Difference between revisions of "Critical hits"

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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. Explosive projectiles, such as [[Rocket Launcher|rockets]] or [[Stickybomb Launcher|stickybombs]], have a team-colored glow and sparkle effect. 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 damage to the user, 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 of normal shots, 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.]]
  
The base crit 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>http://www.tf2.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 crit chance is 4.5%. As a result, the highest natural crit chance attainable is 12%.
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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%.
  
Melee weapons are designed to crit far more often than ranged ones in order to encourage their usage at close range. Their base crit 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 50%,<ref>http://www.bionicsquirrels.com/2011/tf2/tf2-melee-crit-rate</ref> meaning a player that has done 800 damage or more in the last 20 seconds has a melee crit rate of a whopping 65%.
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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. This only applies to the active weapon; getting two seconds of crits on one's Pistol will not cause their Shotgun to fire crits during this time.
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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|An [[Engineer]] with the [[Frontier Justice]]'s Revenge Crits available.]]
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[[File:Revenge Crits.png|thumb|150px|right|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.
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There is a wide variety of situations that affect whether a weapon can deal Critical hits or not.
 
 
=== Weapons that can gain both random crits and situational crits ===
 
 
 
The following weapons not only have the ability to get random crits as usual, but also can gain guaranteed crits in another way.
 
 
 
* The [[Sun-on-a-Stick]] deals critical hit when striking a burning enemy.
 
* The [[Flare Gun]] will score a critical hit if it hits a player who is already on fire.
 
* The [[Killing Gloves of Boxing]] will grant 5 seconds of crit boost to all of the [[Heavy]]'s weapons upon killing a target.
 
* The [[Holiday Punch]] will always critical hit from behind. Critical hits with this weapon, whether random or from behind, will force the target to laugh instead of dealing damage.
 
* The [[Bushwacka]] will critical hit at any time it would normally mini-crit.
 
 
 
=== Weapons that cannot gain random crits but can gain situational crits ===
 
  
The following weapons have a 0% chance of random crits in all situations, but can still deal critical hits in specific situations or if the user is crit-boosted.
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=== Weapons that can gain both random Critical hits and situational Critical hits ===
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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.
  
* The [[Flying Guillotine]] will critical hit against enemies who have been [[stun]]ned and will mini-crit at long distances. The [[bleeding]] on a stunned target can deal critical hits.
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{{List of weapons with random and situational crits}}‎
* The [[Market Gardener]] deals critical damage while the Soldier wielding it is [[rocket jumping]].
 
* The [[Backburner]] is guaranteed to crit from behind.
 
* The [[Phlogistinator]] 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 [[Manmelter]] accrues a critical hit each time it is used to extinguish a teammate.
 
* The [[Axtinguisher]] and the [[Postal Pummeler]] will score a critical hit if the victim is on [[fire]]. It may still randomly perform a crit animation, but will not inflict crit damage unless the enemy is burning.
 
* The [[Neon Annihilator]] crits against wet enemies. This includes those who are in or have recently emerged from a source of [[water]], and those coated in [[Jarate]] or [[Mad Milk]].
 
* The [[Frontier Justice]] accrues 2 Revenge Crits for every kill and 1 for every assist made by the user's Sentry Gun once the Sentry is destroyed.
 
* The [[Gunslinger]] will perform a critical punch on a third successful consecutive punch, causing a different [[kill icon]].
 
* The [[Sniper Rifle]], [[Machina]], [[Ambassador]], [[Huntsman]], [[Bazaar Bargain]], [[Hitman's Heatmaker]], and [[AWPer Hand]] automatically score critical hits on successful [[headshot]]s. Rifles can only perform headshot crits while scoped and the Ambassador only when at full accuracy.
 
* The [[Cleaner's Carbine]] will grant 3 seconds of crit boost upon killing an enemy.
 
* The [[Diamondback]] will store one critical hit for every enemy building destroyed with a [[Sapper]] placed on it by the user.
 
* The Spy's melee weapons always and only crit on [[backstab]]s, boosting the damage of a backstab from 2x the victim's current health to 6x. Knives can still be forced to crit, but this will only result in triple the melee damage, not backstab damage.
 
  
=== Weapons that cannot gain random crits and cannot gain situational crits ===
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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.
  
