• TF2 update for 9/16/13
    106 replies, posted
Via HLDS: [quote=Valve]- Fixed a noclip exploit related to dueling and coaching - Fixed clients not being able to run on WindowsXP - Fixed The Filamental displaying the burning material in DirectX8 - Fixed an exploit that allowed Strange counters to be incremented negatively - Fixed The Crusader's Crossbow healing teammates with The Equalizer or The Escape Plan deployed - Fixed The Expert's Ordnance, The Hibernating Bear, and The Medieval Medic item sets not listing their associated hats - Updated The Sticky Jumper to only allow 2 active stickybombs at a time - Updated The Rump-o'-Lantern - Fixed stock Medic not being able to equip it - Fixed not using the correct materials when equipped by the Medic - Updated Sentry Busters in Mann vs. Machine mode to damage teammates when they explode - Switched Windows clients to use SDL 2.0 for controller support which enables hot-plugging controllers and configuring them through Steam Big Picture settings[/quote]
- Updated The Sticky Jumper to only allow 2 active stickybombs at a time Whaaaaaat.
What the fuck why only 2?
Aw, no more flying at light-speed via eight stickies
[QUOTE=kimr120;42217383]What the fuck why only 2?[/QUOTE] to stop major jumps like on balloon race.
[QUOTE=DeRosaJ;42217391]Aw, no more flying at light-speed via eight stickies[/QUOTE] That was the best thing ever
balloon race isn't even an official map most maps have like chunks of skybox walls that would prevent you from abusing this anyway this update is terrible i want my money back
[QUOTE=Bryceanater;42217396]to stop major jumps like on balloon race.[/QUOTE] Priorities are clearly in order. Gotta make sure Balloon Race games are fair before anything else.
Damn, but the sticky jumper is so effective on dustbowl to get places quicker and just fly past sentries. I love using it with the caber, fucking valve.
"Updated The Sticky Jumper to only allow 2 active stickybombs at a time" There goes half of the fun I had with that weapon. Flying around at the speed of sound...
- Updated The Rump-o'-Lantern What was updated exactly?
Being frank, it's not like you really needed more than 2 bombs to go anywhere that's within your sightline. The only time more than 2 were ever required were for things so far away that you can't even tell what they are they're so small.
[QUOTE=Seibitsu;42217452]- Updated The Rump-o'-Lantern What was updated exactly?[/QUOTE] The two points below it, I assume. - Fixed stock Medic not being able to equip it - Fixed not using the correct materials when equipped by the Medic
[QUOTE=Seibitsu;42217452]- Updated The Rump-o'-Lantern What was updated exactly?[/QUOTE] [URL="http://wiki.teamfortress.com/wiki/Rump-o'-Lantern"]http://wiki.teamfortress.com/wiki/Rump-o'-Lantern [/URL]Shit I read your sentence as "what was [I]that[/I] exactly?"
Now I don't know what I'm going to do on ctf_facingworlds anymore.
I'm so happy that Valve has their priorities straight by nerfing the Sticky Jumper, which was clearly a shining example of a broken weapon that needed the attention of Valve. I'm so glad they fixed this instead of something like the Bazaar Bargain being a direct upgrade, or any of the countless direct downgrade weapons that are in the game.
- Fixed a noclip exploit related to dueling and coaching RIP Under the Map glitch, 200?-2013 [video=youtube;sRNTryJYmnY]http://www.youtube.com/watch?v=sRNTryJYmnY[/video]
In the words of one Gabe Logan Newell. [B]WORTH THE WAIT.[/B] Okay, no. The weapon is already making you incapable of capping the intel, how in the christ was it OP beyond letting you fly to space? Now, why don't we nerf the Dalokohs Bar while we're at it?
I'd rather have a +100% damage vulnerability when using the sticky jumper rather than just two stickies at a time. 666th post
Wonderful, was really tired of those sticky jumping demos flying all over the place on certain maps like badwater.
Just mod it back in on servers using tf2items. I will be.
Because the Sticky Jumper needed a nerf more than the Degreastinguisher. Godammit, I'll miss that. RIP StickyJumping at 8,000000mph you will be missed
Three wold probably be a better number. It's enough to be more reliable and get long jumps, but not enough to reach spawns or hit the sky box
Some valve employee must've got shit on by a jumper demo. More fun pulled out of tf2, r.i.p
RIP IN PIECES Sticky Jumping from one base to another in Lakeside.
I'm not for the nerf, but sticky hopping (while midair) isn't that hard, is it? The rocket jumper required at least a little jumping knowledge, whereas the sticky jumper literally required nothing but jumping and detonating.
[QUOTE=Swog;42217583]- Fixed a noclip exploit related to dueling and coaching RIP Under the Map glitch, 200?-2013 [video=youtube;sRNTryJYmnY]http://www.youtube.com/watch?v=sRNTryJYmnY[/video][/QUOTE] nope, here is used the "noclip" glitch [video=youtube;kFdSqbpsoH4]http://www.youtube.com/watch?v=kFdSqbpsoH4[/video]
I'd like to maybe see the reload speed to be increased to compensate.
The sticky jumper update is shit. But at least we got more bugfixes. :(
[QUOTE]- Updated The Sticky Jumper to only allow 2 active stickybombs at a time[/QUOTE] [IMG]http://24.media.tumblr.com/19a18cd4be4935a545bf3f8016f34ae2/tumblr_mp0rmsboTP1rlq66wo1_400.gif[/IMG] Well, another weapon added to the "Useless" pile alongside every Heavy and Pyro weapon THANKS VALVE [highlight](User was banned for this post ("Image macro" - Craptasket))[/highlight]
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