MAJOR TF2 update for 11/21/13 (11/22/13 UTC, Two Cities Update)
217 replies, posted
Via [url=http://www.teamfortress.com/post.php?id=11931]the TF2 site[/url]:
[quote=Valve][B]Mann vs. Machine[/B]
- Operation Two Cities
- Two new maps: mvm_mannhattan and mvm_rottenburg
- New advanced tour featuring four missions
- Two extra Boot Camp-only missions
- Added 14 new achievements
- Tour of Duty badge levels are no longer limited to 200
- Players can earn a "Refund Upgrades" credit by collecting money during waves
- The amount required is listed in the scoreboard, and varies per-mission
- Any money collected – whether winning or losing – will count toward earning a credit
- To redeem, visit an Upgrades station and click the "Refund Upgrades" button
- Any money spent on buy-backs and Canteen charges will not be refunded
- Detailed player performance stats added to the scoreboard
- Damage and Tank. Total damage done to Gray Mann's forces.
- Healing. Direct healing done to other players.
- Support. A composite value that reflects anything a player has done to help their team:
- Examples: reset a bomb, stun or slow an enemy, provide increased damage, block damage with invulnerability or shield, and lots more.
- Money. The amount each player has collected.
- Players can inspect upgrades on teammates via the "Inspect" key ("I" by default)
- Fixed the Romevision tank not animating
- Medic
- Revive (no upgrade required)
- Teammates leave behind a revive marker when they die
- Target the marker with your medigun to revive them
- Projectile Shield Upgrade
- Build Energy by healing teammates, reviving and preventing damage via Invuln ÜberCharge.
- Press ATTACK3 to activate when Energy meter is full (mouse3 by default)
- While active:
- Blocks all enemy projectiles
- Damages enemies on touch
- Mad Milk Syringes Upgrade
- Syringe Gun needles apply Mad Milk (heal-on-hit for teammates) on contact
- Healing Mastery Upgrade (previously two separate upgrades)
- +25% heal rate per point
- +25% revive rate per point
- +25% self-regen rate per point
- Overheal Expert Upgrade (previously two separate upgrades)
- +25% more overheal per point
- +50% duration per point
- Canteen Specialist Upgrade
- Shares canteen charge effects with heal target
- +1 second charge duration per point
- -10 canteen charge price per point
- Soldier
- Rocket Specialist Upgrade
- +15% rocket speed per point
- On direct hits
- Stuns target (duration increases per point)
- +15% increased blast radius per point
- No range-based falloff damage
- Heavy
- Attack Projectiles Upgrade
- Now has two levels
- Level one is less effective than before
- Level two is more effective than level one used to be
- Price reduced from 600 to 400 per point
- Rage Pushback upgrade activation moved to ATTACK3 (mouse3 by default)
[B]General[/B]
- Added a new community map cp_snakewater_final1
- Added new map stamp and strange filter to the Mann Co. Store
- Added new achievements for Snakewater, Process, and Standin
- Older event crates no longer expire on login, but have been updated to indicate they can no longer be opened
about:blank should now be a legal URL and won't get blocked for MOTD
- Fixed bots using the Phlogistinator being able to airblast enemies
- Fixed the stock Shotgun not appearing in the backpack with "Show stock items" option turned on
- Fixed a problem causing map stamp leaderboards to not update under certain circumstances
- Weapons
- Baby Face’s Blaster
- Speed penalty changed to -10% (From -35%)
- Boost is now only partially lost on air jumps instead of all jumps
- Reduced Clip Size to 4
- Removed 40% more accurate attribute
- Removed Damage Penalty attribute
- Speed at max boost is same as before (520)
- Amputator
- Added -20% damage penalty
- Added +3 health per second when Weapon is Active bonus
- Crusader’s Crossbow
- Updated damage over distance: bolts now do a maximum of 75 damage (+variance) at max distance
- Liberty Launcher
- Added 25% reduced self damage from rocket jumps
- Eyelander
- Moved the eye glow position to Demoman’s eye patch. Changed the color to Cursed green.
- VR Mode
- Now supports resolutions other than 1280x800
- Now supports cloning the main display (instead of using the Rift as an extended display)
- Sharpness of the output has been significantly improved
- Head-and-neck model has been fixed to remove unnecessary translation[/quote]
Rumor has it:
- [B]TheAnthal is streaming: [url]http://www.twitch.tv/anthal[/url][/B]
- Here's the item schema update: [url]https://github.com/SteamDatabase/SteamTracking/commit/10371416a121b14dcf05cbc1057efbd182354f34[/url]
- Size is [B]~450 MB[/B]
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Mirrors:
- [url=http://www.reddit.com/r/tf2/comments/1r6ku2/major_tf2_update_for_112113_112213_utc_two_cities/]reddit[/url]
- [url=http://forums.steampowered.com/forums/showthread.php?t=3201895]Steam forums[/url]
Prepare for server hell for a couple of days
Oh so that's what the syringe milk does.
