This time, I'm still a day late, but the official blog was updated yesterday with some interesting insights on the changes to the critical hit system that are certainly worth noting. From the blog:
First, the base critical hit chance was reduced from 5% to 2%. This means that if you haven't done any damage to an enemy, your crit chance is now just under half what it was previously. Secondly, the size of the bonus range was reduced by a third, but the amount of damage needed to earn that bonus was halved. To understand the effect of that, it's useful to graph it:As you can see, the new crit chance is slightly lower across the board, which we wanted. More importantly though, is that the rate at which the crit chance increases based on the amount of recent damage you've done. We like to think of that recent damage total as a rough measure of your performance.
In thinking about the change we wanted to make to critical hits, we decided that there was a point on the graph of particular interest to us, and that was the point at which your critical hit chance was as much a result of your performance as it was the base chance. If you look at at (A) on the old line, you'll see that point isn't reached until you've done 550 recent damage, a feat that occurs about as often as our backstab code works correctly. That point is reached at (B) on the new line, around the point where you've done 175 recent damage. This means that if you've just singlehandedly killed an enemy Demoman/Soldier/Pyro/Heavy, your next 20 seconds worth of crit chances are already more a result of that kill than the base chance. As a result, if you're a highly skilled player, you're going to fire significantly more critical hits than those around you. And remember, if you've just killed 2 or 3 enemies, now's the time to push!
What does this all mean? It means that now your base chance of getting a critical hit is lower, but your damage dealing skills will more quickly impact your critical hit percentage; making crits a greater measure of your skill rather than random luck. It also means that overall you'll see fewer critical shots flying around the battlefield.
If you're a skilled player, this is a huge step in the right direction for you. If you depend on critical hits to get most of your kills you're about to find TF2 much more unforgiving than you did before. And of course if you're the kind of player who still wonders why critical hits even exist in the first place you should either find a no-crit server or find a different multiplayer FPS that better suits your fancy.


