[QUOTE]Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Dedicated Server
- Linux optimizations.
- Fixed Linux servers not relisting correctly after a master server restart
- Fixed a case where servers could have "ghost" players consuming player slots
Engine
Marked the "snd_show" convar as a cheat
Gameplay Changes
Pyro changes
Flamethrower direct damage reduced 20%.
Burn duration reduced (10 -> 6 seconds).
Airblast re-fire delay reduced by 25%.
Airblast ammo usage reduced by 20%.
All reflected rockets/grenades/arrows now mini-crit.
Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
Heavy changes
Minigun spin-up/down time reduced by 25%
Minigun firing movement speed increased to just under half-normal (from 80 to 110).
Throwing a sandvich to a teammate now earns a full bonus point (was half a point).
Bonk! changes
Post-use movement penalty removed.
Now has a re-use cooldown time, like The Sandman.
The Chargin' Target changes
Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
Capped the turn rate from +left and +right while charging.
The Huntsman changes
Removed restriction that arrows need to be aimed before they can be lit by a Pyro.
Bow can now be lowered without losing the lit arrow.
Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground.
Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow.
Backpack changes
Moved Crafting button out to the root class/backpack selection panel.
Dragging and dropping items in your backpack now makes appropriate sounds.
Bot changes
Bots don't retreat to gather health as readily if they are in combat.
Bots no longer retreat when moving to block a point capture.
Bots should now equip an appropriate combat weapon and fight while moving to collect health.
Bots who are roaming the map and hunting now chase down their victims, following them around corners.
Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves.
Soldiers bots now switch to their shotgun after firing all four rockets when engaging an enemy.
Added a few more bot names from community suggestions.
Fixed a behavior loop with Engineer metal gathering.
The Sandman change
Added a slight speed reduction to stunned players.
Community requests
Added ConVars log_verbose_enable and log_verbose_interval to report player positions in the server log at regular intervals
log_verbose_enable default: 0
log_verbose_interval default: 3 secs
"Last-weapon" initialization on respawn now sets itself to be the melee weapon if you don’t have a selectable secondary weapon (like The Razorback).
Bug Fixes
Fixed an case where The Gunboats didn’t apply their damage reduction properly.
The amount count in the HUD now flashes red when you’re low on ammo.
Extinguishing a burning teammate now earns a full bonus point (was half a point).
Fixed a permanent overheal exploit involving dispensers.
Fixed a bug in spectator mode where the user aborted out of freezecam, setup a spec mode (like IN_EYE), and would then have the setting stomped after the freezecam timer expired.
Fixed bug with disguised spy sometimes seeing his own name in the disguise status HUD.
Fixed a client crash that could result from players with arrows embedded in them.
Fixed items that can be worn by any class having the wrong model when worn by a disguised Spy.
Added missing map prefixes to server browser game types.
Killing yourself with your own sentry no longer increments the sentry's kill counter.
Fixed dropped hats sometimes having the wrong team color.
Fixed crit-boosted players not getting critical hits if their weapon has custom no-crit behavior.
Fixed the achievement dialog taking a long time to pop up, and completed achievements now sort to the bottom of the list.
Fixed Spies disguised as Medics hearing the autocaller sound.[/QUOTE]
Holy
[editline]07:35PM[/editline]
Heavy buffs, oh my GOD yes
[editline]07:35PM[/editline]
Excuse me, why was I rated late and dumb? I made this thread yesterday within 15 minutes of the update.
:colbert:
And why did my title change to "I suck at making titles"? Oh wait, someone probably thought it was for today, not yesterday. Sorry about that :v:
My god, they gave in to all thoes people who wanted nerfs
(this also means buffs)
Nerfs? I see only buffs and reworks! :D
I like the new pyro.
Shit a brick.
Okay these accurately describe me:
[IMG]http://img268.imageshack.us/img268/4503/nostalgiacritic1.gif[/IMG]
[IMG]http://img87.imageshack.us/img87/3936/genius.gif[/IMG]
[QUOTE=NanoSquid;21618822]Nerfs? I see only buffs and reworks! :D[/QUOTE]
Burn duration reduced (10 -> 6 seconds).
at 3 per second it only does about 18 now.