[editline]22nd November 2013[/editline]
Hey does anyone want to start a match up?
They changed the BFB? Hmm...
[QUOTE]Press ATTACK3 to activate when Energy meter is full (mouse3 by default)[/QUOTE]
did they forget the medigun doesnt reload again
edit: and the minigun to apparently, i'm pretty sure rage pushback doesn't effect the shotgun
[QUOTE=_charon;42941856]did they forget the medigun doesnt reload again
edit: and the minigun to apparently, i'm pretty sure rage pushback doesn't effect the shotgun[/QUOTE]
Yeah but what if someone uses Quick Fix and this? I think they were looking out for that scenario.
Amputator nerf. Neat. Sarcasm.
Baby Face's Blaster buff
Hello new main Scout weapon
Amputator is now useful! So is the BFB!
Crusader's Crossbow returned to its former glory!
Liberty Launcher is now more of a sidegrade!
I'm happy with this update!
Liberty Launcher
Added 25% reduced self damage from rocket jumps
why?
holy macaroni, liberty launcher and gunboats.
[QUOTE=TheGreatDave;42941910]Liberty Launcher
Added 25% reduced self damage from rocket jumps
why?[/QUOTE]
Actually fits the set's theme of Airborne Combat. I think it's a good idea.
[QUOTE=TheGreatDave;42941910]Liberty Launcher
Added 25% reduced self damage from rocket jumps
why?[/QUOTE]
Much needed synergy with the Market Gardner, and making it not quite as super boring.
So the eyelander eye is green forever now? Not team colored?
BFB buff yesss
[QUOTE=Outro-intro;42941920]So the eyelander eye is green forever now? Not team colored?[/QUOTE]
and over the eyepatch, not my favourite change.. but I guess it was needed
Game crashes before reaching the main menu, sweet.
[QUOTE=Outro-intro;42941920]So the eyelander eye is green forever now? Not team colored?[/QUOTE]
Retconned.
Eyelander effects probably changed to avoid killstreak modifiers from conflicting with it.
I'm fine with that.
Wait...what about the killstreaks?
Golden Frying Pan.
[img]http://media.steampowered.com/apps/440/icons/c_frying_pan_gold_large.1198945aaa4f8544f7f372d4dfb15228f0b6f9b5.png[/img]
Lol.
[QUOTE=Grimhound;42941890]Amputator nerf. Neat. Sarcasm.[/QUOTE]
since when is +3 health regen a nerf
Oh man the nice buffs.
I WELCOME THEM WITH THE BIGGEST HUGS EVER!
Just to think people were bitching about Valve only focusing on MVM and cosmetics
[QUOTE=TheGreatDave;42941957]Game crashes before reaching the main menu, sweet.[/QUOTE]
Uninstall any custom HUDs.
[QUOTE=DrCactus;42942028]since when is +3 health regen a nerf[/QUOTE]
+3 health regen when ACTIVE, -20% damage. So the regen is useless unless you stand aside to use it, and it's equally as useless as a weapon. The only possible use I see for it is saving yourself from fire. It forces a Medic to withdraw from the field in order to take advantage of it.
[QUOTE=Grimhound;42942081]+3 health regen when ACTIVE, -20% damage. So the regen is useless, and it's equally as useless as a weapon. The only possible use I see for it is saving yourself from fire.[/QUOTE]
Taunt while pushing the cart or capping a point with your team.
Heal your team and heal yourself super fast.
Here's the item schema update: [url]https://github.com/SteamDatabase/SteamTracking/commit/10371416a121b14dcf05cbc1057efbd182354f34[/url]
[QUOTE=Benlecyborg;42942097]From what I can see it appears that only the Pan has the turn-to-gold attribute and everything else is a reskin. I could be wrong though (I probably am).[/QUOTE]
All the gold weapons turn corpses to gold on kill, not just the pan. There are also golden weapons besides the stock weapons.
[QUOTE=wickedplayer494;42942104]Here's the item schema update: [url]https://github.com/SteamDatabase/SteamTracking/commit/10371416a121b14dcf05cbc1057efbd182354f34[/url][/QUOTE]
Robits? New metal type or what?
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