Odd Gameplay Facts
- Professor_Frink
- Villun
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Odd Gameplay Facts
Over the hours, I have amassed some knowledge of TF2's more subtle gameplay facts. I'm sure there are more, so feel free to add them in:
Uber duration can vary: Total uber time on a single player is 8 seconds. If you switch the uber to another player, your uber duration is cut short by 0.5 seconds for ever second you uber that player. Basically, you can cut your uber duration in half by ubering three players at once. Oops.
Uber charge rate: Uber charge rate varies (and it's different than healing rate!). Charge rate is much slower when the player being healed is also being healed by another medic or by a dispenser. Don't have two medics healing the same person if you want to charge uber fast! The fastest way to build uber charge is by having a single medic constantly heal a player who is not at 100% health.
Uber-Disabling Taunts: The Holiday Punch for Heavy and The Huntsman for Sniper have taunts that will stop a player who is ubered. Very annoying. But did you know that a pyro's airblast will cancel out this effect? Of course, this only happens with a pyro on the opposite team as the uber, so you don't want to do it!
Uber vs. Teleporter: Don't ever stand on opposing team's teleporters! Even if you're ubered, you can still be killed if an opposing player uses the telporter...I wonder if a disguised spy can telefrag an uber from their own team....?
Pyro Reflects: In addition to rockets and grenades, pyros can also airblast and reflect jarate, flares, arrows and even rockets from sentries.
The Loose Definition of a back-stab: Spies can jump up from below if you are on a ledge and stab your feet for a "back-stab" - very annoying.
Random Crits Aren't So Random: Each weapon has a different probability for doling out a nice juicy random crit. The base for most weapons is 2% with most mele weapons being much higher (15-20%). However, you get extra bonus probability by doing more damage. For every 100 damage you do over the previous 20 seconds, you get an extra 1.25% chance of getting a crit, up to a max of an extra 10% on top of the base percentage. So if you ever wondered why one player seemed to always be getting crits, this is why.
Target Damage Location: With the obvious exception to sniper rifles and the spy's knife (and a few spy revolvers), it doesn't matter where on the target you are aiming. A shot on the pinky toe is the same as a head shot as far as a heavy is concerned.
Range Effects on Damage: Weapon damage decreases with range (except for sniper rifles, of course). Damage actually decreases in a sinusoidal fashion down to 50% of the base value (the formula is different for things like rockets and grenades), but the real catch is that they add in a randomizing effect that increases/decreases the range used to calculate damage by +/-15% for each shot. So there will always be some variability in damage dealt.
Weapon Spread: Weapon spread determines how each shot from a weapon travels. Basically, any hitscan weapon (one that fires "bullets") except a sniper rifle will have some "spread" that causes it to randomly travel away from the actual aiming point. The further away the target, the larger the spread becomes. So while a heavy at long range still does 50% of base damage for each hit (see above), the weapon spread can be so large that very few bullets ever actually hit a target even when the cross-hair is aimed perfectly. Now you know why I hate heavies that stand at the last capture point on Dustbowl and fire away! Even with perfect aiming, you are doing about 5 damage every few seconds - essentially nothing.
So who has some more?
Uber duration can vary: Total uber time on a single player is 8 seconds. If you switch the uber to another player, your uber duration is cut short by 0.5 seconds for ever second you uber that player. Basically, you can cut your uber duration in half by ubering three players at once. Oops.
Uber charge rate: Uber charge rate varies (and it's different than healing rate!). Charge rate is much slower when the player being healed is also being healed by another medic or by a dispenser. Don't have two medics healing the same person if you want to charge uber fast! The fastest way to build uber charge is by having a single medic constantly heal a player who is not at 100% health.
Uber-Disabling Taunts: The Holiday Punch for Heavy and The Huntsman for Sniper have taunts that will stop a player who is ubered. Very annoying. But did you know that a pyro's airblast will cancel out this effect? Of course, this only happens with a pyro on the opposite team as the uber, so you don't want to do it!
Uber vs. Teleporter: Don't ever stand on opposing team's teleporters! Even if you're ubered, you can still be killed if an opposing player uses the telporter...I wonder if a disguised spy can telefrag an uber from their own team....?
Pyro Reflects: In addition to rockets and grenades, pyros can also airblast and reflect jarate, flares, arrows and even rockets from sentries.
The Loose Definition of a back-stab: Spies can jump up from below if you are on a ledge and stab your feet for a "back-stab" - very annoying.