The following weapons have a 0% chance of random crits in all situations and do not have a means of scoring crits on their own, though they can still deliver crits if another effect is in play.
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{{List of weapons without random but with situational crits}}
  
* 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, and can only crit through external means such as a shield charge.
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=== Weapons that cannot gain random Critical hits and cannot gain situational Critical hits ===
* The [[Soda Popper]], [[Sticky Jumper]], [[Rocket Jumper]], [[Southern Hospitality]], [[Enforcer]], and [[Sydney Sleeper]] do not roll for random crits.
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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]].
  
=== Weapons that cannot crit in any way ===
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{{List of weapons without random or situational crits}}
  
The following weapons cannot deal critical hits in any way. They can however mini-crit if the situation is right.
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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.
  
* All [[taunt attack]]s.
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{{List of weapons unable to crit}}
* 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.
 
* Sentry Guns will never inflict critical hits. However, they will mini-crit enemies if the owner is under a mini-crit boost or the target has a mini-crit-accepting status.
 
* The bleeding and [[Fire|afterburn]] mechanics do not crit, but will mini-crit if the attacking player is mini-crit boosted or if the target is under a mini-crit debuff.
 
  
 
=== Weapons that are exempt ===
 
=== 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.
  
The following items do not operate as conventional weapons and so are exempt from the concept of critical hits. Note that they will still glow when crit-boosted, there will simply be no effect.
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{{List of weapons unable to crit or mini-crit}}
 
 
*[[Lunchbox]] items: [[Bonk! Atomic Punch]], [[Crit-a-Cola]], [[Dalokohs Bar]], [[Fishcake]], [[Sandvich]], [[Buffalo Steak Sandvich]]
 
*Jars: [[Mad Milk]], [[Jarate]]
 
**Jars may appear to crit when thrown, glowing and trailing team-colored particles, but this has only a cosmetic effect.
 
*[[Banner]] items: [[Buff Banner]], [[Battalion's Backup]], [[Concheror]]
 
*Passive-effect items: [[Gunboats]], [[Mantreads]], [[Ali Baba's Wee Booties]], [[Bootlegger]], [[Razorback]], [[Darwin's Danger Shield]], [[Cozy Camper]]
 
*Demoknight shields: [[Chargin' Targe]], [[Splendid Screen]]
 
*Mediguns: [[Medi Gun]], [[Kritzkrieg]], [[Quick-Fix]], [[Vaccinator]]
 
*[[Cloak]]ing devices: [[Invis Watch]], [[Cloak and Dagger]], [[Dead Ringer]], [[Enthusiast's Timepiece]], [[Quackenbirdt]]
 
*The [[Sapper]] and [[Red-Tape Recorder]]
 
*The [[Wrangler]], [[PDA]] devices, and the [[Disguise Kit]]
 
 
 
 
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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.
  
== Crit boost ==
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A Crit boost can be attained under the following circumstances:  
 
 
'''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:  
 
 
 
* During [[Match outcomes#Humiliation|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.
 
 
 
* In the event version of [[Harvest]], [[Mann Manor]], [[Eyeaduct]], and [[Ghost Fort]] during Halloween, killed players randomly drop candy-filled [[Halloween pumpkins]]. When picked up, the player is awarded around 3–4 seconds of crit boost.
 
 
 
* 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.
 
 
 
*The [[Phlogistinator]] allows a Pyro to crit boost itself for about 10 seconds upon activating "Mmmph", but the crit boost only affects the Phlogistinator.
 
 
 
* Killing an enemy with the [[Cleaner's Carbine]] will grant the Sniper 3 seconds of crit boost. This applies to all of the Sniper's currently equipped weapons.
 
 
 
* Using a Critical Hit Boost [[Power Up Canteen]] in [[Mann vs. Machine (game mode)|Mann vs. Machine]].
 
{{anchor|First blood}}
 
 
 
=== First Blood ===
 
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.
 
  
*Triggering [[Dead Ringer|feign death]] with the Dead Ringer gives the attacker the 'First Blood' buff.  
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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.
  
*The 'First Blood' buff counts as an ÜberCharge towards the [[Heavy achievements|Heavy achievement]] ''Supreme Soviet''.
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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.
  
