Difference between revisions of "Critical hits"

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{{needimage|Gallery of crit bullets/projectiles would be nice}}
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[[File:Critical.png|right|300px|The Engineer feeling a critical hit.]]
  
[[Image:Critical.png|right|300px|The Engineer feeling a critical hit.]]
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{{Quotation|'''The Scout'''|There ain't enough crits in the world to kill me!|sound=Scout_dominationsol06.wav}}
  
{{Quotation|'''The Scout'''|Dere ain't enough crits in the world ta kill me!|sound=Scout_dominationsol06.wav}}
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'''Critical hits''', also known as '''{{botignore|crits}}''' or '''{{botignore|full crits}}''', are attacks that do extra [[damage]] and have distinctive sound effects when fired and upon [[Media:Crit hit.wav|hitting]] a target. Players on the receiving end of the attack have the words "CRITICAL HIT!!!" in green, or "{{botignore|MINI-CRIT!}}" in yellow, respectively, appear above their head. [[Buildings]] are immune to both types.
  
'''Critical hits''', also known as "'''crits'''" or "'''full crits'''", are attacks that do extra [[damage]] and have distinctive sound effects when fired and upon [[Media:Crit_hit.wav|hitting]] a target. Players on the receiving end of the attack will have the words 'Critical Hit!!!' (Or 'Mini-Crit!' respectively) appear over their head in green letters, accompanied by a loud ding.
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Critical hits can be easily distinguished from normal hits. Most melee weapons have a unique swinging animation, projectiles such as [[Rocket Launcher|rockets]] or [[Stickybomb Launcher|stickybombs]] have a team-colored glow and sparkle effect (exemptions are the [[Cow Mangler 5000]], the [[Righteous Bison]], and the [[Pomson 6000]]), bullets have team-colored trails, and flamethrowers produce additional team-colored particles. These visual effects are accompanied by a crackling electric sound upon firing and receiving a Critical hit.
  
Critical hits can be easily distinguished from normal hits. Most [[melee]] weapons have a unique swinging animation. Explosives projectiles, such as [[Rocket Launcher|rockets]] or [[Stickybomb Launcher|stickybombs]], have a team-colored glow and sparkle effects. Bullets have team-colored trails.  
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Self-inflicted Critical hits do not deal critical damage to the user, but still play the sound effect.
  
Self-inflicted critical hits will not deal critical self-damage but will still play the sound effect.
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Critical hits deal three times the base damage of the weapon and ignore both [[Damage#Distance and randomness modifier|the distance modification and the random damage modification]] of normal shots, though explosive weapon Critical hits still suffer from splash damage fall-off. As a result, weapons that are normally merely nuisances at long range (such as [[Minigun]]s) can become dangerous when critical hitting. The extra damage ignores most resistances, meaning it cannot be resisted by the [[Vaccinator]]'s normal healing or [[Upgrade Station]] buffs — though other mechanics can target the critical damage specifically, such as the [[Battalion's Backup]] and the Vaccinator's ÜberCharge, which fully neutralize the extra damage.
  
Critical hits deal 300% of the base damage of the weapon and ignore both the distance modification and the random damage modification normal shots are susceptible to, though explosive weapon crits still suffer from splash damage fall-off.
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When a player is killed by a Critical hit, the class lets out a loud scream that differs from ordinary non-melee deaths, unless the class was [[Gibs|gibbed]] (in which case they let out a larger "ouch" noise than explosive kills usually cause). The kill feed icon for a Critical hit surrounds the weapon icon with a red glow.
 
 
When a player is killed by a critical hit, the class will let out a loud scream that differs from ordinary deaths, unless the class was killed by a critical explosive. The kill feed icon for a critical hit can be easily recognized, as the weapon will be surrounded by a red glow.
 
 
 
Crits and mini-crits do not stack in any form - that is, meeting multiple conditions to earn a crit or a mini-crit will not deal any more than regular critical damage. For example, the [[Frontier Justice]]'s revenge crits do not deal any additional damage when the [[Engineer]] is [[ÜberCharge]]d by the [[Medic]] using the [[Kritzkrieg]], while attacking an enemy under the influence of both [[Jarate]] and the [[Fan O'War]] will only result in a single mini-crit. This means that team co-ordination is required if multiple players have ways to increase their crit output, or extra damage will be wasted. If both a mini-crit and full critical hit occurs with the same attack, the critical hit overrides the mini-crit.
 
 
 
If the 'Display damage done as text over your target' [[Multiplayer options#Advanced multiplayer options|advanced option]] or hud_combattext 1 [[Console|console command]] has been enabled, the 'Critical Hit!!!' text will not be displayed. The damage dealt will be drawn in a larger font instead.
 
  
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Critical hits and Mini-Crits do not stack in any form — that is, meeting multiple conditions to earn a Critical hit or a Mini-Crit do not deal any more than the normal damage boost. For example, the [[Frontier Justice]]'s "Revenge" Critical hits do not deal any additional damage if the [[Engineer]] is [[ÜberCharge]]d by a [[Kritzkrieg]], nor does a player [[Mechanics#MarkedForDeath|marked for death]] and coated in [[Jarate]] suffer more than standard Mini-Crits. This means that team coordination is required if multiple players have ways to increase their Critical hit output, or extra damage is wasted. If both a Mini-Crit and full Critical hit occur with the same attack, the Critical hit overrides the Mini-Crit.
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== Critical hit chance ==
 
== Critical hit chance ==
{{see also|Damage}}
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{{See also|Damage}}
  
[[Image:CritHitChance.png|thumb|150px|right|Critical hit chance based on damage.]]
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[[File:CritHitChance.png|thumb|150px|right|Critical hit chance based on damage.]]
  
Standard weapons have a 2% base chance to crit, while melee weapons have a 15% chance.<ref name=blog1>http://www.tf2.com/post.php?id=2221</ref> An additional bonus percentage is added based on the total damage done by the player in the last 20 seconds, which scales from 0% at 0 damage to 10% at 800 damage.<ref name="blog1"/> For example: dealing 200 damage in the past 20 seconds, the additional bonus percentage is 2.5%.
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The base Critical hit chance for standard weapons is 2%. This is modified by a bonus percentage based on how much damage the player has done in the last 20 seconds, which scales from 0% at 0 damage to 10% at 800 damage.<ref name=blog1>https://www.teamfortress.com/post.php?id=2221</ref> For example, if the player has dealt 200 damage in the past 20 seconds, the additional bonus percentage is 2.5% and so the overall Critical hit chance is 4.5%. As a result, the highest natural Critical hit chance attainable is 12%.
  
The critical hit chance for melee weapons scales more sharply than that for ranged weapons. Melee critical hit chances can reach up to 65%, meaning the bonus they receive scales from 0% to 50%. <ref>http://www.bionicsquirrels.com/2011/tf2/tf2-melee-crit-rate</ref>
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Melee weapons are designed to Critical hit far more often than ranged ones in order to encourage their usage at close range. Their base Critical hit chance starts at 15% — higher than attainable for ranged weapons with the recent damage bonus maxed out — and their recent damage bonus scales from 0% to 45%, meaning a player that has done 800 damage or more in the last 20 seconds has a melee Critical hit rate of 60%.
  
