would still enjoy messing with it?
i know most people dislike but i wish they just made it a bit less chance because you can get lucky but it seems like some weapons crits every two swings so i think they should just decrease the chances of getting it instead of no random crits
i think he had a server with it.
@METhOdhowtoKilLnoObS oh i know they crit more but what i mean is it would be nice if all weapons crited less
@@hunterbear2421 Most people actually do not dislike random crits. It only seems that way due to a very vocal minority of players - Uncle Dane's own poll on removal was a failure that worked against him, imagine an official Valve one.
@@ImGonnaFudgeThatFish I Don't MEAN GET RID OF THEM
i mean make it more unlikey for meleel or remove some damage because i just played 150hp they got the flag in intell there taunting for goodness and i kill 3 of them medic at 3hp they crit kills me even through I WAS AT 160 to 150hp
So you just made the frying Pan team colored in this.
@BradynLee09 auto correct exists so it might’ve screwed with your typing
lol
And gives it a unusual effect
I know crit farming wasn’t that much of an issue to begin with, but to combat it maybe you could also only ever generate a crit on your weapon after successfully hitting an enemy. You’d land a shot or two, and just like automatic weapons, your weapon would get a blue tint for a second (to alert you if you’re still fighting) and then glow
I second this kind of thing - or maybe even that you have a zero crit chance when in range of any resupply system? (I'd originally thought just resupply closets, but I feel like that'd just push the problem over to dispensers and wind up annoying engies)
I know this is an old video & I'm not likely to get a reply, but I think with a timer on how long you have to use the next-shot crit, this might actually have a chance to make it into the game, given that "farming" wouldn't be as practical, and it would prevent every weapon occasionally being treated like the Frontier Justice.
I think the problem with random crits is that they aren't as "rare" as the TF2 team wanted them to be.
It doesn't help that the way random crits work hasn't changed in the first place.
When you have a Dustbowl server of 32 players and there's 24 players building crit chance and rolling for crits, *one* of them is gonna crit half the enemy team.
Now if it was only 18 people in a 2Fort server, with 1v1 skirmishes instead of 12v12 team fights? Not so many random crits, and not nearly as impactful.
No one:
Frying Pan: *Constant Glow*
Nice pfp bro
lol this is like obama giving a medal to obama
Frying pan actually reflects the light from the sun, which gives it a glow effect, the game is confused by this and counts it as a crit
I recently picked up a frying pan for the first time on an Attack/Defend match.
It was the most powerful I have ever felt, and the most effective I have ever been.
69 like!
What if the random crits could only store for 10 seconds before wearing off
this
And if you switch weapons, the crits should instantly disappear. So no more storing melee crits for free spy/demoknight/pyro kills, or farming for a crocket and hiding it by walking up to enemies holding your shotgun.
honestly a really good idea
Could also adjust the damage scaling so you have a 0% chance of getting a crit if you haven't dealt any damage to enemies in the last X seconds, thus preventing you from farming for crits.
Exactly what I was thinking! Send this to valve someone, I really love this concept
I really liked this video where ACTUAL experiments are made! I would like to see more of something like this! Like maybe with weapon changes or something-
"Killing someone with a crit can feel unsatisfied"
Never in my life
not even ONCE
Hitting a spy with a fat pan crit is one of the best feelings ever
Crits feel amazing when using the shotgun
The satisfying thing is not killing someone with a crit, but seeing the same person complaining to you because of it.
Killing a group of 3 people with a crit pill (although very satisfying) will always make me feel terrible knowing that I did literally nothing to earn this
If it's possible, add a 5 second timer to the "crit glow" - once 5 seconds have passed, it's wasted - gone. It would completely negate the 'storing' of permanent crits. while still keeping the warning of 'crit incoming'
I think 5 seconds is too harsh. I think 10 or 20 seconds is better.
Loved playing in this event! It was really interesting to see the impact on the gameplay. Hope to see more cool experiments like this in the future!
Million dollar idea. You always crit, and instead you get random no crits. Randomly you will deal regular damage
Random weaker hit.
I like the idea.
i'd personally love to see this plugin again with the random crits tweaked so that it only decides if your next shot is a random crit each time you deal damage rather than just each time you fire - this will entirely eliminate the spawn dilemma and the "farming" crits altogether while still giving basically the exact same chance of getting a random crit while in a fight.
Fists of steel, ubersaw, and kukri:
*g l o w*
Honestly, it's a nice idea but it feels like this just causes "Waiting for your weapon to glow" to be something that really takes up a mental headspace of the player. I think it's incredibly distracting to have your weapon glowing like that
This went from "Let other players see when a Krit is coming" to creating a whole new system that affects situational play. Changing the way you play when you have Krits stored sounds frustrating more than anything.
