6/20/2009

Sizing it Down


May I say that mini-crit rockets are severely less fun than normal crit rockets. However, mini-crit afterburn is pretty useful. *Ahem*.

The idea behind mini-crits becomes apparent once you delve into the facts. First, let's take a look at what mini-crits there are in the game at this moment.

Jarate minicrits
The more obvious of the two, since it is its primary function. These mini-crits reward Snipers (and their teammates) for being able to take out and douse the enemy with... bodily fluids. Regardless, Jarate-ing multiple enemies is not always an easy task, and it's hard to learn the projectile curve of the jar, considering you have to wait pretty long to throw another one. (Let's leave achievementbox maps outta this.) So if the Sniper does manage to dampen the enemies' will to live, their health will lower at a similar rate.

Flare-onto-burning-enemy minicrits
Ah yes, the satisfying *DING!* of a flare mini-crit. Upon landing successive flare hits unto an enemy, the Pyro can deal that extra 35% damage due to a minicrit. Now this is a way to make the flare more viable and more useful after the enemy is already ignited. The Pyro's aim is rewarded by a reassuring sound that


Long story short, mini-crits are rewards for a player's skill. Although random crits are designed to be strongly influenced by skill, they are random. Mini-crits are a fine addition to Team Fortress 2's increasing player content, and I feel they are an example of what the game is supposed to be.

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