Among those weapons that trigger randomly, critical hit probability is determined differently based on the type of weapon. Single-shot weapons, which, for example, include the [[Shotgun]], [[Revolver]], and [[Rocket Launcher]], determine the chance to crit with every shot. Thus, every shot of the Shotgun will have a 2% chance to launch a flurry of critical pellets, assuming no previous damage done. Rapid-fire weapons, however, which include the [[Minigun]], [[Syringe Gun]], [[Flamethrower]], and [[Pistol]] check for critical hits once a second. With weapons like these, a positive crit determination results in all shots for the next '''two''' seconds being critical.
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Among those weapons that trigger randomly, Critical hit probability is determined differently based on the type of weapon. Single-shot weapons, such as the [[Shotgun]], [[Revolver]], and the [[Rocket Launcher]], determine the chance to Critical hit with every shot. Thus, every shot of the Shotgun has a 2% chance to launch a flurry of critical pellets, assuming no previous damage done. Rapid-fire weapons, which include the [[Minigun]], [[Syringe Gun]], [[Flame Thrower]], and the [[Pistol]], check for Critical hits once a second. With weapons like these, a positive Critical hit determination results in all shots for the next '''two''' seconds being critical. This only applies to the active weapon; getting two seconds of Critical hits on one's Pistol does not cause their Shotgun to fire Critical hits during this time.
 
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== Special cases ==
 
== Special cases ==
[[Image:Revenge_Crits.png|thumb|right|The [[Engineer]] wielding the [[Frontier Justice]] with Revenge crits.]]
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[[File:Revenge Crits.png|thumb|150px|right|An [[Engineer]] with the [[Frontier Justice]]'s Revenge Crits available.]]
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There is a wide variety of situations that affect whether a weapon can deal Critical hits or not.
  
* Some items do not work as conventional weapons and so do not crit under any circumstance (these are mostly items which do not cause any damage). These include: [[Bonk! Atomic Punch]], [[Crit-a-Cola]], [[Mad Milk]], [[Buff Banner]], [[Battalion's Backup]], [[Concheror]], [[Gunboats]], [[Mantreads]], [[Ali Baba's Wee Booties]], [[Bootlegger]], [[Chargin' Targe]], [[Splendid Screen]], [[Dalokohs Bar]], [[Fishcake]], [[Sandvich]], [[Buffalo Steak Sandvich]], [[Wrangler]], [[Medi Gun]], [[Kritzkrieg]], [[Quick-Fix]], [[Razorback]], [[Darwin's Danger Shield]], [[Jarate]], [[Sapper]], [[Disguise Kit]], [[Invisibility Watch]], [[Cloak and Dagger]], [[Dead Ringer]], [[Enthusiast's Timepiece]], and [[PDA]]s.
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=== Weapons that can gain both random Critical hits and situational Critical hits ===
** Jarate and Mad Milk may appear to crit when thrown, though this has only a cosmetic effect.
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The following weapons can deal guaranteed Critical hits in specific situations in addition to being capable of scoring them at random.
* [[Taunt attacks]] do not crit, but using one while boosted by a Buff Banner or Crit-a-Cola, or when the opponent is under the effects of Jarate or Crit-a-Cola will result in a mini-crit Taunt kill.{{Citation needed}}
 
* The [[Sun-on-a-Stick]] crits when striking a burning enemy, and also rolls for crits normally.
 
* The [[Cow Mangler 5000]] cannot crit under any circumstances, though it can be mini-crit boosted by the [[Buff Banner]]. However, projectiles [[Compression Blast|reflected]] by an enemy [[Pyro]] will deal full crit damage.
 
* The [[Market Gardener]] does not roll for random crits but deals crits while the Soldier wielding it is [[rocket jumping]].
 
* The [[Backburner]] does not roll for random critical hits, but is guaranteed to crit from behind.
 
* The [[Flare Gun]] will score a critical if it hits a player who is already on fire, and also rolls for crits normally.
 
* The [[Axtinguisher]] and the [[Postal Pummeler]] will score a critical hit if the victim is on [[fire]], and do half damage otherwise. It may still randomly perform a crit animation, but will not inflict crit damage unless the enemy is burning. When forced to crit, it plays the crit animation and does deal extra damage, though after going through the damage modifier that weakens it.
 
* The [[Eyelander]], [[Claidheamh Mòr]], [[Horseless Headless Horsemann's Headtaker]], [[Persian Persuader]], [[Nessie's Nine Iron]], and [[Ullapool Caber]] do not roll for random critical hits, but will score critical hits when under the effects of a crit boost or when using a full charge of the [[Chargin' Targe]] or [[Splendid Screen]]. The Chargin' Targe or Splendid Screen can also be used to get a critical hit for the [[Bottle]], [[Pain Train]], [[Scotsman's Skullcutter]] or the [[Frying Pan]].
 
* The [[K.G.B.]] will roll for critical hits like a standard melee weapon. However, upon killing a target, they grant 5 seconds of crit boost to '''all''' of the [[Heavy]]'s weapons.
 
* The [[Frontier Justice]] does not roll for random crits. Instead, when the Engineer's [[Sentry Gun]] is destroyed, it accrues Revenge Crits, 2 for every kill and 1 for every assist the Sentry made.
 
** Similarily, the [[Diamondback]] does not roll for random crits, but every building destroyed with a [[Sapper]] placed by the respective Spy on it will guarantee an immediate critical hit.
 
** The [[Manmelter]] does not roll for random crits. Instead, it accrues a critical hit each time it is used to extinguish a teammate.
 
* The [[Phlogistinator]] cannot roll for random crits, but instead gradually fills a "Mmmph" meter as fire damage is done, allowing a Pyro to begin a guaranteed 10-second crit period when full. This boost only affects the Phlogistinator.
 
* The [[Gunslinger]] will not roll for random crits. Instead, if an Engineer hits an enemy three times, it will perform a critical punch, causing a different [[kill icon]]. The Engineer can hit multiple enemies before unleashing the combo.
 
* Sentry Guns will never inflict random critical hits. However, they will mini-crit enemies covered in Jarate, Scouts under the effect of Crit-a-Cola, Heavies under the effect of Buffalo Steak Sandvich, and will also mini-crit all enemies if the Engineer that built it is being buffed by a friendly [[Soldier]]'s Buff Banner.
 
* The [[Sniper Rifle]], [[Machina]], [[Ambassador]], [[Huntsman]], and [[Bazaar Bargain]] do not roll for crits, but rather automatically score critical hits on successful [[headshot]]s. The [[Sniper Rifle]], [[Machina]] and [[Bazaar Bargain]] can only perform headshot crits while scoped and the Ambassador only when at full accuracy; however they will crit under the effect of crit boosts.
 
* The [[Soda Popper]], [[Sticky Jumper]], [[Rocket Jumper]], [[Southern Hospitality]], [[Enforcer]], and [[Sydney Sleeper]] do not roll for random crits.
 
* The [[Bushwacka]] will crit at any time it would normally mini-crit, such as against an enemy [[Scout]] under the effects of Crit-a-Cola, a Heavy under the effect of the Buffalo Steak Sandvich, an enemy soaked by Jarate or if the Sniper is under the effects of an allied Soldier's Buff Banner. It also rolls for crits normally.
 
* The [[bleeding]] and [[Fire|afterburn]] mechanics do not randomly crit, but will mini-crit if the attacking player is mini-crit boosted or if the target is under a mini-crit debuff.
 
* The Spy's melee weapons only deal critical hits on a [[Backstab]] and during a crit boost.
 