== Gallery ==
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* If players switch weapons during the buff, the electricity around their weapon disappears, but Critical hits are still delivered.
<gallery perrow=3>
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* Triggering the [[Dead Ringer]]'s feigned death gives the attacker the 'First Blood' buff.  
Image:Crit Bullets.png|Crit [[Bullets]].
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* The 'First Blood' buff counts as an ÜberCharge towards the [[Heavy achievements|Heavy achievement]] ''Supreme Soviet''.
Image:Crit Rockets.png|Crit [[Rockets]].
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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''.
Image:Crit Flames.png|Crit [[Flames]].
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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.
Image:Crit Grenades.png|Crit [[Grenades]].
 
Image:Crit Stickybombs.png|Crit [[Stickybombs]].
 
</gallery>
 
  
== 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 falloff, 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. If either 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 Jarate or being Marked for death), all taunt attacks will also Mini-crit.
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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.
  
There are currently eight ways for a player to deal mini-crits to all other players:
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A [[#Mini-crit boost|Mini-Crit]] can be dealt under the following circumstances:
*Attacking as a Scout while under the effects of [[Crit-a-Cola]].
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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}}.
*Attacking as a Scout while under the hype effect of the [[Soda Popper]].
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* Attacking as a Scout under the effects of the [[Crit-a-Cola]].
*Hitting an enemy from long range with the [[Flying Guillotine]].
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* Attacking as a Scout with the [[Atomizer]] whilst airborne.
*Attacking while under the effects of a friendly Soldier's [[Buff Banner]].
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* Attacking while under the effects of a friendly Soldier's [[Buff Banner]].
*Shooting enemies with the [[Cow Mangler 5000]]'s charged shot.
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* Shooting enemies with the [[Cow Mangler 5000]]'s charged shot.
*As a Pyro, hitting an enemy with a [[reflect]]ed [[projectile]] (other than [[stickybomb]]s).
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* Firing the [[Cow Mangler 5000]] while Crit boosted.
*Melee hits midway through your [[Chargin' Targe]] or [[Splendid Screen]] charge.
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* Attacking as a Heavy under the effects of the [[Buffalo Steak Sandvich]].
*Attacking as a Heavy while 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).
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* Melee hits midway through your [[Chargin' Targe]] or [[Splendid Screen]] charge.
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* Melee hits at any point through your [[Tide Turner]] charge.
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* Activating "CRIKEY" charge with the [[Cleaner's Carbine]].
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* Hitting a headshot as Sniper using the [[Sydney Sleeper]].
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* Being the last 3 remaining players in Versus Saxton Hale or Zombie Infection.
  
There are also currently six effects that force a particular player to take mini-crits from all incoming damage:
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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]]):
*Being marked by the [[Fan O'War]].
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* Being marked by the [[Fan O'War]].
*Being a Scout who is under the effects of Crit-a-Cola.
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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.
*Being a Heavy who is under the effects of the Buffalo Steak Sandvich.
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* Being covered in [[Jarate]].
*Being a Heavy who has the [[Gloves of Running Urgently]] active, or has had them active in the last three seconds.
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* Being a Soldier who has the [[Escape Plan]] active, or had it active in the last second.
*Being an Engineer who is [[haul]]ing a [[building]] with the [[Rescue Ranger]] equipped, or has done so in the last three seconds.
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* Being a Scout and attacking while under the effects of the Crit-a-Cola.
*Being covered in [[Jarate]].
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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]].
  
Finally, there are three ways of achieving mini-crits that require both the attacker and the target to be in a particular situation:
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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:
*Hitting an airborne enemy with the [[Direct Hit]] who was propelled airborne by an explosion.
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* Hitting an airborne enemy with the [[Direct Hit]] who was propelled airborne by an explosion.
*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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* 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]].
*Hitting a burning enemy with the [[Detonator]].
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* Hitting a burning enemy with the [[Detonator]], [[Scorch Shot]], [[Axtinguisher]], or [[Postal Pummeler]].
 +
* Directly impacting an enemy within half a second before a cannonball explosion with the [[Loose Cannon]] (a Double Donk).
  
Former ways to achieve a mini-crit:
+
=== 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.
  
*The [[Sun-on-a-Stick]] originally dealt mini-crits on burning enemies. It currently deals full crits.
+
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.
*The [[Flare Gun]] originally dealt mini-crits on burning enemies at close range. It currently deals full crits regardless of range.
 
