TF2 update: Random damage poll

Date February 5, 2009

With the last Valve update, there came a few interesting new server variables. The ETF2L config will be updated accordingly. However, for 1 variable, we’d like your opinion. This variable decides whether random damage will be used in the game or not.

If tf_damage_disablespread is activated, the amount of damage every gun can do will be static. By default, this is turned off. This (off) means a weapon’s damage output can randomly vary. This varies by around 10%. When turned on, every single shot fired by the same weapon will do the same amount of damage. (not taking into account random spread). This can make the game more predictable, you’ll know more precisely how much damage you will do.

For comparison, we will list the damage of some of the most common weapons with this variable turned on.

  • Sticky: directly under your feet: 114 damage, damage up to around 130 damage, (with ideal placement directly in front of you, damage will decrease fast if you’re standing further away. )
  • Pipe: 98-104 damage (direct hit; depends on place of impact.)
  • Scattergun: 104 damage (point blank, when fired from further away, damage will decrease)
  • Rocket: 112 (point blank, damage will decrease when fired from further away.)

Please vote whether you want this static damage to be enabled or not.

Enable static damage?

Total Voters: 675

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This poll will run until Sunday 23:59 PM, after which will be decided whether we turn it on or off and the config will be updated.

Note: other variables that will be added at that same time are: mp_tournament_allow_non_admin_restart 0 and tf_tournament_hide_domination_icons 1.

35 Comments

  1. Kritz - My critrocket in ur face » Blog Archive » Random damage balsošana said:

    […] Nesenajā apdeitā tika pievienotas interesantas komandas. Viena no tām bija tf_damage_disablespread, kas noņem ieroča random damage. Tātad, ja šī funkcija ir ieslēgta, katra ieroča damage ir viens, nevis katrs šāviens dara citu (neskaitot random spread un attālumu). Balsot, vai vēlaties izmantot šo funkciju iekš ETF2L un sīkāku paskaidrojumu ar piemēriem, var skatīt šeit. […]

  2. waebi: ‹Con› said:

    “Sticky: directly inder your feet: 114 damage”

    DO WANT :D

  3. bun said:

    what about the scout with static damage, he will still need to get just front of the medic to kill him faster , or damages will be fixed then he can make same damages from far away?

  4. RaCio: GoT² said:

    I think we can trust valve that the cvar is inplemented correctly. The only issue is possibly the sniper rifle being able to bodyshot a medic(previously 50% chance on it).

    Also the sticky damage is indeed a bit weird. A sticky right under your feet does less damage(114) then right next to you(130ish). And if the demo stands directly next to the victim sticky damage can go up to 160+ dmg. Almost like the selfdamage of the demo is also added to the targets damage.

  5. RaCio: GoT² said:

    @bun
    Damage dropoff will stay the same, so most weapons will still do less damage on longer distances. Its just the random damage variation that will be affected.

    However, keep in mind that using static damage will also affect some other things. The first being predictability. A scout for example will know that he needs 2 point blank shots on a soldier, previously there always was a danger of needing more shots so the scout needed to be more careful.
    Second, class balance is also affected, without static damage a class will for example need 3 or 4 shots on a target. If with using static damage that value becomes 3 the class will get a bit stronger.

  6. TF2.LV said:

    […] введения данной переменной вы можете отправившись по данной ссылке. VN:F […]

  7. ____13____ said:

    Beware! The end of the demoman era is near!

  8. ____13____ said:

    Heil to the new kings! Long live the scouts!

  9. AnAkIn said:

    Static damage wins!

  10. aLx: trick17 - trick17 said:

    I kind of liked the random damage, because it seperated TF2 from other FPS and made it a little unpredictable.

    Sometimes it made me cry and sometimes it saved my ass ;-)

  11. vlm said:

    and what about adding tf_tournament_classlimit_X variables to config?

  12. Fragga: FRAGGA`s - RIP said:

    Why is this even a vote? the cvar was put in the patch only for the competitive community, it wasn’t put in for the random pub player who spends half his TF2 time standing behind his sentry gun.

  13. byte said:

    And for those who have actually played with it on… you should find out it makes absolutely sod all difference with it on or off.. as its only 10%.. :D

  14. SyntaxTerror said:

    The 10% difference means life or death VERY often. I know the randomness is on both sides and therefore does make sod all difference regarding the end result of the game, BUT it makes those single situations where you’re wronged by the dice, and therefore the whole game experience, much more enjoyable.

  15. Eternal: U.sumo - U/² said:

    “YES!”

  16. waebi: ‹Con› said:

    just dislike the sniper thingy… imo takes few skill to charge and just aim for the medic’s body, but meh.

  17. ETF2L: Encuesta Random | TF2Portal.es said:

    […] http://etf2l.org/2009/02/05/tf2-update-random-damage-poll/ […]

  18. Bun: GM said:

    Yes!
    Finally I can’t be one naded!

  19. Extremer said:

    What’s with stickies losing ~40 damage, but rockets staying exactly the same as before? :p

  20. AnAkIn said:

    The news is just wrong about sticky damage.

  21. DeNeusbeer: (Legend) - HoT<3 said:

    fyi: you can do over 170 damage with 1 sticky if you really want to, but i think that’s a bug. It works nontheless ;)

  22. b@sH: hf said:

    yes very good now you can see whos got skill and whos got luck

  23. cheetah: fa» - [SpA] said:

    150 damage for a fully charged sniper rifle bodyshot is shit (from the view of a medic)

  24. Julien: cQr said:

    “I kind of liked the random damage, because it seperated TF2 from other FPS and made it a little unpredictable.

    Sometimes it made me cry and sometimes it saved my ass ;-)”

    aLx is so right, i agree completely with this opinion.

  25. _ToRnAiDo_: KÅT - SpA|com said:

    Why remove domination icons?? :(

  26. Puppets the Phantom said:

    because you can see the signs quiet easy and it doesnt change anything different … you can still dominate someone

  27. hänsen: Team Popo! said:

    because you can fu** (< this means funny) see a guy who dominated you from about 50miles (against wind) and even see him if hes behind something (a dolphin) that hides his whole body!

    and also it lets you see how poor you are and that your opponent lied as it said “yes we are low+”

    :P

  28. _ToRnAiDo_: KÅT - SpA|com said:

    hm that obvious fact I forgot about :). So you can still see the icons when tabbing?

  29. berserking god: broder - PRO said:

    Pipe bomb and sticky is the same thing.

    So, pipe/sticky *and* (gre)nades.

    And before someone comes to counter me, http://www.steampowered.com/status/tf2/tf2_stats.php.

    – Grenade launcher
    – Pipe bomb launcher

  30. cheetah: fa» - [SpA] said:

    sure, you see it when tabbing

  31. Contra: Be said:

    Keep the way it is! why change something that worked before? I would say let only div 1-3 vote it now even a pubber who’s registered on etf2l can vote and that just sucks…

  32. hänsen: Team Popo! said:

    i guess fragga made 200+ accounts to vote against random damage :|

  33. Rake the Texas Ranger: Lutunen - [hePPa] said:

    Yes, I’m quite sure Fragga would vote against this “demonerf”.

  34. Rake the Texas Ranger: Lutunen - [hePPa] said:

    Ah never mind, read wrong. :D

  35. Shadow9212 said:

    Tumpel –> epic fail