* [[Backstab]]s instantly kill the enemy by dealing damage equal to 6x their current health (unless the player being backstabbed is a Spy using the [[Dead Ringer]], in which case it will deal 6/10 of their current health).  When forced to crit, the Knife, like the Spy's other melee weapons, does the backstab animation, while dealing only 120 damage. A backstab inflicts damage equal to 2x the enemy's health and scores an automatic crit, with the crit increasing the damage to 6x and producing the backstab animation.
 
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== Crit boost ==
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{{List of weapons with random and situational crits}}‎
'''Crit boost''' is a state in which a player is guaranteed to deal critical hits with any weapon. A crit boost is demonstrated by the player's weapon glowing in their team color, with [[Particle effects#Critical spark|sparks]] of electricity surging and crackling from it. This affects most weapons that do not normally deal random critical hits, such as the Knife, Sniper Rifle, Gunslinger, and Eyelander, causing them to deal critical attacks for the duration of the boost. The Cow Mangler 5000, on the other hand, will not receive critical hits from a crit boost.
 
  
A crit boost can be attained under the following circumstances:
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=== Weapons that cannot gain random Critical hits but can gain situational Critical hits ===
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The following weapons have a 0% chance of random Critical hits in all situations, but can still deal Critical hits in specific situations or if the user is Crit-boosted.
  
* During [[Match outcomes#Humiliation|Humiliation]], the winning team is granted a crit boost.
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{{List of weapons without random but with situational crits}}
  
* The [[Übercharge]] from the [[Kritzkrieg]] grants the Medic's heal target an 8 second crit boost.  
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=== Weapons that cannot gain random Critical hits and cannot gain situational Critical hits ===
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The following weapons have a 0% chance of random Critical hits in all situations and do not have a means of scoring Critical hits on their own, though they can still deliver Critical hits if another effect is in play, such as a [[Kritzkrieg]].
  
* Capturing the intelligence in a game of [[Capture the Flag]] gives the entire capturing team a 10 second crit boost. This value can be altered or disabled by the [[server]] host console via a command.
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{{List of weapons without random or situational crits}}
  
*In the event version of [[Harvest]] and [[Mann Manor]] during Halloween, killed players randomly drop candy-filled [[Halloween pumpkins]]. When picked up, the player is awarded around 3–4 seconds of crit boost.
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=== Weapons that cannot Critical hit in any way ===
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The following weapons cannot deal Critical hits in any way because they Mini-Crit when they normally Crit. Mini-Crits work like normal on these weapons.
  
*Upon killing an enemy with the [[Killing Gloves of Boxing]], the Heavy will be crit boosted for 5 seconds. The crit boost applies not only to the Killing Gloves of Boxing, but to all the Heavy's currently equipped weapons.
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{{List of weapons unable to crit}}
  
*The [[Phlogistinator]] allows a Pyro to crit boost itself for about 10 seconds upon activating "Mmmph", but the crit boost only affects the Phlogistinator.
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=== Weapons that are exempt ===
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The following items cannot deal Critical hits or Mini-Crits at all, usually because they cannot deal damage. Note that some of the items still glow when Crit-boosted; there is simply no effect.
  
{{anchor|First blood}}
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{{List of weapons unable to crit or mini-crit}}
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== {{anchor|Crit boost|Crit_boost}} Crit Boost ==
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[[File:Crit boost.png|thumb|right|A crit boosted [[Rocket Launcher]].]]
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'''Crit boost''' is a state in which a player is guaranteed to deal Critical hits with any weapon that is not [[#Weapons that cannot critical hit in any way|specifically unable to score Critical hits]]. A Crit boost is indicated by the player's weapon glowing in their team color, with [[Particle effects#Critical spark|sparks]] of electricity surging and crackling from it. This affects most weapons that do not normally deal random Critical hits, such as the [[Knife]], [[Sniper Rifle]], [[Gunslinger]], and [[Eyelander]], causing them to deal critical attacks for the duration of the boost; however, weapons that do not damage enemies (for example, [[Mad Milk]], [[Jarate]], [[Bonk! Atomic Punch]], or [[Crit-a-Cola]]) do not gain any benefits from Crits. Only the [[Cow Mangler 5000]] is exempt from this rule, as it does Mini-Crits instead of Critical hits.
  
=== First Blood ===
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A Crit boost can be attained under the following circumstances:
In [[Arena mode|Arena Mode]], a ''''First Blood'''' buff is granted to a player who achieves the first kill of a round. It consists of a five-second crit boost.
 
  
*If players switch weapons during the buff, the electricity around their weapon will disappear, but critical hits will still be delivered.
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* During [[Match outcomes#Humiliation|Humiliation]], the winning team is granted a Crit boost.
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* The [[ÜberCharge]] from the [[Kritzkrieg]] grants the Medic's heal target an 8 second Crit boost.
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* Capturing the intelligence in a game of [[Capture the Flag]] gives the entire capturing team a 10 second Crit boost. This value can be altered or disabled by the [[server]] host console via a command.
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* On [[Halloween map]]s during Halloween, killed players randomly drop candy-filled [[Halloween pumpkin]]s. When picked up, the player is awarded around 3–4 seconds of Crit boost.
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* On the Map [[Crasher]], the intelligence carrier gains Crits until death.
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* Upon killing an enemy with the [[Killing Gloves of Boxing]], the Heavy is Crit boosted for 5 seconds. The Crit boost applies not only to the Killing Gloves of Boxing, but to all the Heavy's currently equipped weapons.
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* The [[Phlogistinator]] allows a Pyro to Crit boost itself for about 10 seconds upon activating "Mmmph", but the Crit boost only affects the Phlogistinator (or any Flame Thrower he picks up in that 10 second period).
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* In [[Mann vs. Machine]], players can fill their [[Power Up Canteen]] with a Critical hit Boost buff, which grants them a 5 second Crit boost upon activation.
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* In the [[Versus Saxton Hale]] game mode, all melee weapons except the [[Market Gardener]], [[Holiday Punch]], and all Spy melee weapons are Crit boosted.
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* The last player in either Versus Saxton Hale or [[Zombie Infection]] gains Critical hits for all weapons.
  
*Triggering [[Dead Ringer|feign death]] with the Dead Ringer gives the attacker the 'First Blood' buff.  
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=== {{anchor|First blood}} First Blood ===
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{{Redirects here|First Blood|for=Scout achievement|Scout achievements}}
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In [[Arena|Arena Mode]], a ''''First Blood'''' buff is granted to a player who achieves the first kill of a round. It consists of a five-second Crit boost.
  
*The 'First Blood' buff counts as an ÜberCharge towards the [[Heavy achievements|Heavy achievement]] ''Supreme Soviet''.
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* If players switch weapons during the buff, the electricity around their weapon disappears, but Critical hits are still delivered.
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* Triggering the [[Dead Ringer]]'s feigned death gives the attacker the 'First Blood' buff.
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* The 'First Blood' buff counts as an ÜberCharge towards the [[Heavy achievements|Heavy achievement]] ''Supreme Soviet''.
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* Obtaining 'First Blood' as a Scout unlocks the ''First Blood'' [[Scout achievements|achievement]]; killing five enemies with 'First Blood' unlocks ''First Blood, Part 2''.
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* The 'First Blood' achievement can also be earned by a Scout in [[Competitive Mode]], but no Critical hits are awarded for the first kill.
  
