oh yeah well this is a poll for defaults. I hope you voted for what you think should be default.
i did, but this is like the first time grazr has said maybe he should do a config. If he'd said that any time before this poll wouldn't exist.
But he said "I like". He was being subjective on purpose. This poll is about what people like, not what is objective. They are all valid. You saying they are not valid is what is invalid.no offense, but the only valid reason is number 3. fun is subjective, not a lot of people like to get lucky, hand-fed kills and vice versa.
trotim used trolling
it was not very effective
It's not about balancing your map for crits, it's about crits affecting the development of your map. Crits throw anomolies into your play testing and thus hinder proper development.
how was that trolling
telling me off for suggesting an actual solution past the given choices and then jumping on the wagon once the mighty grazr mentions it was just not very nice >:
Crits do have a unique affect on map design, they don't only add "noise".
- They affect distance considerations. Critical hits have no falloff. By adding random crits, many classes become potentially more effective at range. (The sniper doesn't benefit.)
- They make areas where enemies are tightly-bunched much more potentially deadly.
- It changes spy play: Melee attacks have heightened crit chance, while the Spy has no random melee crits.
Turning them off does not compensate for melee weapons and other weapons that have no crits as an "disadvantage".
Melee weapons have an interesting dynamic, a 10% higher chance to crit then just about everything else, that is completely lost when crits are turned off.
I just like the extra decision of, "hmm, pyro approaching, do I run or gamble on the crit kukri", and whenever i can't do that its always kinda disappointing.
Not to mention that the "no random crits" disadvantage now becomes meaningless, thus making those weapons all the more effective.
I personally don't like crits when they happen, but the fact of the matter is that most regular "pub" TF2 servers run with default crit / damage spread settings which means that authors would get better feedback (slightly) with crits turned on.
Explain why crits result in better feedback when they create balance anomolies.
most pub servers are also on a certain map called "ctf_2fort," so we should make all our maps terrible.
It's still a deadlock at 21/22 and i'll try and get a setup where we can change configs on the fly.
2Fort isn't a bad map, it's just a map that runs on forever because you can never get to the intel. Oh wait.
But on a more serious note, it does actually play quite nicely with default server configs (i.e. 24 players, normal respawn times, etc).