• TF2 update for 3/18/15
    20 replies, posted
Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]: [quote=Valve]- Fixed some props flickering when shot - Fixed a listen server crash when setting mp_tournament 1 on the command line - Fixed clipped Preset button in the Quickswitch panel - Fixed some .mp3 sound script entries that were missed in the previous update - Fixed self-made taunts not displaying the community-sparkle particle effect - Fixed a Taunt Workshop bug related to looping animations - Fixed item levels not displaying during trading sessions - Added UGC Highlander Season 13, Highlander Season 14, 6v6 Season 15, 6v6 Season 16, 4v4 Season 2, and 4v4 Season 3 medals - Updated Mann Co. Store prices for foreign currencies to current USD equivalents - Mannpower update - Added powerup icons to the HUD deathnotice reports - Fixed Thunder Mountain not showing up in the Quickplay dialog's list of maps - Fixed the intel getting into a bad state and becoming unreachable under the ground at the cap point - Medics now move slower than their heal target while their heal target is using the grapple - Removed random weapon damage spread - Removed crit immunity from the Resistance powerup - Removed random melee critical hits - Increased all melee damage by 30% - Knockout powerup - Removed melee damage critical hits - Added double melee damage multiplier - A Half-Zatoichi kill now refills to base health only, not buffed health - Updated ctf_thundermountain - Fixed being able to get to rocks in the death cliff intel areas - Fixed being able to escape the playable part of the map - Fixed being able to get on top of the center tower roof - Updated ctf_foundry - Added nobuild brushes to the tops of the inside white tankers [/quote] Rumor has it: - wiethoofd of reddit [url=http://www.reddit.com/r/tf2/comments/2zisnz/tf2_update_for_31815/cpjay9x]tears down the item schema update and provides a look at the UGC medals[/url]. [b]Spoiler alert[/b]: lots of reuse - These are the currencies affected by the store changes: NOK, and BRL - These changes were applied in a Dota 2 main client update that happened earlier this week, expect these changes to hit CS:GO and the rest of Steam sometime soon - Raw schema (bring your own differ): [url]https://github.com/SteamDatabase/SteamTracking/commit/01688b17b9f6642cf13cd7a7b09fadd2233b093c[/url] - Strings: [url]https://github.com/SteamDatabase/GameTracking/commit/9dcd5fa8d894473a2c735e7651097cd57accd0a0[/url] - Size is ~75 MB
Please note that halfway down the page is says MANNPOWER update, and that everything under there is about MANNPOWER. The things about melee crit removal and melee damage buffs for instance are for MANNPOWER.
[QUOTE=PSI Guy;47350473]Please note that halfway down the page is says MANNPOWER update, and that everything under there is about MANNPOWER. The things about melee crit removal and melee damage buffs for instance are for MANNPOWER.[/QUOTE] Especially because it looks like Random Melee were disabled in all gamemodes, but it seems we haven't been freed yet
Is this a MAJOR update?
[QUOTE=Rageguy;47350527]Is this a MAJOR update?[/QUOTE] You didn't even read the damn reason why I labelled the last one that, did you? Close to half a gig going down the pipes is far from normal. You would have a point with that post if I didn't even explain why that was done, but I did explain it.
he has a point.
So despite the Knockout powerup no longer dealing guaranteed melee crits (just double damage), the fact that all melee attacks have been buffed by 30% (from a base of 65 to 84.5) means that Knockout users now deal 169 damage instead of 195? Not really judging, just wondering whether I'm reading that right.
it still OHKOs half of the game's classes.
Just so everybody knows, as of these UGC HL season medals, old designs are going to be reused because the TF team doesn't like adding so many different models.
[QUOTE=wickedplayer494;47350572]You didn't even read the damn reason why I labelled the last one that, did you? Close to half a gig going down the pipes is far from normal. You would have a point with that post if I didn't even explain why that was done, but I did explain it.[/QUOTE] thanx doc
I just got a second update, this one 3.8 MB. Anyone else?
[QUOTE=ComodoreBluth;47351244]I just got a second update, this one 3.8 MB. Anyone else?[/QUOTE] Yep.
