Most TF2 Jailbreak servers such as Blackwonder and Flux (if that one still even exists) grant gaurds 100% crits, should the warden be alive. I hear many complaints about crits. The reason I wanted to make this post was because I wanted to close the drama that surrounds the issues of crit balancing. I would like to make a proposal regarding said change. (Even though I am on the side of crits being removed, resulting in my opinion being pretty bias, don't let that stop you from making your arguments in the comments or even reading the post.) I know I'm not the first person to suggest something similar, but I came up with the idea before reading other forums like this. I also know not everyone is going to agree with me and notice some flaws, please point them out.
I feel I should get some context out the way first, starting off with why people defend full crits...
Reason 1: "Gaurds need the full crits to even have a chance against rebellers."
Reason 1.5: "There are half as many gaurds as there are prisoners, the crits make them much easier to deal with."
Reason 2: "It's already perfectly balanced as it is."
Reason 3: "Most gaurds don't exactly have the best aiming skills."
There are just as many people who want crits removed as there are who want them to stay...
Reason 1: "The full crits make it impossible to rebel, especially as spy."
Reason 2: "The full crits make many weapons like the Backburner completely useless."
Reason 3: "The full crits make it much easier to freekill."
Getting to the point of this post, I would like to make my proposal...
I introduce you all to:
The Mini-Compromise
Grant guards mini-crits when half of their team is dead.
Why I think it's a good idea:
I feel I should get some context out the way first, starting off with why people defend full crits...
Reason 1: "Gaurds need the full crits to even have a chance against rebellers."
Reason 1.5: "There are half as many gaurds as there are prisoners, the crits make them much easier to deal with."
Reason 2: "It's already perfectly balanced as it is."
Reason 3: "Most gaurds don't exactly have the best aiming skills."
There are just as many people who want crits removed as there are who want them to stay...
Reason 1: "The full crits make it impossible to rebel, especially as spy."
Reason 2: "The full crits make many weapons like the Backburner completely useless."
Reason 3: "The full crits make it much easier to freekill."
Since I already stated I am all for removing full crits, I feel it is necessary to state why I am. If you're a gaurd and can only land 2 out of 10 shots on a moving target, then you should just get better at aiming. If you can aim consistently, there is no need for a set of training wheels. And even if you do have good aim and there's a medic running at you with an Ubersaw, you still have a gun, out-range him. I know not everyone has the reaction time of a robot, but if you're so close to them that you can't even react fast enough then it's pretty much your fault. You should keep a distance to prisoners in the first place.
Getting to the point of this post, I would like to make my proposal...
I introduce you all to:
The Mini-Compromise
Grant guards mini-crits when half of their team is dead.
Why I think it's a good idea:
- Guards that don't need crits aren't carried by full crits
- New/bad players have better opportunities to become generally better at aiming
- Only activates when the guards really need support
- Other weapons that reward crits under certain conditions now only reward crits when said conditions are met
- Fights between guards and rebels with ammo are much more fair
- Overall healthy balance-wise