You took a while to argue the fact that, in theory, it's smarter to play like you normally would instead of using your Krits wisely. But that feels like you're fighting against the system rather than using it. It feels like there is a giant glowing distraction you can take advantage of that's ultimately going to make things worse for you. That really doesn't sound fun
I didn't get a chance to play with this, but I imagine this would widen the skill gap even further. Skilled players have another tool in their tool kit that can be used, Unskilled players have another thing distracting them and they are consequently easier prey for the skilled players.
It would cause high skill players to abuse a broken mechanic thats already meant to break the "skill gap".
Thus causing the new players to focus entirely on crit like a crutch mechanic, and turning them into braindead idiots (yes even moreso than now) in actual gameplay.
Effectively killing the game with players sitting in spawn as soldier or demo.
I feel it would be a better idea to just remove them, but this is a compromise
I had a feeling you were about to upload
About the thing with ambush classes. I remember an interaction I had with you where you overextended as scout with a crit to get the drop on one of our medics. As I saw you run the corner, I had figured you were going to try to get a cheap spawn kill, so I went back to see you harassing our medic. It felt good to punish the over extend, something I don't think you would have done without the knowledge of a random crit. I was like "Yeah, I saved our medic".
Just wanted to say my experience with the experiment, I really liked it.
:)
Only the enemies should be able to see your weapon glowing
agreed
0:16 BREAKING NEWS: SHOUNIC KILLS A FRIENDLY. A SCANDAL IS ABOUT TO HAPPEN.
Yeah!
Yeah!
Another option: Make glowing weapons only visible to enemy players.
Enemies would still have a chance to react to upcoming crits, but the new strategy of spamming until you roll a crit no longer works.
thats actually a really good idea
I also thought about this ideea, but ultimately i don't like it
teammates could also inform you of crits which could increase team play
This is probably the most fair solution Ive seen about random crits
This would make quite a lot of weapons quite viable if this was comp, pyro would be a lot more helpful or even key in certain fights, short circuit could become like he medic mvm shield somewhat and lastly vaccinator would be more useful
that would change the overall gameplay drasticaly though, getting rid of random crits all together is the best alternative I think
@@bilzebor8457 Yes, Im only saying its the most FAIR not BEST idea cause removing crits is better but this would probably find its decent spot in mannpower tbh
I kind of feel like this should be a thing people vote on, like Halloween mode or something.
Also, is it possible to be part of these tests?
Uncle Dane brought up a point like this in his video in random crits, and pointed out how people would leave matches if they’re choice wasn’t supported, so I don’t think that would work out and would leave teams unbalanced over a play style choice
@@unusualgoofball ThaT iS a Very GooD pOiNt ThAt I ToTaLlY FoRgoT aBoUt,,,,,
In that case I think tf2 needs a penalty for leaving games like other modern FPS's. But that would make everyone upset so honestly I dont think there's a right solution.
I really wish Valve would either keep the game modern, or just make a third one. It's painful to see it suffer like this.
check the pinned comment for the FAQ
bilbo, you fool. penalties for leaving a match will make LESS people play team fortress, because at that point, the game is much less of a casual experience, which 80% of the playerbase enjoys more than a comp atmosphere
@@bonjolor8298 damn shawty ok
I think that maybe if the restock cabinet also reset the random crit value for your weapons so players couldn't just farm crits in spawn, i think this would be a lot more better.
I know people hate random crits.
But I can’t help but love those moments when I shoot a pipe at the point and wipeout half the team with a single shot. The sound brings much joy.
No one disagrees that crits can feel awesome, it’s OK to enjoy playing the game as it is.
I'm a stock demo main and I really don't get this, the closest I get is just thinking "well at least my team has an advantage now," there's zero actual satisfaction compared to playing the class as intended and getting a fair multikill as an actual reward for good pipe aim and creative sticky placement.
@@goldenhorde6944 Because of the sound.
The sound a crit explosion multi-kill sends my dopamine levels through the roof.
Mfs be like : "random crit is only funny when is the pan" then they pullout the default non reskin weapon and suddenly upsets people to die to random crit
Yea sure but what about when you wanna play the game but every time you go within 10 feet of the enemy team, the game rolls a dice and decides to triple their soldiers damage. That’s pretty much the opposite of fun
when you open youtube and get this reccomended instantly
yeah it happened to me lol
Imagine closing youtube to start with
can relate. xd
oh, medic! my original is about to crit~
*this physically hurt me to write*
thanks i hate it
you know, for a second i didn't read this as lewd, then i realised
@@skye6184 I was too innocent.