== Mini-crits ==
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== Mini-Crits {{anchor|Mini-crits}} ==
[[Image:Minicrits.png|right|350px|A Demoman being pelted by mini-crits.]]
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[[File:Minicrits.png|right|350px|A Demoman being pelted by Mini-Crits.]]
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[[File:Marked for death Skull Hover.png|thumb|right|300px|Icon displayed above targets "[[Mechanics#MarkedForDeath|Marked For Death]]", indicating they receive Mini-Crits from all sources.]]
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[[File:Marked for death Icon.png|thumb|right|300px|HUD Icon displayed when the player is Marked For Death, indicating receiving Mini-Crits from all sources.]]
  
'''Mini-crits''' add an extra 35% damage to a weapon's damage. Like normal critical hits, they ignore damage fall off, but unlike critical hits, they are still given ramp-up at close range and random spread. Full crits override mini-crits. Like full crits, mini-crits will have a glowing red outline in their kill icons and will be displayed with a larger font when combat text is enabled.
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'''Mini-Crits''' add an extra 35% damage to a weapon's damage. Like normal Critical hits, they ignore damage falloff, but unlike Critical hits, they are still given ramp-up at close range and random damage spread if enabled. Full Critical hits override Mini-Crits. Like full Critical hits, Mini-Crits have a glowing red outline in their kill icons and are displayed with a larger font when combat text is enabled. If the player is under a Mini-Crit buff state (such as the Buff Banner or Buffalo Steak Sandvich), or the victim is under a Mini-Crit debuff state (such as being covered in Jarate or marked for death), all taunt attacks also Mini-Crit. Aesthetically, Mini-Crits do not trigger critical death lines from victims, unlike full Critical hits.
  
Currently there are fifteen ways to achieve a mini-crit:
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A [[#Mini-crit boost|Mini-Crit]] can be dealt under the following circumstances:
*Hitting Jarate coated enemies.
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* Attacking from behind as a Scout while using the [[Back Scatter]] from around {{Tooltip|~9.5m - 30 cm|~31 feet - 1 feet, 500 hammer units}}.
*Melee hits midway through your Chargin' Targe or Splendid Screen charge.
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* Attacking as a Scout under the effects of the [[Crit-a-Cola]].
*Attacking an enemy while under the effects of a friendly Soldier's Buff Banner.
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* Attacking as a Scout with the [[Atomizer]] whilst airborne.
*Hitting an airborne enemy with the [[Direct Hit]] who was propelled airborne by an explosion.
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* Attacking while under the effects of a friendly Soldier's [[Buff Banner]].
*Attacking an enemy as a Scout while under the effects of Crit-a-Cola.
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* Shooting enemies with the [[Cow Mangler 5000]]'s charged shot.
*Attacking an enemy Scout who is under the effects of Crit-a-Cola.
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* Firing the [[Cow Mangler 5000]] while Crit boosted.
*Attacking an enemy as a Heavy while under the effects of the [[Buffalo Steak Sandvich]].
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* Attacking as a Heavy under the effects of the [[Buffalo Steak Sandvich]].
*Attacking an enemy Heavy who is under the effects of the Buffalo Steak Sandvich.
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* As a Pyro, hitting an enemy with a [[reflect]]ed non-Crit [[projectile]] (other than stickybombs and non-damaging projectiles).
*Hitting an enemy as a Pyro with a [[projectile]], other than a [[stickybomb]], reflected with the [[compression blast]].
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* Melee hits midway through your [[Chargin' Targe]] or [[Splendid Screen]] charge.
*Attacking an enemy marked by the [[Fan O'War]].
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* Melee hits at any point through your [[Tide Turner]] charge.
*Attacking as a Scout while under the hype effect of the [[Soda Popper]].
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* Activating "CRIKEY" charge with the [[Cleaner's Carbine]].
*Shooting an airborne enemy with the [[Reserve Shooter]] during the 3-second mini-crit period it has after switching to it.
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* Hitting a headshot as Sniper using the [[Sydney Sleeper]].
*Hitting a burning enemy with the [[Detonator]].
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* Being the last 3 remaining players in Versus Saxton Hale or Zombie Infection.
*Shooting enemies with the [[Cow Mangler 5000]]'s charged shot.
 
*Attacking a Heavy who is wearing the [[Gloves of Running Urgently]], and within three seconds after he switches weapons.
 
  
Former ways to achieve a mini-crit:
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There are also currently seven effects that force a particular player to take Mini-Crits from all incoming damage (see also: [[Mechanics#MarkedForDeath|Marked For Death]]):
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* Being marked by the [[Fan O'War]].
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* Being an Engineer who is [[haul]]ing a [[Buildings|building]] with the [[Rescue Ranger]] equipped, or has done so in the last three seconds.
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* Being covered in [[Jarate]].
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* Being a Soldier who has the [[Escape Plan]] active, or had it active in the last second.
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* Being a Scout and attacking while under the effects of the Crit-a-Cola.
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* Being a Intelligence courier in the [[Mannpower]] gamemode who has held the flag for more than 90 seconds without capturing it.
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* Carrying the JACK from the [[PASS Time]] gamemode without nearby teammates.
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* Being hit by an egg sack explosion or a [[Skeletons|Salmann]] on [[Slime]].
  
*The [[Sun-on-a-Stick]] originally dealt mini-crits on burning enemies. It currently deals full crits.
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Finally, there are four ways of achieving Mini-Crits that require both the attacker and the target to be in a particular situation:
*The [[Flare Gun]] originally dealt mini-crits on burning enemies at close range. It currently deals full crits regardless of range.
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* Hitting an airborne enemy with the [[Direct Hit]] who was propelled airborne by an explosion.
*Formerly Mini-Crits could be delivered by shooting enemies to the head with the [[Ambassador]]. It currently deals full crits.
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* Shooting an airborne enemy who was propelled airborne by any source of [[knockback]] except [[Compression Blast]], using the [[Grappling Hook]], or Pyros using the [[Thermal Thruster]] with the [[Reserve Shooter]].
*The Pyro's compression blast was formerly able to turn enemy Stickybombs into mini-crits by reflecting them. It now gives no mini-crit boost on reflecting Stickybombs.
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* Hitting a burning enemy with the [[Detonator]], [[Scorch Shot]], [[Axtinguisher]], or [[Postal Pummeler]].
*The Direct Hit formerly dealt mini-crits to any airborne target. The weapon now inflicts mini-crit damage to airborne targets who have been launched into the air by an explosion.
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* Directly impacting an enemy within half a second before a cannonball explosion with the [[Loose Cannon]] (a Double Donk).
  
=== Mini-crit boost ===
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=== Mini-Crit boost ===
A '''mini-crit boost''' is the state of having all damage being dealt modified in to mini-crit damage. Currently, this is achievable while under the effects of Crit-a-Cola, an active Buff Banner, the Buffalo Steak Sandvich, or the deployed hype meter of the Soda Popper. While being mini-crit boosted, the player's active weapon glows a faint yellow on [[RED]], or a faint blue-green on [[BLU]], and has the same color effect of particles swirling around their feet.
+
A '''Mini-Crit boost''' is the state of having all damage being dealt modified into Mini-Crit damage. Currently, this is achievable while under the effects of the Crit-a-Cola, an active Buff Banner, activating the Cleaner's Carbine's "CRIKEY" charge, and while under the effects of the Buffalo Steak Sandvich. When a player is Mini-Crit boosted from the Buff Banner, their active weapon glows a faint yellow on [[RED]], or a faint blue-green on [[BLU]], while the same color effect of particles swirl around their feet, and the text "Mini Crit!" appears above their health bar. Being Mini-Crit boosted by the Crit-a-Cola looks more like a normal Crit boost, but the weapon glows lighter.
  