[QUOTE=Rajikaru;47350992]Just so everybody knows, as of these UGC HL season medals, old designs are going to be reused because the TF team doesn't like adding so many different models.[/QUOTE] It's probably because Ruskeydoo doesn't do the modeling for them anymore and Valve doesn't want to find someone else :( But keep in mind, first time medals have been added in 200+ days. Now we wait four months for distribution.
[QUOTE=QUILTBAG;47352100]It's probably because Ruskeydoo doesn't do the modeling for them anymore and Valve doesn't want to find someone else :( But keep in mind, first time medals have been added in 200+ days. Now we wait four months for distribution.[/QUOTE] I'm more disappointed that they immediately went back to the eagle medals than anything. A lot of the original medals are cool, and would be a nice change of pace from the flashy ones we've gotten as of late.
[I]- Removed crit immunity from the Resistance powerup[/I] Well that's okay, it's not like it was the only way to survive the revenge critbuff that lasts ten years. I didn't want to cap anyway.
[QUOTE=Stric_Matic;47350909]So despite the Knockout powerup no longer dealing guaranteed melee crits (just double damage), the fact that all melee attacks have been buffed by 30% (from a base of 65 to 84.5) means that Knockout users now deal 169 damage instead of 195? Not really judging, just wondering whether I'm reading that right.[/QUOTE] No, you're right, and when it gets cribtoosted, it's even worse. I actually made a spreadsheet for laughs. [t]http://i.gyazo.com/d1bee87b30d3d579b1ec752fc0de6ddc.png[/t]
Heh, even the Fan O'War can do 50 damage per swing with the KO powerup and critboost.
Time to farm kills on it