*Formerly Mini-Crits could be delivered by shooting enemies to the head with the [[Ambassador]]. It currently deals full crits.
 
*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.
 
*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. 
 
 
 
=== 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.
 
 
 
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.
 
 
{{clr}}
 
{{clr}}
  
 
== Related achievements ==
 
== Related achievements ==
 
 
=== {{class link|Scout}} ===
 
=== {{class link|Scout}} ===
 
{{Achievement table
 
{{Achievement table
Line 187: Line 135:
 
| 2 = {{Show achievement|Scout|First Blood, Part 2}}
 
| 2 = {{Show achievement|Scout|First Blood, Part 2}}
 
}}
 
}}
 +
  
 
=== {{class link|Soldier}} ===
 
=== {{class link|Soldier}} ===
Line 193: Line 142:
 
| 2 = {{Show achievement|Soldier|Tri-Splatteral Damage}}
 
| 2 = {{Show achievement|Soldier|Tri-Splatteral Damage}}
 
}}
 
}}
 +
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
Line 198: Line 148:
 
| 1 = {{Show achievement|Pyro|Hotshot}}
 
| 1 = {{Show achievement|Pyro|Hotshot}}
 
}}
 
}}
 +
  
 
=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
Line 203: Line 154:
 
| 1 = {{Show achievement|Demoman|Beat Me Up, Scotty}}
 
| 1 = {{Show achievement|Demoman|Beat Me Up, Scotty}}
 
}}
 
}}
 +
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
Line 209: Line 161:
 
| 2 = {{Show achievement|Heavy|Crock Block}}
 
| 2 = {{Show achievement|Heavy|Crock Block}}
 
}}
 
}}
 +
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
Line 215: Line 168:
 
| 2 = {{Show achievement|Engineer|Unforgiven }}
 
| 2 = {{Show achievement|Engineer|Unforgiven }}
 
}}
 
}}
 +
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
Line 221: Line 175:
 
}}
 
}}
  
=== [[File:Backpack Full Head of Steam.png|45px|link=Foundry_achievements]] [[Foundry achievements]] ===
+
 
 +
=== {{Achiev type link|foundry}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Foundry|Cap Trap}}
 
| 1 = {{Show achievement|Foundry|Cap Trap}}
 
}}
 
}}
  
=== [[File:Mvm navicon.png|20px|link=Mann vs. Machievements]] [[Mann vs. Machievements]] ===
+
 
 +
=== {{Achiev type link|mvm}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Mann vs. Machievements|Kritical Terror}}
 
| 1 = {{Show achievement|Mann vs. Machievements|Kritical Terror}}
Line 236: Line 192:
  
 
'''{{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 249: 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]])
Line 257: Line 226:
  
 
'''{{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:
+
* Replaced the no-Crit attribute with -25% damage on the following:
 
** [[Eyelander]]
 
** [[Eyelander]]
 
** [[Gunslinger]]
 
** [[Gunslinger]]
Line 276: Line 245:
  
 
'''{{Patch name|4|15|2011}}'''
 
'''{{Patch name|4|15|2011}}'''
* Replaced the -25% damage attribute with no-crit attribute on the following:
+
* Replaced the -25% damage attribute with no-Crit attribute on the following:
 
** Eyelander
 
** Eyelander
 
** Gunslinger
 
** Gunslinger
Line 295: Line 264:
  
 
'''{{Patch name|12|21|2012}}'''
 
'''{{Patch name|12|21|2012}}'''
* Fixed a regression with mini-crit damage calculation.
+
* Fixed a regression with Mini-Crit damage calculation.
  
 
'''{{Patch name|1|8|2013}}'''
 
'''{{Patch name|1|8|2013}}'''
* Fixed a regression where Mini-Crits were being affected by long-range damage fall-off.}}
+
* 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.
  
==Bugs==
+
'''{{Patch name|3|12|2015}}'''
* 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.
+
* Fixed an exploit related to the [[Gunslinger]] and hitting teammates to generate a guaranteed third hit that is critical.
* 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.
+
* Fixed the [[Phlogistinator]]'s bottle not getting the Crit-boost material effect.}}
* Crit indicators are still displayed even if the "victim" is Übercharged and receives no damage.
+
 
 +
== 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.
 +
 
 +
== 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 ==
 +
<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