I guess that's good, I am a God among pyros but it sucks as a low base
Can't wait to be a racecar heavy.
Heavy Buffs, awesome.
Jesus, these are some huge gameplay changes.
tf2 is really starting to become a casual game
[quote]Flamethrower direct damage reduced 20%.
Burn duration reduced (10 -> 6 seconds).[/quote]
hahah oh wow
soooooooo.....I wonder if Item drops have reset.
[QUOTE]Added a slight speed reduction to stunned players.[/QUOTE]
I now want to make furious love to the man who wrote these update ideas.
Yay fire arrows :holy:
[quote]Removed restriction that arrows need to be aimed before they can be lit by a Pyro.
Bow can now be lowered without losing the lit arrow.[/quote]
EDIT: Wait, I just defragged my GCFs :argh:
[QUOTE=Murdoco;21618882]soooooooo.....I wonder if Item drops have reset.[/QUOTE]
They have stop asking jesus fuck
Dudes check it out
[url]http://kotaku.com/5526106/team-fortress-2-action-figure-has-many-faces[/url]
Steam servers too busy....FUCK
Airblast re-fire delay reduced by 25%.
Airblast ammo usage reduced by 20%.
Now Pyro Tennis is way better
[QUOTE=Corporal Yippie;21618881]tf2 is really starting to become a casual game
hahah oh wow[/QUOTE]
I've yet to see any grenades, regenerating health (medic aside) or perks for being terribad, added to it.
The pyro stuff sounds unbearable D:
Every time I get ubered these days, there seems to be some cocky pyro who wants nothing more than to destroy my fun and airblast me everywhere :(
Now it will be horrific, and the minicrit stuff sounds evil too :(
Pyro fire change is most welcomed.
Now pyros have to actually aim and use the airblast to get kills instead of retardedly running around flaming everyone in sight.
And makes the backburner even more fail, but by now who gives a shit about it?
[QUOTE=Man in the Moon;21618920]I've yet to see any grenades, regenerating health (medic aside) or perks for being terribad, added to it.[/QUOTE]
wait for it
[QUOTE=Overseer No. 2;21618929]
And makes the backburner even more fail, but by now who gives a shit about it?[/QUOTE]
I wonder if the BB kept the old fire damage and afterburn.
That would make it more attractive.
[QUOTE=Overseer No. 2;21618929]Pyro fire change is most welcomed.
Now pyros have to actually aim and use the airblast to get kills instead of retardedly running around flaming everyone in sight.
And makes the backburner even more fail, but by now who gives a shit about it?[/QUOTE]
Its a great ambush weapon and still has some use, but people just dont use it correctly.
[QUOTE=NanoSquid;21618952]I wonder if the BB kept the old fire damage and afterburn.
That would make it more attractive.[/QUOTE]
I might use it, I love fire spam. Nothing better than an ubered pyro.
(if it had the mentioned buff I mean)
[quote][b]Pyro changes[/b]
flamethrower direct damage reduced 20%.[/quote]
YES,
[QUOTE=Corporal Yippie;21618881]tf2 is really starting to become a casual game[/quote]
TF2 will never become a casual game
Holy shit valve, revamp the gameplay of half the classes much?!
[QUOTE=NanoSquid;21618952]I wonder if the BB kept the old fire damage and afterburn.
That would make it more attractive.[/QUOTE]
Yea it would make sense
Actually the afterburn damage doesn't do less overall apparently
It just burns itself out faster by doing more damage
[QUOTE=Corporal Yippie;21618932]wait for it[/QUOTE]
honestly, even if Grenades are added, I'm sure it will be in a balanced way, one per life. Different traits for them instead of just "lol boom and death". But for now, I'm okay with team fortress 2, the day that the things I mentioned in my last post get implemented I will buy you a beer.
oh yes heavy buff!
[media]http://www.youtube.com/watch?v=P3ALwKeSEYs[/media]
Finally! Now I won't have to wait 10 seconds after accidentally clicking the Achievements tab.
I think the afterburn change just means more damage per tick, not a nerf to afterburn damage. If anything, it's a buff.
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