[QUOTE=Gamemaster1379;47358919]No, you're right, and when it gets cribtoosted, it's even worse. I actually made a spreadsheet for laughs. [t]http://i.gyazo.com/d1bee87b30d3d579b1ec752fc0de6ddc.png[/t][/QUOTE] Can you explain the Overhealed warlock heavy line? I'm wondering how you can get a "over 9000" damage melee crit, even in a gamemode such as mannpower. (by the way, if we combine the mantreads stacking for let's say 24 players and the mannpower powerups, can we reach the 1 million damage?)
[QUOTE=Plaffy46;47360927]Can you explain the Overhealed warlock heavy line? I'm wondering how you can get a "over 9000" damage melee crit, even in a gamemode such as mannpower. (by the way, if we combine the mantreads stacking for let's say 24 players and the mannpower powerups, can we reach the 1 million damage?)[/QUOTE] If I knew how Mantreads fallout damage was calculated, I could tell you. I don't know though. As for the warlock heavy bit. Spy's backstab does twice the player's current health. Backstabs also crit, making it three times that. In short, standard mechanical calculation is BASE HEALTH * 6. Mannpowered mode adds an extra 30% to this. So, [BASE HEALTH * 6] * 1.3. From there, Knockout doubles THIS value once again. (Knockout + crits is moot because backstabs are ALWAYS crits) Now, as for Heavy. With the warlock power up and overheal, [U]the heavy can achieve a maximum of 600 health when overhealed. [/U][B]Plug that into the formula of [BASE HEALTH * 6] * 1.3 * 2.[/B] 600 * 6 = 3600 3600 * 1.3 = 4680 4680 * 2 = 9360 [editline]21st March 2015[/editline] T̶h̶e̶o̶r̶y̶ ̶c̶r̶a̶f̶t̶i̶n̶g̶ ̶f̶o̶r̶ ̶f̶a̶l̶l̶ ̶d̶a̶m̶a̶g̶e̶.̶ ̶I̶ ̶d̶o̶n̶'̶t̶ ̶b̶e̶l̶i̶e̶v̶e̶ ̶t̶h̶a̶t̶ ̶M̶a̶n̶t̶r̶e̶a̶d̶s̶ ̶c̶o̶u̶n̶t̶s̶ ̶a̶s̶ ̶m̶e̶l̶e̶e̶ ̶d̶a̶m̶a̶g̶e̶,̶ ̶n̶o̶r̶ ̶d̶o̶e̶s̶ ̶i̶t̶ ̶c̶o̶u̶n̶t̶ ̶a̶s̶ ̶"̶p̶l̶a̶y̶e̶r̶ ̶d̶a̶m̶a̶g̶e̶"̶?̶ ̶S̶o̶ ̶I̶ ̶d̶o̶n̶'̶t̶ ̶t̶h̶i̶n̶k̶ ̶i̶t̶'̶s̶ ̶a̶f̶f̶e̶c̶t̶e̶d̶ ̶b̶y̶ ̶c̶r̶i̶t̶s̶ ̶o̶r̶ ̶d̶a̶m̶a̶g̶e̶ ̶m̶o̶d̶i̶f̶i̶e̶r̶s̶.