All damage sources, including [[afterburn]] and Sentry Guns, only deal mini-crit damage when the player dealing the damage is being boosted. If the player leaves the boost after firing a projectile while the projectile is in mid-flight, it will lose its status as a mini-crit. Conversely, after the Pyro sets fire to several players, returning to a mini-crit boost will immediately transform any afterburn damage to mini-crit status. Sentry Guns will only mini-crit while the Engineer is being mini-crit boosted.
+
All damage sources, including [[afterburn]] and Sentry Guns, only deal Mini-Crit damage when the player dealing the damage is being boosted. If the player loses the boost after firing a projectile while the projectile is in mid-flight, it loses its status as a Mini-Crit. Conversely, after the Pyro sets fire to several players, returning to a Mini-Crit boost immediately transforms any afterburn damage to Mini-Crit status. Sentry Guns only Mini-Crit while the Engineer is being Mini-Crit boosted.
 
{{clr}}
 
{{clr}}
  
 
== Related achievements ==
 
== Related achievements ==
=== [[Image:Controlpoint.png|20px|link=Foundry achievements]] [[Foundry achievements|Foundry]]===
 
{{Show achievement|Foundry|Cap Trap}}
 
 
 
=== {{class link|Scout}} ===
 
=== {{class link|Scout}} ===
 
{{Achievement table
 
{{Achievement table
| 1 =
+
| 1 = {{Show achievement|Scout|First Blood}}
{{Show achievement|Scout|First Blood}}
+
| 2 = {{Show achievement|Scout|First Blood, Part 2}}
| 2 =
 
{{Show achievement|Scout|First Blood, Part 2}}
 
 
}}
 
}}
 +
  
 
=== {{class link|Soldier}} ===
 
=== {{class link|Soldier}} ===
 
{{Achievement table
 
{{Achievement table
| 1 =
+
| 1 = {{Show achievement|Soldier|Crockets Are Such B.S.}}
{{Show achievement|Soldier|Crockets Are Such B.S.}}
+
| 2 = {{Show achievement|Soldier|Tri-Splatteral Damage}}
| 2 =
 
{{Show achievement|Soldier|Tri-Splatteral Damage}}
 
 
}}
 
}}
 +
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
{{Show achievement|Pyro|Hotshot|width=50%}}
+
{{Achievement table
 +
| 1 = {{Show achievement|Pyro|Hotshot}}
 +
}}
 +
 
  
 
=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
{{Show achievement|Demoman|Beat Me Up, Scotty|width=50%}}
+
{{Achievement table
 +
| 1 = {{Show achievement|Demoman|Beat Me Up, Scotty}}
 +
}}
 +
 
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
 
{{Achievement table
 
{{Achievement table
| 1 =
+
| 1 = {{Show achievement|Heavy|Communist Mani-Fisto}}
{{Show achievement|Heavy|Communist Mani-Fisto}}
+
| 2 = {{Show achievement|Heavy|Crock Block}}
| 2 =
 
{{Show achievement|Heavy|Crock Block}}
 
 
}}
 
}}
 +
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
 
{{Achievement table
 
{{Achievement table
| 1 =
+
| 1 = {{Show achievement|Engineer|Revengineering}}
{{Show achievement|Engineer|Revengineering}}
+
| 2 = {{Show achievement|Engineer|Unforgiven }}
| 2 =
 
{{Show achievement|Engineer|Unforgiven }}
 
 
}}
 
}}
 +
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
{{Show achievement|Medic|Triage|width=50%}}
+
{{Achievement table
 +
| 1 = {{Show achievement|Medic|Triage}}
 +
}}
 +
 
 +
 
 +
=== {{Achiev type link|foundry}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Foundry|Cap Trap}}
 +
}}
 +
 
 +
 
 +
=== {{Achiev type link|mvm}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Mann vs. Machievements|Kritical Terror}}
 +
}}
  
 
== Update history ==
 
== Update history ==
{{update history|
+
{{Update history | '''{{Patch name|12|20|2007}}'''
'''{{Patch name|12|20|2007}}'''
 
 
* Fixed critical bullet tracers not being visible to players other than the firer.
 
* Fixed critical bullet tracers not being visible to players other than the firer.
  
 
'''{{Patch name|2|14|2008}}'''
 
'''{{Patch name|2|14|2008}}'''
* Added a small delay (200 ms) before a zoomed Sniper shot can get a critical hit.
+
* Added a small delay (200 ms) before a zoomed Sniper shot can get a Critical hit.
 +
 
 +
'''{{Patch name|2|28|2008}}'''
 +
* Added options for servers who want to become custom games: Disable Critical hits (tf_weapon_criticals), eliminate respawn times (mp_disable_respawn_times), and raise maxplayers above 24.
  
 
'''{{Patch name|3|6|2008}}'''
 
'''{{Patch name|3|6|2008}}'''
 
* Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.
 
* Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.
 +
 +
'''{{Patch name|2|2|2009}}'''
 +
* Modified Critical hit calculation. Overall, Critical hit chance is now much more recent-performance based:
 +
** Base 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
 +
* Sniper Rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots Critical hits)
  
 
'''{{Patch name|2|24|2009}}''' ([[Scout Update]])
 
'''{{Patch name|2|24|2009}}''' ([[Scout Update]])
* Added crit boosted on/off sound effects.
+
* Added Crit boosted on/off sound effects.
  
 
'''{{Patch name|7|14|2009}}'''
 
'''{{Patch name|7|14|2009}}'''
Line 189: Line 215:
 
'''{{Patch name|7|21|2009|xbox}}'''
 
'''{{Patch name|7|21|2009|xbox}}'''
 
* Added Option to Toggle Critical hits.
 
* Added Option to Toggle Critical hits.
 +
 +
'''{{Patch name|7|13|2010}}'''
 +
* Improved the performance of the critboost [[Particle effects|particle effect]].
  
 
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]])
 
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]])
* {{Undocumented}} The Frontier Justice now works correctly with critical boosts.
+
* {{Undocumented}} The [[Frontier Justice]] now works correctly with critical boosts.
  
 
'''{{Patch name|10|19|2010}}'''
 
'''{{Patch name|10|19|2010}}'''
* Fixed the Holy Mackerel hit triggering the first blood event in Arena mode
+
* Fixed the [[Holy Mackerel]] hit triggering the first blood event in Arena mode.
  
 
'''{{Patch name|1|10|2011}}'''
 
'''{{Patch name|1|10|2011}}'''
* Fixed the Heavy's [[Fists]] not playing the critical hit animation.
+
* Fixed the Heavy's [[Fists]] not playing the Critical hit animation.
  
 
'''{{Patch name|2|7|2011}}'''
 
'''{{Patch name|2|7|2011}}'''
* The Sun-on-a-Stick was changed to always mini-crit against burning targets if the attack is not already critical.
+
* The [[Sun-on-a-Stick]] was changed to always Mini-Crit against burning targets if the attack is not already critical.
  
 
'''{{Patch name|3|11|2011}}'''
 
'''{{Patch name|3|11|2011}}'''
* Fixed the revenge crit label not being localized correctly.
+
* Fixed the revenge Crit label not being localized correctly.
  
