TF2 F.A.Q.
Q: What aimbot settings should I use it to achieve max performance?
A:
First of all it all depends on what are you going to do with it. Here're links to settings I use myself in different situations:
Legit Bullet-Based CFG
Rage Bullet-Based CFG
Legit Projectile-Based CFG
Rage Projectile-Based CFG
Q: Does pSilent still work in this game?
A: Yes. But not for raytracing weapons. Valve had patched pSilent for every bullet-based weapon, but it still works with projectile-based/melee weapons.
Q: What is crithack and how do I properly use it?
A:
Crithack ables you to perform forced critical shots on 'Random Crits' enabled servers such as official casual matchmaking servers and most of community ones. You're able to crit with every weapon that doesn't have 'No Random Critical Shots' flag, but there are a few limitations such as:
1) Crit bucket size
2) Crit withdrawal cost
3) Observed crit chance value
Crit bucket is an abstract 'bucket' that contains 'potential crits' in it. You can fill it up (or as we call it 'warmup') by shooting non-critical shots. The default cap for crit bucket is 1000, where 1000 means that the bucket is fully charged and 0 means it's completely empty. To perform a critical shot you need to have enough 'damage' accumulated in the bucket. It basically means that you can't just force crits every single shot, however you can accumulate crit bucket value and perform many critical shots in a row (it depends on your current weapon). The average ratio of crit:noncrit shots is 1:10, so for every critical shot you have to perform 10 noncriticals ones. How does it work in terms of math? Every weapon has it's base damage, for instance, stock demoman's grenade launcher does 100 damage, if the pipe hits the target on fly. It means that by every noncritical shot with grenade launcher you accumulate 100 to your crit bucket value. Once you want to force a crit you must have 100 * 3 in your crit bucket (3 is default crit damage multiplier), however if your crit:noncrit ratio is less than 1:10, the cost might be increased up to times 2. This works the same way for every other weapon, except for melee, where crit cost is 2 times less than noncrit value. However, there's a variable called 'observed crit chance', which is being controlled by the server and being updated only after you've performed a shot in your game, which might cause so called 'fake crits', where you can hear and see critical shot effects, but not deal critical damage. This might happen in several cases, but the most common one is that you force crits too often. Once your observed crit chance has been set to some high value, you're unable to crit, even if your bucket is full. This limitation cannot be bypassed and can only be avoided by smart usage of crithack. Now let's take a look at the crithack UI:
1) Red icon means that you're either not spawned or don't have any weapon
2) Gray icon means that you're running out of crits in the bucket (bucket value is too small and not enough for critical attack), gray bar shows the cost of the crit
3) Orange icon means that your current weapon is ready to perform critical shot. Left bar (border-colored) shows the crit cost, green bar to the right shows amount of accumulated damage
4) Blue icon means that crithack will attempt to force a crit on the next attack, purple border means that you're holding the crit key
5) Green bar became red, which means that you've reached observed crit chance limit and server has temporary restricted you from dealing critical damage