As much as I support your idea, we have to remember that VALVe wouldn't
just code such things out for the heck of it. I'm sure there's a
perfectly logical reason why the Cvars were removed and the gameplay was
changed.

Rogerio Morais wrote:
--
[ Picked text/plain from multipart/alternative ]
TFTrue did not work after the update, but they didn't give up and voilá:
they worked around it and it's now fully functional. Btw, wth is wrong with
Valve ? No class limit (a function that worked flawlessly since DoD
1.0?????), later you take away the possibility of FRIENDLY FIRE (what
could be
more BASIC than that) ?!?!? And now crits ???? For God's sake, make your
defaults and encourage the gameplay you wish, but DON'T REMOVE THE OPTIONS.
What's with that "let's remove all cvars so they can't change it" policy ??
For a company that is so proud of allowing mods and supporting the mod
community, you are not walking a consistent path ....

2007/11/19, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>:

The cvars to control crits was removed in a recent update.

So that wont work anymore.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve S.
Sent: Monday, November 19, 2007 2:24 AM
To: [email protected]
Subject: Re: [hlcoders] Team Fortress 2 Critical Hits

ummm has anyone tried this????

http://www.beetlesmod.com/forums/viewtopic.php?t=3724



I believe alot of it has to do with scoreboard momentum too, which I
totally disagree with. I dislike rewarding good players in a way that
makes it several times easier to get kills, because that subsequently
means more momentum = more crit chance = more kills etc etc.

On Nov 18, 2007 3:34 PM, Ryan ------- <[EMAIL PROTECTED]> wrote:

They can be summed up as such -

great when they happen for you, horrible when they happen against you.

At first i enjoyed the randomess but now i think perhaps more
clarification on how to activate them would be helpful. As i
understand it they are meant to be a reward for playing your chosen
class skillfully, implying there is some sort of behind the scenes
analytical monitoring code that studies a number of factors to judge
how well you are playing, but i've had instances where the first shot
i fire when i start as a new class can be a critical shot.

If it is indeed a randomly occuring feature then i think they may in
the end actually be a negative thing because players (as is mentioned
in the commentary section of the game) don't mind being killed if
their death was a result of a more skilled opponent or by poor play on
their part but tend to get annoyed when their opponent gains an
upperhand on them, not by skill, but by a poor game mechanic. I think
randomly dished out one hit kills would fall into this category.

But hey, there most likely is some kind of method behind it and i
still love the game ;)



On Nov 18, 2007 3:46 AM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:

This is the biggest complaint with TF2, but I personally don't mind
them. I agree with the server console command.
Also, we should keep this discussion on the Steam forums, this is the
coders mailer.


On Nov 16, 2007 7:15 PM, Tony omega Sergi <[EMAIL PROTECTED]>

wrote:

only thing I think crits should be able to be disabled for is match

play.

actually all of the "the team that's winning continues to win"

stuff

ruins match play.

because if the other team you're playing against happens to get

lucky

one round, it ruins it for the rest of the match to the point that
they spawn quicker, get crits more often and you can't make a

comeback

v ery easily, you end up being penalized for messing up at the

start.

it's extremely noticable on 2fort.
-Tony


On Nov 16, 2007 7:26 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:

Remove Crit Rockets and I'll be happy ;)

On Nov 17, 2007 9:22 AM, Paul Peloski <[EMAIL PROTECTED]>

wrote:

--
[ Picked text/plain from multipart/alternative ]
This is the wrong place for that topic. The hlds list might be

better.

Although I like critical hits myself, they add some

unpredictability to what

would normally be me getting owned every time I play.

Undoubtedly the

feature brings new and casual gamers out to play, which is a

great thing for

TF2.

Regards,

Paul

On Nov 16, 2007 4:02 PM, George Devgru Seal

<[EMAIL PROTECTED]> wrote:

--

[ Picked text/plain from multipart/alternative ]
Any possibility of seeing critical hits as a server-side

variable? Perhaps

through a third-party module for servers, or even in an

upcoming patch?

Thanks
-Devgru
__
Devgru Seal
- PC Geek -

June 1st: HL2:Episode 1 Release <
October 9th, 2007: The Orange Box Release <

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--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod -

http://www.nightfallmod.com

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-omega


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--
~skidz


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Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com

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