TF2 Blog - "Take your lumps like a man, Private Twinkle Toes!"

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
http://www.teamfortress.com/post.php?id=2221

Greg Cherlin said:
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

Lets dig a little deeper into these. First, the base critical hit chance was reduced from 5% to 2%. This means that if you haven't done any damage to an enemy, your crit chance is now just under half what it was previously. Secondly, the size of the bonus range was reduced by a third, but the amount of damage needed to earn that bonus was halved. To understand the effect of that, it's useful to graph it:

critHitChanceGraph.jpg


As you can see, the new crit chance is slightly lower across the board, which we wanted. More importantly though, is that the rate at which the crit chance increases based on the amount of recent damage you've done. We like to think of that recent damage total as a rough measure of your performance.

In thinking about the change we wanted to make to critical hits, we decided that there was a point on the graph of particular interest to us, and that was the point at which your critical hit chance was as much a result of your performance as it was the base chance. If you look at at (A) on the old line, you'll see that point isn't reached until you've done 550 recent damage, a feat that occurs about as often as our backstab code works correctly. That point is reached at (B) on the new line, around the point where you've done 175 recent damage. This means that if you've just singlehandedly killed an enemy Demoman/Soldier/Pyro/Heavy, your next 20 seconds worth of crit chances are already more a result of that kill than the base chance. As a result, if you're a highly skilled player, you're going to fire significantly more critical hits than those around you. And remember, if you've just killed 2 or 3 enemies, now's the time to push!
 

Altaco

L420: High Member
Jul 3, 2008
484
120
It's great to see them start talking about crits, I've always wanted to see some insight into the crit system. So now we know for sure the wrench DOESN'T crit more, it just happens to because engis often use it when they've recently done lots of damage with a sentry.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
I find it funny though, the whole 550 damage happening as often as their backstab code working :p

Those guys are masters at making fun of their art.
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
I really love valve, lol
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
f you look at at (A) on the old line, you'll see that point isn't reached until you've done 550 recent damage, a feat that occurs about as often as our backstab code works correctly.

With every reference Valve makes to failstabs, the bigger my hope grows. =D
Maybe...maybe they're fixing backstabs at the same time as the Scout update? That would be excellent, because A) it would be awesometastic and B) that would mean less Scouts in the update week, because people would be playing Spy like crazy. Either way, they definitely know about this issue very well, so I bet they're working hard on it.
 

ratclaw

L2: Junior Member
Feb 2, 2009
70
13
Gotta love valve not only for their games, but their self-critical humor :)

Sooo overall there is a lower chance of getting crits, but more of chance than out of the spawn after getting a kill. I wonder how this will play out.

Maybe some of the crit critics :) will be silenced?
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
With every reference Valve makes to failstabs, the bigger my hope grows. =D
Maybe...maybe they're fixing backstabs at the same time as the Scout update? That would be excellent, because A) it would be awesometastic and B) that would mean less Scouts in the update week, because people would be playing Spy like crazy. Either way, they definitely know about this issue very well, so I bet they're working hard on it.

I'm confident in saying the flaws with backstabs are not fixable. The whole mess has to do with lag compensation, so you are facing forward locally, but either the server or players lag will represent you facing back. Valve can't really do anything to fix it.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I'm pretty sure backstabs worked for the first few months of TF2 release. I'm not sure what happened since.. It's like they've delayed the execution of the kill to allow the animation to play out. A normal stab is a quicker move than the backstab and about 90% of my backstabs are played out by the regular animation as i get into position. 90% of my fail backstabs are when that animation gets played out.

But if it was as simple as that i imagine it would have been fixed by now.