 
'''{{Patch name|4|14|2011}}''' ([[Hatless Update]])
 
'''{{Patch name|4|14|2011}}''' ([[Hatless Update]])
* Replaced the no-crit attribute with -25% damage on the following: the [[Eyelander]], the [[Gunslinger]], the [[Southern Hospitality]], the [[Powerjack]], the [[Horseless Headless Horseman's Headtaker]], the [[Ullapool Caber]], and the [[Claidheamh Mòr]].
+
* Replaced the no-Crit attribute with -25% damage on the following:
 +
** [[Eyelander]]
 +
** [[Gunslinger]]
 +
** [[Southern Hospitality]]
 +
** [[Powerjack]]
 +
** [[Horseless Headless Horseman's Headtaker]]
 +
** [[Ullapool Caber]]
 +
** [[Claidheamh Mòr]].
  
 
'''{{Patch name|4|15|2011}}'''
 
'''{{Patch name|4|15|2011}}'''
* Replaced the -25% damage attribute with no-crit attribute on the following: the Eyelander, the Gunslinger, the Southern Hospitality, the Horseless Headless Horsemann's Headtaker, the Ullapool Caber, and the Claidheamh Mòr.
+
* Replaced the -25% damage attribute with no-Crit attribute on the following:
 +
** Eyelander
 +
** Gunslinger
 +
** Southern Hospitality
 +
** Horseless Headless Horseman's Headtaker
 +
** Ullapool Caber
 +
** Claidheamh Mòr
  
 
'''{{Patch name|6|28|2011}}'''
 
'''{{Patch name|6|28|2011}}'''
* Fixed a case where CritBoost effects were being removed from players being healed.
+
* Fixed a case where Crit Boost effects were being removed from players being healed.
* Fixed a problem with [[Arena]] mode first blood CritBoost not removing itself at the correct time.
+
* Fixed a problem with [[Arena]] mode first blood Crit Boost not removing itself at the correct time.
  
 
'''{{patch name|2|2|2012}}'''
 
'''{{patch name|2|2|2012}}'''
* Fixed a [[server]] crash caused by [[Holiday Punch]] critical attacks on physics objects
+
* Fixed a [[server]] crash caused by [[Holiday Punch]] critical attacks on physics objects.
  
 
'''{{Patch name|4|27|2012}}'''
 
'''{{Patch name|4|27|2012}}'''
* {{Undocumented}} [[Stickybomb Launcher|Stickybombs]] and [[Grenade Launcher|grenades]] now have a team-colored aura when fired and a rapidly flashing [[Critical hits|critical]] particle effect.
+
* {{Undocumented}} [[Stickybomb Launcher|Stickybombs]] and [[Grenade Launcher|grenades]] now have a team-colored aura when fired and a rapidly flashing critical particle effect.
}}
+
 
 +
'''{{Patch name|12|21|2012}}'''
 +
* Fixed a regression with Mini-Crit damage calculation.
 +
 
 +
'''{{Patch name|1|8|2013}}'''
 +
* Fixed a regression where Mini-Crits were being affected by long-range damage fall-off.
 +
 
 +
'''{{Patch name|1|7|2015}}'''
 +
* Fixed the Crit Boost material effect for the [[Panic Attack]].
 +
 
 +
'''{{Patch name|2|11|2015}} #1'''
 +
* Fixed the [[Panic Attack]] not using the correct sound for Crits.
 +
 
 +
'''{{Patch name|3|12|2015}}'''
 +
* Fixed an exploit related to the [[Gunslinger]] and hitting teammates to generate a guaranteed third hit that is critical.
 +
* Fixed the [[Phlogistinator]]'s bottle not getting the Crit-boost material effect.}}
 +
 
 +
== Bugs ==
 +
* The vast majority of effects and achievements cannot tell the difference between a Critical hit and a Mini-Crit, and as a result treat all Mini-Crits as regular Crits. This makes it possible to gain a majority of Crit-based achievements using only Mini-Crits.
 +
* The "MINI Crit!" text is still displayed when combat text is enabled if a teammate assists you with a Mini-Crit, instead of showing the damage they dealt.
 +
* Occasionally, when dying while being Crit boosted, the particle effect and sound still play despite not giving Critical hits.
 +
** The sound bug can be fixed by typing <code>snd_restart</code> into the [[console]].
 +
* Sometimes, when firing a shot that is a critical, it does not play the critical sound effect. This only affects random Critical hits.
 +
** The opposite could also happen, the critical sound plays but no Critical hit is fired.
  
==Bugs==
+
== Notes ==
* The vast majority of effects and achievements cannot tell the difference between a critical hit and a mini-crit, and as a result treat all mini-crits as regular crits. This makes it possible to gain crit-based achievements using only mini-crits.
+
* Crit indicators are still displayed even if the victim is ÜberCharged and receives no damage.
* The "Mini Crit!" text is still displayed when combat text is enabled if a teammate assists you with a mini-crit, instead of showing the damage they dealt.
+
* Even when a Spy feigns death with the Dead Ringer, the "CRITICAL HIT!!!" bonus-effect text follows the cloaked Spy normally, giving away the Spy's position.
  
==Trivia==
+
== Gallery ==
*In the game's code, critical hits are programmed as chemical damage.
+
<gallery perrow=3>
 +
File:Crit Arrows.png|Crit [[Huntsman|Arrows]].
 +
File:Crit Baseballs.png|Crit [[Sandman|Baseballs]].
 +
File:Crit Bullets.png|Crit [[Hitscan|Bullets]].
 +
File:Crit Flames.png|Crit [[Fire|Flames]].
 +
File:Crit Grenades.png|Crit [[Grenade Launcher|Grenades]].
 +
File:Crit Rockets.png|Crit [[Rocket Launcher|Rockets]].
 +
File:Crit Stickybombs.png|Crit [[Stickybomb Launcher|Stickybombs]].
 +
File:Crit Syringes.png|Crit [[Syringe Gun|Syringes]].
 +
File:Monoculus Crit Projectile.png|Crit [[MONOCULUS]] eyeball projectiles.
 +
File:crit spark.png|Spark sprite.
 +
</gallery>
  
 
== References ==
 
== References ==
 
<references/>
 
<references/>
 +
 +
{{Mechanics Nav}}
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 13:00, 30 September 2024

The Engineer feeling a critical hit.

Critical hits, also known as crits or full crits, are attacks that do extra damage and have distinctive sound effects when fired and upon hitting a target. Players on the receiving end of the attack have the words "CRITICAL HIT!!!" in green, or "MINI-CRIT!" in yellow, respectively, appear above their head. Buildings are immune to both types.

Critical hits can be easily distinguished from normal hits. Most melee weapons have a unique swinging animation, projectiles such as rockets or stickybombs have a team-colored glow and sparkle effect (exemptions are the Cow Mangler 5000, the Righteous Bison, and the Pomson 6000), bullets have team-colored trails, and flamethrowers produce additional team-colored particles. These visual effects are accompanied by a crackling electric sound upon firing and receiving a Critical hit.

Self-inflicted Critical hits do not deal critical damage to the user, but still play the sound effect.

Critical hits deal three times the base damage of the weapon and ignore both the distance modification and the random damage modification of normal shots, though explosive weapon Critical hits still suffer from splash damage fall-off. As a result, weapons that are normally merely nuisances at long range (such as Miniguns) can become dangerous when critical hitting. The extra damage ignores most resistances, meaning it cannot be resisted by the Vaccinator's normal healing or Upgrade Station buffs — though other mechanics can target the critical damage specifically, such as the Battalion's Backup and the Vaccinator's ÜberCharge, which fully neutralize the extra damage.