Emphasis on was.
good >:(
the frying pan: *_you now hold the sun in your hands_*
3 years too late to the party, but here's my thoughts on addressing some of the issues with this plugin:
1. Random crits should be the same as vanilla during setup time, for both teams. That would eliminate the storing of crits and the "gates open & blu dies" problem, but still allow say, Demos to get a random crit sticky during setup.
2. Crits should be disabled (or perhaps act the same as vanilla) while the "respawn glow" is active (aka wallhacks - where you can see teammate and disguised spy outlines after spawning).
This would further deter crit farming in spawn, while still giving spawn camped teams the option if they're desperate.
3. Swapping to another weapon should remove the crit on the first weapon. Use it or lose it.
4. (No idea if this was a problem, but) Dropped weapons should not store the crit.
I actually think the crit pumpkins from Halloween is a superior implementation of the stock random crits. Makes you work for them and forces you to spend it quickly.
3:15 Look in chat, that scout that was just farming crits outside of setup got kicked for inactivity
goddamn i love the little scribblenaut emoji animations so much its such a great detail to an already amazingly good editing style
Disable the ability to activate/farm crits when in/near a spawn location?
there'd be an easy way to fix new players just farming for crits in spawn: loaded crits can't be gotten from in the spawn, and if you touch a spawn box to reload, your loaded crit is lost
"Killing someone with a crit can feel unsatisfying too"
-Someone who never landed a random crocket with the direct hit
or a charged distant random crit quickiebomb
Or one shotted the pocket medic of the power class that just destroyed your nest, then closed in to melee with the other guy.
As a medic main, my enjoyment is typically hampered by un-fightable pick classes like Sniper and Spy, and to a lesser extent Demoknights. To me, it sounds like everyone is going to just start suicide bombing medics more.
And that would make engineer useless
I like the idea that only enemies can see your weapon glowing when you're about to crit. I think this would solve all the issues associated with this mechanic.
I agree 100%
this would be great!!
They will start shooting until they get a crit stored...
No, it really doesn't. This doesn't fix the fundamental problem with the mechanic, its just a band-aid for a fundamentally stupid mechanic in a PvP FPS.
@@etrieusvet2070 but they cant see the crit stored, so theh cant store crits if they cant see if they have a crit, did you even read the comment
as someone who is mostly pro-random crits, i really like this plugin.
its not perfect, but i think its better than what we currently have
Idea: Krits cannot be stored when switching out of a weapon. When switching into a weapon, the krit is re-rolled.
3:08 I think you could just make it so that the player can’t see it they have a random crit but the enemy can.
I think this plugin looks great.
One thing that might improve the experience is straying from how crits are normally gained, and only let a random crit chance trigger after you successfully hit an enemy with a weapon. So instead of spamming rockets in resupply, you would at least have to spam them at the cart and be somewhat useful.
0:03 the best part? that crocket was your TEAMMATE'S, airblasted back at YOU. Sadge.
Simply remove the ability to farm crits, only hitting an enemy will give you the chance to earn a crit. If you die with the crit still stored, you respawn with it still available
How would this work for the minigun or flame thrower
I think that RANDOM crits are useless in the game. Other crits are normally done: a Spy must be able to either shoot or do a good job, a Medic must be able to save and correctly use a charge per team, an Engineer must be able to survive and place turrets correctly, etc.
I feel like, if there was something like a 15-30 second timer that let you keep your crits until you either used them or the timer ran out (acting like you already used it, reducing your crit chance for later), then it’d be fine. Farming for crits would be less effective, meanwhile you still had plenty of time to put that crit to use in normal gameplay.
This is pretty much how Cloud got nerfed from Smash 4 to Smash Ultimate, and it _mostly_ worked. They have to charge to _before_ they get Limit, which still lets them use it almost on command, but it still has a time limit to pressure them to either use it within that time, or not have it in the first place.
As a pyro the thought of being able to store 2 whole seconds of crits sounds fantastic
Greetings my fellow Pyro main! Here's a little exploit I found to get ∞ crits as pyro, so long as you have ammo:
1. Equip backburner and Flare gun
2. Get behind people
3. ???
4. Profit
@@Attaxalotl damn, I never thought about that, you are so wise good sir
5:28 THAT'S ME HOLY SHIT I'M THE RED SOLDIER MOM GET THE CAMERA
HOLY SHIT YOU'RE FAMOUS!!!!!!!!!
0:41 engineer be like "hellooooi'm outta here"
I do think that "farming" for a critical should have the whole random crit thing need to be reworked, instead of being able to farm on the resupply for a critical hit, they would have to be outside of spawn to be able to roll for a crit, and to prevent the sniper or medic to have a garenteed crit as a "get out of jail free" card, crits should decay back into the crit bucket if left idle for too long or too many weapon switches. These are some balance changes I have for this, and to have this whole system still be "random" instead of a "Hold/spam click M1 untill you get a crit on all weapons" type of deal.
