What If TF2 Weapons Could Headshot?

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Published 2023-12-23
TF2 is unique among multiplayer FPS games in that it only has a few bullet-shooting weapons that can headshot. But what if that wasn't the case? What if every single (feasible) weapon dealt crits when connecting with the head? Well, that's what I wanted to not only theorize but also test and examine: TF2, but every weapon headshots.

Headshot server: chucklenuts-community.tf2.host

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Surprisingly, this mod was a ton of fun! I went into this expecting it to be another wacky experiment that you play once for the novelty and forget about once the video ends - however, I really enjoyed the time I spent on the server, even if it did have some frustrating moments here and there. If the gameplay in the video looks fun, I'd definitely encourage you to give the mod a try. I don't have any problems asking Muddy to polish it up and release it as an official TF2 gamemode if it gets enough traction.
This is the first video with experiments so I'm still a bit new to the style. If there's something specific you think I should do to showcase the gameplay or details of an experiment better, please let me know!

All Comments (21)
  • Fun fact: the crossbow has the stat "Can't crit on headshots" because it used to use the huntsmens projectile before they made its own one.
  • @kritzkriieg
    this would actually be pretty interesting- imagine getting killed by a rescue ranger engie by a headshot from one of the bolts.
  • @mrstudent9125
    That weapon generator with headshots on a rocket launcher would finally make sense PS: it'd cool to see a mod that makes every weapon the strongest it's ever been: DR with 90 resistance, Tomislav with 75% faster spinup etc.
  • @gif-2780
    FRIENDSHIP ENDED WITH RANDOM CRITS. now RANDOM HEADSHOTS are my new BEST FRIEND.
  • @denaytan7746
    Maybe keep a server with this mod around permanently, I think there's a market for it. Just have the server include instant respawning. Would be a great place to level up more niche stranges.
  • @Lykrast
    Absolutely love the "actually running the experiment and looking at the results in depth"!!! Excited for more of that!
  • @bindstf2
    Ok, real talk, this is casually one of the best videos I've ever seen on the discussion of TF2's balance. Being able to actually test the ideas presented in the video is a massive change of pace, turning the video from a glorified reddit argument to an actual, in-depth exploration of TF2's design philosophy and balance decisions, with tangible experience to back up any conclusions. Having the discussion of the effect of the change be framed as a testable hypothesis rather than an argument makes the video significantly more enjoyable, along with the conclusions at the end being significantly more informed. Please do more of these, the TF2 community's in a bit of a state right now when it comes to balance discussions, so doing something like this to put people's money where their mouth is is sorely needed.
  • I wonder how it would go with mini-crits instead of normal crits? Also for fun: What would happen if Soldier's or even Engineer's (plastic) helmet could block headshot crits or turn them into mini-crits!
  • @Lisanicolas366
    Headshots in TF2 have always been a strange case to me
  • @Casual_PKBeats
    This mod was the only time I really consistently enjoyed playing Heavy, which was fun lol, though I absolutely need to give shotgun Trolldier a shot. Mantread instakills sound awesome, but highly mobile Scout with how powerful shotguns are sounds so cool
  • I think the problem with Heavy Shotguns even in this Headshot Mod is mostly just that doubling up on bullets when you're already tanky enough to take a few shots and respond with a fully revved minigun just keeps being redundant.
  • Demoknight is always a good pick for anything that ends up relying on Vaccinator Medic combos because melee damage isn't accounted for in any of the three Vaccinator defensive types, not to mention it's a great flank and surprise tool in most any scenario
  • @SeraphAttack
    It was really fun doing this experiment! Was really fun to participate in
  • @magnum78923
    A very obscure perk of the Enforcer is that completely deletes overheal. No matter the range, a single bullet can delete 150hp worth of overheal out of a heavy, so i guess that might've favored the vaccinator matchup even more
  • @Mulakulu
    We need a permanent server for this. I want to try it and it looks like a lot of fun
  • @wahooey6189
    So if tf2 shotguns can crit they become payday shotguns?
  • @neosuduno
    Dude, You should keep it up permanently, unless Valve decides to make it official. This was the best change of pace mod I have ever played in ANY game. It was (surprisingly) balanced, familiar and breathed new life into overlooked sub-classes.
  • @llmkursk8254
    If I could recommend something for the next mod, how about giving Scout and Engineer access to Spy’s Revolvers, and giving Spy access to the Pistols? Both are classified as Secondary Weapons, and it’d be nice to see if they are of the same tier of damage. For stat changes, I’d imagine the Letranger would reload your primary (only once, not a full clip), the Diamondback would reward revenge minicrits, and the Enforcer would still be the Enforcer. For Spy, I’d probably make the Wrangler mark a target like the spawn wall hack does, and the Short Circuit would use the cloak pool as if it were a 100 metal pool.