When a player is killed by a Critical hit, the class lets out a loud scream that differs from ordinary non-melee deaths, unless the class was gibbed (in which case they let out a larger "ouch" noise than explosive kills usually cause). The kill feed icon for a Critical hit surrounds the weapon icon with a red glow.

Critical hits and Mini-Crits do not stack in any form — that is, meeting multiple conditions to earn a Critical hit or a Mini-Crit do not deal any more than the normal damage boost. For example, the Frontier Justice's "Revenge" Critical hits do not deal any additional damage if the Engineer is ÜberCharged by a Kritzkrieg, nor does a player marked for death and coated in Jarate suffer more than standard Mini-Crits. This means that team coordination is required if multiple players have ways to increase their Critical hit output, or extra damage is wasted. If both a Mini-Crit and full Critical hit occur with the same attack, the Critical hit overrides the Mini-Crit.

Critical hit chance

See also: Damage
Critical hit chance based on damage.

The base Critical hit chance for standard weapons is 2%. This is modified by a bonus percentage based on how much damage the player has done in the last 20 seconds, which scales from 0% at 0 damage to 10% at 800 damage.[1] For example, if the player has dealt 200 damage in the past 20 seconds, the additional bonus percentage is 2.5% and so the overall Critical hit chance is 4.5%. As a result, the highest natural Critical hit chance attainable is 12%.

Melee weapons are designed to Critical hit far more often than ranged ones in order to encourage their usage at close range. Their base Critical hit chance starts at 15% — higher than attainable for ranged weapons with the recent damage bonus maxed out — and their recent damage bonus scales from 0% to 45%, meaning a player that has done 800 damage or more in the last 20 seconds has a melee Critical hit rate of 60%.

Among those weapons that trigger randomly, Critical hit probability is determined differently based on the type of weapon. Single-shot weapons, such as the Shotgun, Revolver, and the Rocket Launcher, determine the chance to Critical hit with every shot. Thus, every shot of the Shotgun has a 2% chance to launch a flurry of critical pellets, assuming no previous damage done. Rapid-fire weapons, which include the Minigun, Syringe Gun, Flame Thrower, and the Pistol, check for Critical hits once a second. With weapons like these, a positive Critical hit determination results in all shots for the next two seconds being critical. This only applies to the active weapon; getting two seconds of Critical hits on one's Pistol does not cause their Shotgun to fire Critical hits during this time.

Special cases

An Engineer with the Frontier Justice's Revenge Crits available.

There is a wide variety of situations that affect whether a weapon can deal Critical hits or not.

Weapons that can gain both random Critical hits and situational Critical hits

The following weapons can deal guaranteed Critical hits in specific situations in addition to being capable of scoring them at random.

Weapons that cannot gain random Critical hits but can gain situational Critical hits

The following weapons have a 0% chance of random Critical hits in all situations, but can still deal Critical hits in specific situations or if the user is Crit-boosted.

Weapons that cannot gain random Critical hits and cannot gain situational Critical hits

The following weapons have a 0% chance of random Critical hits in all situations and do not have a means of scoring Critical hits on their own, though they can still deliver Critical hits if another effect is in play, such as a Kritzkrieg.

Weapons that cannot Critical hit in any way

The following weapons cannot deal Critical hits in any way because they Mini-Crit when they normally Crit. Mini-Crits work like normal on these weapons.


Weapons that are exempt

The following items cannot deal Critical hits or Mini-Crits at all, usually because they cannot deal damage. Note that some of the items still glow when Crit-boosted; there is simply no effect.


Crit Boost

A crit boosted Rocket Launcher.

Crit boost is a state in which a player is guaranteed to deal Critical hits with any weapon that is not specifically unable to score Critical hits. A Crit boost is indicated by the player's weapon glowing in their team color, with sparks of electricity surging and crackling from it. This affects most weapons that do not normally deal random Critical hits, such as the Knife, Sniper Rifle, Gunslinger, and Eyelander, causing them to deal critical attacks for the duration of the boost; however, weapons that do not damage enemies (for example, Mad Milk, Jarate, Bonk! Atomic Punch, or Crit-a-Cola) do not gain any benefits from Crits. Only the Cow Mangler 5000 is exempt from this rule, as it does Mini-Crits instead of Critical hits.

A Crit boost can be attained under the following circumstances:

  • During Humiliation, the winning team is granted a Crit boost.
  • The ÜberCharge from the Kritzkrieg grants the Medic's heal target an 8 second Crit boost.
  • Capturing the intelligence in a game of Capture the Flag gives the entire capturing team a 10 second Crit boost. This value can be altered or disabled by the server host console via a command.
  • On Halloween maps during Halloween, killed players randomly drop candy-filled Halloween pumpkins. When picked up, the player is awarded around 3–4 seconds of Crit boost.
  • On the Map Crasher, the intelligence carrier gains Crits until death.
  • Upon killing an enemy with the Killing Gloves of Boxing, the Heavy is Crit boosted for 5 seconds. The Crit boost applies not only to the Killing Gloves of Boxing, but to all the Heavy's currently equipped weapons.
  • The Phlogistinator allows a Pyro to Crit boost itself for about 10 seconds upon activating "Mmmph", but the Crit boost only affects the Phlogistinator (or any Flame Thrower he picks up in that 10 second period).
  • In Mann vs. Machine, players can fill their Power Up Canteen with a Critical hit Boost buff, which grants them a 5 second Crit boost upon activation.
  • In the Versus Saxton Hale game mode, all melee weapons except the Market Gardener, Holiday Punch, and all Spy melee weapons are Crit boosted.
  • The last player in either Versus Saxton Hale or Zombie Infection gains Critical hits for all weapons.

First Blood

"First Blood" redirects here. For Scout achievement, see Scout achievements.

In Arena Mode, a 'First Blood' buff is granted to a player who achieves the first kill of a round. It consists of a five-second Crit boost.

  • If players switch weapons during the buff, the electricity around their weapon disappears, but Critical hits are still delivered.
  • Triggering the Dead Ringer's feigned death gives the attacker the 'First Blood' buff.
  • The 'First Blood' buff counts as an ÜberCharge towards the Heavy achievement Supreme Soviet.
  • Obtaining 'First Blood' as a Scout unlocks the First Blood achievement; killing five enemies with 'First Blood' unlocks First Blood, Part 2.
  • The 'First Blood' achievement can also be earned by a Scout in Competitive Mode, but no Critical hits are awarded for the first kill.

Mini-Crits

A Demoman being pelted by Mini-Crits.
Icon displayed above targets "Marked For Death", indicating they receive Mini-Crits from all sources.
HUD Icon displayed when the player is Marked For Death, indicating receiving Mini-Crits from all sources.

Mini-Crits add an extra 35% damage to a weapon's damage. Like normal Critical hits, they ignore damage falloff, but unlike Critical hits, they are still given ramp-up at close range and random damage spread if enabled. Full Critical hits override Mini-Crits. Like full Critical hits, Mini-Crits have a glowing red outline in their kill icons and are displayed with a larger font when combat text is enabled. If the player is under a Mini-Crit buff state (such as the Buff Banner or Buffalo Steak Sandvich), or the victim is under a Mini-Crit debuff state (such as being covered in Jarate or marked for death), all taunt attacks also Mini-Crit. Aesthetically, Mini-Crits do not trigger critical death lines from victims, unlike full Critical hits.

