I've seen plenty of TF2 complaint threads that didn't cover any of the actual... problem, in TF2.
critical hits.
By far the most irritating feature of Team Fortress 2. There is nothing worse than losing a fight because of a random chance.
How should it be fixed? First off, a sniper should not be allowed to get critical hits for anything other than a headshot, and a spy should not get critical hits with his revolver either. If those were the only changes made, I would already be a lot happier. The sniper had his chance to pick you off with a single, well placed shot. The spy can instantly kill you with a backstab. If they cannot do their job properly, they do not deserve a critical hit to win anyway.
Given the nature of TF2, you're going to hurt in almost any fight. The way to win is to have a plan ready that lets you take the least possible damage and leave your enemy open for enough hits to kill them. However, if your enemy gets even one critical shot off, your entire plan is fucked. If you're not dead, you're badly hurt, and quite often you'll be blasted off to some place you don't want to be. All because of a random chance, that requires nothing to achieve.
Sure, if you play well, you get more critical hits. But, that really means nothing. in the commentary for TF2, one of the devs says that crits are to reward you for a killing spree. If you kill more enemies, you get more critical hits, thus you can kill more enemies. Completely messed up as that is, it doesn't even work: The difference in chances is too small to make any actual difference.
In short, it lets players randomly win without them even having to willingly do anything. It is unfair and not at all fun.
So, how to fix it? Simple - introduce a system where you need to earn your critical hits - a la the medic's ubercharge - by either fighting or doing class-specific things. For example, engineers could be able to charge up for a critical hit burst for their sentries. Scouts could be able to turn their charge into extra speed, or a 1-hit-1-kill bat that, that while activated, brings their health down. they could earn a lot of extra charge by capping points. just suggestions, and anyone could think of hundreds of awesome ways for both critical hits to be earned and to be put to use. Any such system would be fun, and a hell of a lot more fair.
critical hits.
By far the most irritating feature of Team Fortress 2. There is nothing worse than losing a fight because of a random chance.
How should it be fixed? First off, a sniper should not be allowed to get critical hits for anything other than a headshot, and a spy should not get critical hits with his revolver either. If those were the only changes made, I would already be a lot happier. The sniper had his chance to pick you off with a single, well placed shot. The spy can instantly kill you with a backstab. If they cannot do their job properly, they do not deserve a critical hit to win anyway.
Given the nature of TF2, you're going to hurt in almost any fight. The way to win is to have a plan ready that lets you take the least possible damage and leave your enemy open for enough hits to kill them. However, if your enemy gets even one critical shot off, your entire plan is fucked. If you're not dead, you're badly hurt, and quite often you'll be blasted off to some place you don't want to be. All because of a random chance, that requires nothing to achieve.
Sure, if you play well, you get more critical hits. But, that really means nothing. in the commentary for TF2, one of the devs says that crits are to reward you for a killing spree. If you kill more enemies, you get more critical hits, thus you can kill more enemies. Completely messed up as that is, it doesn't even work: The difference in chances is too small to make any actual difference.
In short, it lets players randomly win without them even having to willingly do anything. It is unfair and not at all fun.
So, how to fix it? Simple - introduce a system where you need to earn your critical hits - a la the medic's ubercharge - by either fighting or doing class-specific things. For example, engineers could be able to charge up for a critical hit burst for their sentries. Scouts could be able to turn their charge into extra speed, or a 1-hit-1-kill bat that, that while activated, brings their health down. they could earn a lot of extra charge by capping points. just suggestions, and anyone could think of hundreds of awesome ways for both critical hits to be earned and to be put to use. Any such system would be fun, and a hell of a lot more fair.