Random Crits Aren't So Random: Each weapon has a different probability for doling out a nice juicy random crit. The base for most weapons is 2% with most mele weapons being much higher (15-20%). However, you get extra bonus probability by doing more damage. For every 100 damage you do over the previous 20 seconds, you get an extra 1.25% chance of getting a crit, up to a max of an extra 10% on top of the base percentage. So if you ever wondered why one player seemed to always be getting crits, this is why.
Target Damage Location: With the obvious exception to sniper rifles and the spy's knife (and a few spy revolvers), it doesn't matter where on the target you are aiming. A shot on the pinky toe is the same as a head shot as far as a heavy is concerned.
Range Effects on Damage: Weapon damage decreases with range (except for sniper rifles, of course). Damage actually decreases in a sinusoidal fashion down to 50% of the base value (the formula is different for things like rockets and grenades), but the real catch is that they add in a randomizing effect that increases/decreases the range used to calculate damage by +/-15% for each shot. So there will always be some variability in damage dealt.
Weapon Spread: Weapon spread determines how each shot from a weapon travels. Basically, any hitscan weapon (one that fires "bullets") except a sniper rifle will have some "spread" that causes it to randomly travel away from the actual aiming point. The further away the target, the larger the spread becomes. So while a heavy at long range still does 50% of base damage for each hit (see above), the weapon spread can be so large that very few bullets ever actually hit a target even when the cross-hair is aimed perfectly. Now you know why I hate heavies that stand at the last capture point on Dustbowl and fire away! Even with perfect aiming, you are doing about 5 damage every few seconds - essentially nothing.
So who has some more?
- F13ND
- Villun
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Re: Odd Gameplay Facts
I'm sure many people already know this, but a disguised spy retains the spy's hitbox, so shooting the head of the disguise won't register as a headshot.
Thanks Sparky!
- Peahats
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Re: Odd Gameplay Facts
The Medic's bonesaw increases its crit-rate as the Medic heals more teammates.Professor_Frink wrote: Random Crits Aren't So Random: Each weapon has a different probability for doling out a nice juicy random crit. The base for most weapons is 2% with most mele weapons being much higher (15-20%). However, you get extra bonus probability by doing more damage. For every 100 damage you do over the previous 20 seconds, you get an extra 1.25% chance of getting a crit, up to a max of an extra 10% on top of the base percentage. So if you ever wondered why one player seemed to always be getting crits, this is why.
The Engineer's wrench increases its crit-rate also from damage done by his sentry. And that's why those two classes seem to crit way too much.
- The Domer
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Re: Odd Gameplay Facts
From my guide http://www.thevilluns.org/forums/viewto ... 61&t=23737 </shamelessselfpromotion>
VIEW CONTENT:
- Fingolfin
- Villun
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Re: Odd Gameplay Facts
Ladies and gentlemen, our team captain.Checkm8 wrote:You guys analyze too much.
My contribution. When you point at something, click mouse button 1. It shoots your current weapon.
"...and all that beheld his onset fled in amaze, thinking that Oromë himself was come: for a great madness of rage was upon him, so that his eyes shone like the eyes of the Valar. Thus he came alone to Angband's gates, and challenged Morgoth to come forth to single combat. And Morgoth came."
- Earthworm James
- Villun
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Re: Odd Gameplay Facts
Headshots with spy knives hurt.
Excessive amounts of caffeine make your aim worse.
Although not a game-mechanic, breathing affects your sniping. The slower & more relaxed teh betteh!
Blood circulation is key.
Mind altering substances can enhance gameplay, and/or shenanigans.
Dedicated heals on Earthworm James results in certain victory.
Excessive amounts of caffeine make your aim worse.
Although not a game-mechanic, breathing affects your sniping. The slower & more relaxed teh betteh!
Blood circulation is key.
Mind altering substances can enhance gameplay, and/or shenanigans.
Dedicated heals on Earthworm James results in certain victory.
- Crusty Juggler
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Re: Odd Gameplay Facts
If you Kritz a Pyro, everything he airblasts becomes critical. Dispensers no longer "hold" an overheal.
That's all I got.
That's all I got.
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- Professor_Frink
- Villun
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Re: Odd Gameplay Facts
Analyze too much!? I'm a Professor!
I hear you on the breathing, Earthworm. I can't snipe unless I am sitting in my chair, both feet on the floor with good posture. This is opposed to how I play heavy or pyro with one or both feet on the desk, leaning way back and munching on some food.
