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Declined A compromise for crits in Jailbreak

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Hyped

Rage Inducing
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Jul 8, 2018
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Critical hits for guards have been a debated topic before, I want to post a compromise.
This is coming from a guy that only plays blue.
We should have it so that critical hits have fall off damage (I don't know if this is possible coding wise).
It keeps an (apparently) necessary tool for guards to control prisoners.
And rebels won`t have sky high blood pressure when they get sniped by a pyro with a shotgun.
If you disagree with me please post them below.
Thanks for reading.
 
D

Deleted member 2049

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There should be a big bolded line of text somewhere in the suggestions category that says "Blu team crits in Jailbreak aren't up for debate"
 

Steve Harvey Oswald

Blackwonder's Own
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Nov 12, 2016
Messages
1,177
We went so long without one of these threads. You just had to reopen that wound, didn't you?

https://blackwonder.tf/threads/jb-needs-some-tweeks.12859/#post-56920
https://blackwonder.tf/threads/giving-the-blus-minicrits-instead-of-crits.9879/#post-46201
https://blackwonder.tf/threads/less-the-crits-on-blu-jb.9527/#post-45430
https://blackwonder.tf/threads/give...lwars-arena-is-more-balanced.7602/#post-35154
https://blackwonder.tf/threads/remove-crits-for-blu-in-jb.7051/#post-33385
https://blackwonder.tf/threads/warden-being-able-to-turn-crits-on-off.7121/#post-32566
https://blackwonder.tf/threads/jb-deactivate-crits-for-both-team-when-ff-is-on.7013/#post-31543
https://blackwonder.tf/threads/blackwonderjb.13472/#post-58962
https://blackwonder.tf/threads/a-compromise-for-crits-in-jailbreak.14536/
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It is already to escape the guards when you are far away from them, damage falloff is just being a meanie.
 
D

Deleted member 2049

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There already is damage fall off by default with TF2, at least with a shotgun. Without crits it does like 3 damage from like far range, with crits it does 16 or 32
 

Hyped

Rage Inducing
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537
Hey, it`s a good compromise.
Also if this stupid shit
the Sandman. The weapon's mechanics had been the same for a very long time, and now Valve was going to be changing it up because it isn't "competitive friendly." I personally do not really like competitive games and I feel like all these nerfs and removal of things unique to TF2 purely for the sake of balancing them for just a singular (dead) game mode, so this gave me an idea for a game mode.
is able to remain open then this should too.
 

Cammy

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Cammy

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Might as well give my piece since I'm back.

Guard crits are REQUIRED, it's way too easy to rebel in general. One inattentive guard is enough for a Scout, Sniper, Spy, or even a Pyro to slip away unnoticed. The easiest way for you to not get shot as a Rebel is to try a little thing called Dodging, and also be aware of your surroundings so you don't walk face-first into a BLU.

Applying falloff to the BLU team's critical hits will make it so much harder to deal with long-ranged rebels, such as Snipers, Crusader Medics, Soldiers etc. This will add a sort of meta-class for the BLU team as they WILL need classes that can deal with various rebels when they do pop up.

I can't even see low-pop Jailbreak (10 or less players) benefiting from this from a RED player's perspective, and a BLU player's perspective, let alone a full server.

Critical hits in general should not be changed in any possible way; more to the point it should be made a noted statement that it is not a debatable subject, as Aegus suggests.

While this may be the most recent thread related to it, it's always been declined and (with the way it's going in the polls) will be declined again.


Feel free to shit on what I've said, my Jailbreak is excessively rusty, although I believe I still have enough general knowledge to give a statement towards it. I am also aware the Jailbreak plugin was updated, and the creator of said plugin is somewhat active here.
 
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Steve Harvey Oswald

Blackwonder's Own
Joined
Nov 12, 2016
Messages
1,177
Might as well give my piece since I'm back.

Guard crits are REQUIRED, it's way too easy to rebel in general. One inattentive guard is enough for a Scout, Sniper, Spy, or even a Pyro to slip away unnoticed. The easiest way for you to not get shot as a Rebel is to try a little thing called Dodging, and also be aware of your surroundings so you don't walk face-first into a BLU.

Applying falloff to the BLU team's critical hits will make it so much harder to deal with long-ranged rebels, such as Snipers, Crusader Medics, Soldiers etc. This will add a sort of meta-class for the BLU team as they WILL need classes that can deal with various rebels when they do pop up.

I can't even see low-pop Jailbreak (10 or less players) benefiting from this from a RED player's perspective, and a BLU player's perspective, let alone a full server.

Critical hits in general should not be changed in any possible way; more to the point it should be made a noted statement that it is not a debatable subject, as Aegus suggests.

While this may be the most recent thread related to it, it's always been declined and (with the way it's going in the polls) will be declined again.


Feel free to shit on what I've said, my Jailbreak is excessively rusty, although I believe I still have enough general knowledge to give a statement towards it. I am also aware the Jailbreak plugin was updated, and the creator of said plugin is somewhat active here.

Hey welcome back


Hey, it`s a good compromise.
Also if this stupid shit

is able to remain open then this should too.

Why do you play TF2? I think you'd much rather play Quake Champions.
 
D

Deleted member 2120

Guest
Might as well give my piece since I'm back.

Guard crits are REQUIRED, it's way too easy to rebel in general. One inattentive guard is enough for a Scout, Sniper, Spy, or even a Pyro to slip away unnoticed. The easiest way for you to not get shot as a Rebel is to try a little thing called Dodging, and also be aware of your surroundings so you don't walk face-first into a BLU.

Applying falloff to the BLU team's critical hits will make it so much harder to deal with long-ranged rebels, such as Snipers, Crusader Medics, Soldiers etc. This will add a sort of meta-class for the BLU team as they WILL need classes that can deal with various rebels when they do pop up.

I can't even see low-pop Jailbreak (10 or less players) benefiting from this from a RED player's perspective, and a BLU player's perspective, let alone a full server.

Critical hits in general should not be changed in any possible way; more to the point it should be made a noted statement that it is not a debatable subject, as Aegus suggests.

While this may be the most recent thread related to it, it's always been declined and (with the way it's going in the polls) will be declined again.


Feel free to shit on what I've said, my Jailbreak is excessively rusty, although I believe I still have enough general knowledge to give a statement towards it. I am also aware the Jailbreak plugin was updated, and the creator of said plugin is somewhat active here.
Ay welcome back
 
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