Dreck the Opossum
Well-Known Member
Random crits have no place in the game, and putting them on melee doesn't solve the core problem of random crits.
The 2 arguments for melee crits I see are "lol I just one shot someone" and "Without crits melee is useless."
Melee is not useless without crits, as 65 damage a swing is enough to 2 shot any light class from full health. Most classes don't use melee unless their guns are empty (the entire point of having a melee weapon, when you're close-quarters and your guns are emtpy) Or certain supportive classes like Medic and Sniper, who's main weapons are situational and benefit from their melee weapons in close quarters.
More than anything melee crits only benefit those supportive classes like sniper and med, who already strongly rely on their melee. The other day I was playing sniper and got cornered by a pyro and scout. I was half-health and locked in a corner with 2 of the most powerful close-quarters combat classes.
Then I pulled out my melee and one-shot both of them with random crits.
Why even bother having classes with defined roles and weaknesses when random crits can just show up and give a middle finger to all the careful adjusted class balances?
On a similar note, sniper and medic being prime targets for spies, yet just being able to reliability one-shot them just feels like insult to injury for the worst class in the game. On top of everyone being hyper aware due to increased FOV, as a spy main I can tell you more than half my deaths are to random melee crits.
If the main argument is to keep melee weapons relevant, (which they always have been) then why not *add* more relevant melee options? Almost every medic uses the spritz or shock therapy, and no one argues those are irrelevant. Most snipers use the fish-wacker for it's obvious benefits.
(This section isn't so much directed at vf4 servers as it is the TF2C devs, I don't expect you guys to make new weapons, lol)
The 2 arguments for melee crits I see are "lol I just one shot someone" and "Without crits melee is useless."
Melee is not useless without crits, as 65 damage a swing is enough to 2 shot any light class from full health. Most classes don't use melee unless their guns are empty (the entire point of having a melee weapon, when you're close-quarters and your guns are emtpy) Or certain supportive classes like Medic and Sniper, who's main weapons are situational and benefit from their melee weapons in close quarters.
More than anything melee crits only benefit those supportive classes like sniper and med, who already strongly rely on their melee. The other day I was playing sniper and got cornered by a pyro and scout. I was half-health and locked in a corner with 2 of the most powerful close-quarters combat classes.
Then I pulled out my melee and one-shot both of them with random crits.
Why even bother having classes with defined roles and weaknesses when random crits can just show up and give a middle finger to all the careful adjusted class balances?
On a similar note, sniper and medic being prime targets for spies, yet just being able to reliability one-shot them just feels like insult to injury for the worst class in the game. On top of everyone being hyper aware due to increased FOV, as a spy main I can tell you more than half my deaths are to random melee crits.
If the main argument is to keep melee weapons relevant, (which they always have been) then why not *add* more relevant melee options? Almost every medic uses the spritz or shock therapy, and no one argues those are irrelevant. Most snipers use the fish-wacker for it's obvious benefits.
(This section isn't so much directed at vf4 servers as it is the TF2C devs, I don't expect you guys to make new weapons, lol)