A Mini-Crit can be dealt under the following circumstances:

There are also currently seven effects that force a particular player to take Mini-Crits from all incoming damage (see also: Marked For Death):

  • Being marked by the Fan O'War.
  • Being an Engineer who is hauling a building with the Rescue Ranger equipped, or has done so in the last three seconds.
  • Being covered in Jarate.
  • Being a Soldier who has the Escape Plan active, or had it active in the last second.
  • Being a Scout and attacking while under the effects of the Crit-a-Cola.
  • Being a Intelligence courier in the Mannpower gamemode who has held the flag for more than 90 seconds without capturing it.
  • Carrying the JACK from the PASS Time gamemode without nearby teammates.
  • Being hit by an egg sack explosion or a Salmann on Slime.

Finally, there are four ways of achieving Mini-Crits that require both the attacker and the target to be in a particular situation:

Mini-Crit boost

A Mini-Crit boost is the state of having all damage being dealt modified into Mini-Crit damage. Currently, this is achievable while under the effects of the Crit-a-Cola, an active Buff Banner, activating the Cleaner's Carbine's "CRIKEY" charge, and while under the effects of the Buffalo Steak Sandvich. When a player is Mini-Crit boosted from the Buff Banner, their active weapon glows a faint yellow on RED, or a faint blue-green on BLU, while the same color effect of particles swirl around their feet, and the text "Mini Crit!" appears above their health bar. Being Mini-Crit boosted by the Crit-a-Cola looks more like a normal Crit boost, but the weapon glows lighter.

All damage sources, including afterburn and Sentry Guns, only deal Mini-Crit damage when the player dealing the damage is being boosted. If the player loses the boost after firing a projectile while the projectile is in mid-flight, it loses its status as a Mini-Crit. Conversely, after the Pyro sets fire to several players, returning to a Mini-Crit boost immediately transforms any afterburn damage to Mini-Crit status. Sentry Guns only Mini-Crit while the Engineer is being Mini-Crit boosted.

Related achievements

Leaderboard class scout.png Scout

First Blood
First Blood
Get the first kill in an Arena or Competitive match.
First Blood, Part 2
First Blood, Part 2
Kill 5 enemies with the First Blood crit buff in an Arena match.


Leaderboard class soldier.png Soldier

Crockets Are Such B.S.
Crockets Are Such B.S.
Shoot two non-boosted crit rockets in a row.
Tri-Splatteral Damage
Tri-Splatteral Damage
Kill 3 enemies with a single critical rocket.


Leaderboard class pyro.png Pyro

Hotshot
Hotshot
Kill a Soldier with a reflected critical rocket.


Leaderboard class demoman.png Demoman

Beat Me Up, Scotty
Beat Me Up, Scotty
Use a critical swing with the Eyelander to kill 5 enemy players.


Leaderboard class heavy.png Heavy

Communist Mani-Fisto
Communist Mani-Fisto
Kill an enemy with a critical punch.
Crock Block
Crock Block
Survive a direct hit from a critical rocket.


Leaderboard class engineer.png Engineer

Revengineering
Revengineering
Use a revenge crit to kill the enemy player that destroyed your sentry gun.
Unforgiven
Unforgiven
Kill 3 enemies with revenge crits without dying.


Leaderboard class medic.png Medic

Triage
Triage
Deploy an ÜberCharge on a teammate less than a second before they're hit by a critical explosive.


Controlpoint.png Foundry achievements

Cap Trap
Cap Trap
Kill an enemy who is capturing a control point with a critical hit.


Mvm navicon.png Mann vs. Machievements

Kritical Terror
Kritical Terror
Use a canteen charged with 'Crit Boost' to destroy a giant robot.

Update history

December 20, 2007 Patch
  • Fixed critical bullet tracers not being visible to players other than the firer.

February 14, 2008 Patch

  • Added a small delay (200 ms) before a zoomed Sniper shot can get a Critical hit.

February 28, 2008 Patch

  • Added options for servers who want to become custom games: Disable Critical hits (tf_weapon_criticals), eliminate respawn times (mp_disable_respawn_times), and raise maxplayers above 24.

March 6, 2008 Patch

  • Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended.

February 2, 2009 Patch

  • Modified Critical hit calculation. Overall, Critical hit chance is now much more recent-performance based:
    • Base 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
  • Sniper Rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots Critical hits)

February 24, 2009 Patch (Scout Update)

  • Added Crit boosted on/off sound effects.

July 14, 2009 Patch

  • Fixed Mini-Crits resulting in reduced damage for weapons at close ranges.

July 21, 2009 Patch (Xbox)

  • Added Option to Toggle Critical hits.

July 13, 2010 Patch

September 30, 2010 Patch (Mann-Conomy Update)

October 19, 2010 Patch

  • Fixed the Holy Mackerel hit triggering the first blood event in Arena mode.

January 10, 2011 Patch

  • Fixed the Heavy's Fists not playing the Critical hit animation.

February 7, 2011 Patch

  • The Sun-on-a-Stick was changed to always Mini-Crit against burning targets if the attack is not already critical.

March 11, 2011 Patch

  • Fixed the revenge Crit label not being localized correctly.

April 14, 2011 Patch (Hatless Update)

April 15, 2011 Patch

  • Replaced the -25% damage attribute with no-Crit attribute on the following:
    • Eyelander
    • Gunslinger
    • Southern Hospitality
    • Horseless Headless Horseman's Headtaker
    • Ullapool Caber
    • Claidheamh Mòr

June 28, 2011 Patch

  • Fixed a case where Crit Boost effects were being removed from players being healed.
  • Fixed a problem with Arena mode first blood Crit Boost not removing itself at the correct time.

February 2, 2012 Patch

April 27, 2012 Patch

  • [Undocumented] Stickybombs and grenades now have a team-colored aura when fired and a rapidly flashing critical particle effect.

December 21, 2012 Patch

  • Fixed a regression with Mini-Crit damage calculation.

January 8, 2013 Patch

  • Fixed a regression where Mini-Crits were being affected by long-range damage fall-off.

January 7, 2015 Patch

February 11, 2015 Patch #1

  • Fixed the Panic Attack not using the correct sound for Crits.

March 12, 2015 Patch

  • Fixed an exploit related to the Gunslinger and hitting teammates to generate a guaranteed third hit that is critical.
  • Fixed the Phlogistinator's bottle not getting the Crit-boost material effect.

Bugs

  • The vast majority of effects and achievements cannot tell the difference between a Critical hit and a Mini-Crit, and as a result treat all Mini-Crits as regular Crits. This makes it possible to gain a majority of Crit-based achievements using only Mini-Crits.
  • The "MINI Crit!" text is still displayed when combat text is enabled if a teammate assists you with a Mini-Crit, instead of showing the damage they dealt.
  • Occasionally, when dying while being Crit boosted, the particle effect and sound still play despite not giving Critical hits.
    • The sound bug can be fixed by typing snd_restart into the console.
  • Sometimes, when firing a shot that is a critical, it does not play the critical sound effect. This only affects random Critical hits.
    • The opposite could also happen, the critical sound plays but no Critical hit is fired.

Notes

  • Crit indicators are still displayed even if the victim is ÜberCharged and receives no damage.
  • Even when a Spy feigns death with the Dead Ringer, the "CRITICAL HIT!!!" bonus-effect text follows the cloaked Spy normally, giving away the Spy's position.

Gallery

References