Declined removal of Guard Crits (1 Viewer)

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CutePyro0

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I have seen plenty of discussion over the blue team having crits while the warden is alive, some people like the idea and some people do not like the idea.

from observations it seems the main points for and agaisn't the crits seem to be the following:

PRO
  • Fast and simple 1 shot killing any rebels
  • I like them
CONS
  • Crits while on blue makes me unhappy when I kill
  • makes killing rebels too easy guards shouldn't have crits


This feels like the typical random crit argument that we come to love and hate in casual TF2 however would people prefer something different while playing as guards?

Maybe we should remove guaranteed crits from blue and leave it to faith just like casual?
This suggestion has been made many times but usually leads to compromises being made such as

Maybe make the guards only have mini-crits unless its the melee then they get full crits?
I'm not sure if this is even possible to work like this at all

What does everyone think?
 
Yep, here we go again.
 
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Personally if we take crits away are we gonna have something in place so fail rounds don't happen even faster. Let's be forreal people complain about crits because they rather rebel and have it be easy. This is just like the rewardening situation all over again if you get rid of one thing you gotta put something in place to hopefully balance the new problem.
 
If we just get rid of red team we won’t have to worry about needing crits, easy solution
 
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i always complain on crits, using them as an excuse (MOST TIMES ITS A FAIR ONE AND NOT A SKILL ISSUE I PROMIES!!!11!!!) however removing/replacing them will bring unholy amounts of unfairness on both blue team and red team
sure, its annoying when you get a few compitent blues that laser you down from miles away from pure skill, but, crits are there to help the more common scenario of clueless/ just plain bad blue team or in a round with 3 blues and 25 reds where no matter what the blues try, there will always be rebellers who they cant hunt effectively because they need to protect the warden and ensure the larger mass of reds dont rebel. this suggestion has been suggested so many times, im betting longer than i've been on the community and has always failed because people understand that crits are to even out the playing field, not to make it unfair on reds.
 
Voting the removal option just to feel something…
 
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crits on blu makes rebelling successful that much more exciting it gives the red team more of a challenge. blus need crits to balance out the 20+ reds they need to manage. it would be almost impossible for a normal set of blues to win a round without crits
 
Your PROs and CONs literally cancel eachother out.
Besides, you have so many rounds where warden gets random crit or just bombarded with random crits.
I certainly dont want to spend 3 minutes trying to hit a rebelling scout rather than 1 shotting them.
Rebelling isnt easy correct.
But its certainly not as difficult as some people make it out to be.

I will be voting No.
 
Tho the melee crit idea is neat, ill give you that.
 
simply a skill issue if:
1) you die on red because of crits while rebelling, as its an entirely possible feat.
2) you die on blu because you’re not competent enough to utilize crits efficiently.
 
I propose instead of removing guard crits we auto remove these threads
 
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I've perfectly fine with how they are now, sure its a bit frustrating seeing the warden survive on 5 hp just because he had crits, but the guards are so out numbered they need this extra boost.
 
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