It is a lot more work, and some people (my main guesses would be the sniper and maybe spy mains, mainly sniper though) would probably complain on how they can't farm a crit to store to completely demolish up to 8 of 9 classes if they are prevoked (usually 7 of 9 unless if you got a boot + anything except eyelander+reskins demo, or demoknight with 4 heads, or 2 with the full set... this is melee, but it is true for all except an overhealed heavy or explosion resisted uber on a meduim class for crit explosives).
I want to see this test redone but where only the enemy can see the but your own weapon doesn't glow and you can't see teammates glowing either
This is a great idea!
My only suggestion is to make the crits disappear after ~10 seconds and also lose it when switching weapons.
I think you shouldn't be able to put a weapon away and store its crit. Farming is the biggest problem with the way the plugin was implemented in the first place.
You should lose the Crit if you switched weapons. So you can only store them on one weapon
easy way to make this better:
if you switch weapons, you lose the crits.
if 3 second passes, the crit also goes away, even if you don't switch your weapons.
Done
“Can now crit farm , this is not a problem because they can just respawn”
The pan: *NEVER STOPS GLOWING*
"Killing someone with a crit is not satisfying" said no one ever, that is the best feeling
Killing someone with a *random* crit is not satisfying, it just makes me feel bad for the enemy.
@@osgasojo You're feeling the wrong emotions.
@@osgasojo honestly same, I almost always type sorry in chat unless I'm in real danger
@@osgasojo That depends. When you're fighting a bunch of enemies and it's a serious, sweaty fight? Yeah random crits kind of makes the hype fall off in a lot of situations (for either party). Throwing some random spam at the cart and your crit kills 3 people? Or you accidentally fire a crit roller and it drops an innocent medic who walks round a corner into it? Fire a crusaders crossbow at your teammate halfway across the map to heal them, but it turns out it's a crit and that was a spy? Absolutely hilarious and pretty damn satisfying.
it makes me feel like a shit person, i have to sit here knowing that i've just ruined someone's mood
it's like forcing me to blow up someones baby in front of them, yeah the explosion is cool, but i just don't feel good about it because i know someone is negatively affected by it
I feel like the main thing that would change is that I would now randomly fire off my Scattergun on the way to the next fight so I could maybe get a free crit stored.
Great experiment. Good stuff to back it up.
I could see why people would be more upset with the plugin. The best example being the soldier just walking over to the medic with a crit and dropping him. By knowing you have a crit, you therefore know when a dumb play will pay off.
I feel like you could've just made it so crits can't be held for more than 5 seconds, or something.
I think letting the player know they’ll have a crit is a lot more imbalanced than having it random for everyone
but you also let the enemy know, which allows them to run away a bit better so it ultimately is roughly equal in how balanced it is, but it reduces the frustration factor by miles
yeah, it does nothing to alleviate the problem that they're still random and they still do waay too much damage. before it was 100% random for attacker and receiver. now it's better for attacker, while only marginally better for receiver (they would have to see the glowing weapon in order for it to be any different, and now even if they do, it makes an attacker storing a crit an even bigger threat). The only other ways to use this system are either to farm crits, which is annoying and nobody wants to do, or just play normally which is the same as having random crits.
@Holiday high time to kill? Most classes can kill most classes in 2-4 shots... Flanking is so powerful in the hands of a skilled player that it almost doesn't matter if you have random crits. There is a cap in 1 on 1 interactions (which is all that matters with random crits, except for pyro, who can kill pretty much everything in that time with random crits) which a sneak attack or being cornered already gets so close to that random crits actually don't matter anymore. If anything, you would want the crits for after your first kill, as that one is almost guaranteed anyways (unless you get spotted beforehand, at which point the unfairness gets undermined again)
Also, it'd again only be a start of round thing, as a crit flank would get called out after the first kill (and that's the only real way you'd get crits and not have to waste enough time to make it not worth it)
SHOUBIC IT DOSNT MATTER WHAT CONTENT YOU DO YOIR VOICE IS SMEXH AND ITS ALL I WANTTHANKS
Perfect, kinda like knowing that you're about to get shot in the kneecaps
I'd love if it was default, how ever make it be held for 10 secs max to stop farming for crits pointless.
0:33 no fucking way, a scribblenauts reference. All the way on this side of youtube. Pfft.
Cool
Imagine a whole team exploiting this and 12 lime green scout running after you with storred random crits
uh oh, new plugin addition!
crit decay
I still think it should decay after a few seconds to prevent meta crit farming. Not that it is broken but that it just ruins some interactions.
You could add a 10 second period where after which the crit disappears.
i fucking love random crits as scotsman's skullcutter demoknight