Never knew that one about the engie wrench. Thanks, Peahats!
I hear you on the breathing, Earthworm. I can't snipe unless I am sitting in my chair, both feet on the floor with good posture. This is opposed to how I play heavy or pyro with one or both feet on the desk, leaning way back and munching on some food.
Never knew that one about the engie wrench. Thanks, Peahats!
- Professor_Frink
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Re: Odd Gameplay Facts
I wonder, is there a UI mod out there than can display things like healing rate, uber charge rate and current chance of getting a crit?
- Zork Nemesis
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Re: Odd Gameplay Facts
Also applies to baseballs, flying guillotines, milk, Cow Mangler energy blasts, Rescue Ranger repair darts, and MONOCULUS! eyeballs. Interestingly enough, deflected Ranger darts have a kill icon while deflected baseballs and guillotines do not (or at least not one that's been implemented). Cow Mangler shots and MONOCULUS! eyeballs use the generic skull-and-crossbones kill icon, while a deflected baseball kill is treated as a suicide.Professor_Frink wrote:Pyro Reflects: In addition to rockets and grenades, pyros can also airblast and reflect jarate, flares, arrows and even rockets from sentries.
After doing some research, I found out that mini-sentries, while they still do 50% less damage than a level 1 sentry per bullet, the mini-sentry has a 50% faster firing rate, which gives it more like a 25% lower damage than a level 1 sentry (48 per second as opposed to 64). Mini-sentries also have a 35% faster turning speed.
If a Huntsman arrow or Crusader's Crossbow bolt manages to hit a rocket in flight, the arrow/bolt will break and the rocket will continue.
If two Huntsman snipers are facing each other at point-blank, it's possible for the two to stunlock each other by mashing the taunt key.
The thing about Medic/Engineer critical rates and how it has to do with damage calculation. If you have damage numbers on, you'll notice your heal target's damage will show (my guess is that Valve implemented a system to say that the Medic is also doing that damage, sort of, to guarantee a Medic getting the assist). Critical rates are affected by how well you're doing and if you're doing a lot of damage in one life, you'll get more criticals. Melee weapons already have a 15% critical rate for risk/reward purposes and if you're in tow with a Heavy, or someone who's wrecking the other team singlehandedly, you'll get those same bonuses to your crit rates as they would (it does affect your syringe gun/crossbow as well). Engineers have the same deal concerning the damage they deal with their sentry. This mechanic is why people constantly note that wrenches and bonesaws have excessive crit rates compared to any other melee (also the fact that beyond those two classes and Spy, few classes use their melee attacks anyway without a really good reason).
If you do 800+ damage in a short span (twenty seconds), your critical chance will increase by up to 10%. Medic assistance and Sentry gun damage count toward that damage tally.
http://wiki.teamfortress.com/wiki/Criti ... hit_chance
This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.
- The Spanish Inquisition
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Re: Odd Gameplay Facts
Badwater and Gorge, a blue engineer can build gear inside the spawn gate but none of it can be picked up and moved. If you try to pick it up, it explodes harmlessly. This seems to be an ever changing situation though. In the past, you couldn't build in spawn, then you could, but you could pick it up, now you can't pick it up.
I think dustbowl stage1 doesn't allow building against the spawn gate anymore.
I think dustbowl stage1 doesn't allow building against the spawn gate anymore.
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- Soltan
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Re: Odd Gameplay Facts
The Medic's bonesaw increases its crit-rate as the Medic heals more teammates.
My stats basically confirm this as my crit kill % is roughly 27% and I generally prefer using the ubersaw for killing.
My stats basically confirm this as my crit kill % is roughly 27% and I generally prefer using the ubersaw for killing.
- Crusty Juggler
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Re: Odd Gameplay Facts
Wait just a minute, the melee crit chance goes up with the amount of HPs I heal? Is this with all Medi-melee weapons like what Soltan is saying?
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Re: Odd Gameplay Facts
The damage your patient is dealing is considered your damage as well, and crit chance is determined by how much damage you do in the past 20 seconds. If your paitent can break 800 in 20 seconds, your syringe gun has a 12.5% crit chance and your bonesaw has a 25% crit chance.Crusty Juggler wrote:Wait just a minute, the melee crit chance goes up with the amount of HPs I heal? Is this with all Medi-melee weapons like what Soltan is saying?
This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.
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