̶ ]̶I̶ ̶a̶m̶ ̶F̶A̶I̶R̶L̶Y̶ ̶c̶e̶r̶t̶a̶i̶n̶ ̶t̶h̶a̶t̶ ̶f̶a̶l̶l̶ ̶d̶a̶m̶a̶g̶e̶ ̶i̶s̶ ̶a̶c̶t̶u̶a̶l̶l̶y̶ ̶p̶e̶r̶c̶e̶n̶t̶a̶g̶e̶ ̶b̶a̶s̶e̶d̶ ̶f̶r̶o̶m̶ ̶t̶h̶e̶ ̶p̶l̶a̶y̶e̶r̶'̶s̶ ̶b̶a̶s̶e̶ ̶h̶e̶a̶l̶t̶h̶.̶ ̶B̶u̶t̶ ̶t̶h̶e̶ ̶w̶i̶k̶i̶ ̶s̶a̶y̶s̶ ̶o̶t̶h̶e̶r̶w̶i̶s̶e̶.̶ ̶A̶c̶c̶o̶r̶d̶i̶n̶g̶ ̶t̶o̶ ̶w̶i̶k̶i̶ ̶i̶n̶f̶o̶,̶ ̶i̶t̶'̶s̶ ̶j̶u̶s̶t̶ ̶v̶e̶l̶o̶c̶i̶t̶y̶ ̶b̶a̶s̶e̶d̶,̶ ̶a̶n̶d̶ ̶t̶h̶e̶ ̶h̶i̶g̶h̶e̶s̶t̶ ̶s̶u̶p̶p̶o̶s̶e̶d̶ ̶d̶a̶m̶a̶g̶e̶ ̶t̶h̶e̶y̶ ̶h̶a̶v̶e̶ ̶o̶n̶ ̶r̶e̶c̶o̶r̶d̶ ̶i̶s̶ ̶1̶2̶5̶.̶ ̶I̶ ̶a̶m̶ ̶A̶L̶M̶O̶S̶T̶ ̶c̶e̶r̶t̶a̶i̶n̶ ̶t̶h̶a̶t̶ ̶i̶s̶ ̶n̶o̶t̶ ̶t̶r̶u̶e̶ ̶t̶h̶o̶u̶g̶h̶.̶ ̶I̶ ̶s̶t̶i̶l̶l̶ ̶s̶t̶a̶n̶d̶ ̶b̶y̶ ̶i̶t̶ ̶b̶e̶i̶n̶g̶ ̶%̶ ̶o̶f̶ ̶p̶l̶a̶y̶e̶r̶'̶s̶ ̶h̶e̶a̶l̶t̶h̶ ̶*̶ ̶s̶o̶m̶e̶ ̶s̶o̶r̶t̶ ̶o̶f̶ ̶v̶e̶l̶o̶c̶i̶t̶y̶ ̶f̶o̶r̶m̶u̶l̶a̶.̶ J̶u̶s̶t̶ ̶a̶s̶s̶u̶m̶i̶n̶g̶ ̶w̶e̶ ̶g̶o̶ ̶o̶f̶f̶ ̶t̶h̶e̶ ̶1̶2̶5̶ ̶t̶h̶o̶u̶g̶h̶,̶ ̶i̶f̶ ̶i̶t̶ ̶t̶r̶a̶n̶s̶f̶e̶r̶s̶ ̶h̶o̶w̶ ̶I̶ ̶t̶h̶i̶n̶k̶ ̶i̶t̶ ̶s̶h̶o̶u̶l̶d̶,̶ ̶i̶t̶ ̶s̶h̶o̶u̶l̶d̶ ̶b̶e̶ ̶(̶D̶A̶M̶A̶G̶E̶)̶*̶3̶^̶X̶.̶ ̶X̶ ̶b̶e̶i̶n̶g̶ ̶t̶h̶e̶ ̶n̶u̶m̶b̶e̶r̶ ̶o̶f̶ ̶p̶l̶a̶y̶e̶r̶s̶ ̶i̶t̶ ̶t̶r̶a̶n̶s̶f̶e̶r̶s̶ ̶t̶h̶o̶u̶g̶h̶.̶ ̶A̶s̶s̶u̶m̶i̶n̶g̶ ̶1̶2̶5̶ ̶t̶o̶ ̶b̶e̶ ̶t̶h̶e̶ ̶v̶a̶l̶u̶e̶ ̶a̶n̶d̶ ̶b̶e̶s̶t̶ ̶c̶a̶s̶e̶ ̶s̶c̶e̶n̶a̶r̶i̶o̶ ̶o̶f̶ ̶3̶6̶ ̶c̶o̶o̶p̶e̶r̶a̶t̶i̶n̶g̶ ̶p̶l̶a̶y̶e̶r̶s̶ ̶[̶b̶i̶g̶g̶e̶s̶t̶ ̶s̶e̶r̶v̶e̶r̶ ̶c̶o̶u̶n̶t̶ ̶I̶ ̶k̶n̶o̶w̶ ̶o̶f̶]̶ ̶(̶m̶a̶k̶i̶n̶g̶ ̶t̶h̶e̶ ̶f̶i̶n̶a̶l̶ ̶r̶e̶c̶i̶p̶i̶e̶n̶t̶ ̶o̶n̶l̶y̶ ̶r̶e̶c̶e̶i̶v̶i̶n̶g̶ ̶a̶n̶d̶ ̶n̶o̶t̶ ̶d̶o̶i̶n̶g̶ ̶d̶a̶m̶a̶g̶e̶,̶ ̶s̶o̶ ̶x̶-̶1̶)̶,̶ ̶t̶h̶a̶t̶ ̶g̶i̶v̶e̶s̶ ̶u̶s̶ ̶.̶.̶.̶I̶ ̶w̶a̶n̶t̶ ̶t̶o̶ ̶s̶a̶y̶ ̶1̶2̶5̶*̶3̶^̶3̶5̶ ̶?̶ ̶I̶ ̶w̶o̶u̶l̶d̶ ̶j̶u̶s̶t̶ ̶t̶r̶i̶p̶l̶e̶ ̶t̶h̶e̶ ̶v̶a̶l̶u̶e̶ ̶3̶5̶ ̶t̶i̶m̶e̶s̶ ̶f̶o̶r̶ ̶e̶a̶c̶h̶ ̶p̶l̶a̶y̶e̶r̶ ̶g̶o̶i̶n̶g̶ ̶t̶h̶r̶o̶u̶g̶h̶.̶ ̶H̶e̶r̶e̶'̶s̶ ̶a̶ ̶l̶i̶n̶k̶ ̶t̶o̶ ̶a̶ ̶s̶p̶r̶e̶a̶d̶s̶h̶e̶e̶t̶ ̶I̶ ̶m̶a̶d̶e̶.̶ ̶T̶h̶i̶s̶ ̶h̶a̶s̶ ̶m̶y̶ ̶t̶h̶e̶o̶r̶e̶t̶i̶c̶a̶l̶ ̶v̶a̶l̶u̶e̶s̶ ̶o̶f̶ ̶w̶h̶a̶t̶ ̶i̶t̶ ̶s̶h̶o̶u̶l̶d̶ ̶c̶o̶m̶e̶ ̶o̶u̶t̶ ̶t̶o̶ ̶b̶e̶.̶ ̶I̶f̶ ̶m̶y̶ ̶t̶h̶e̶o̶r̶y̶c̶r̶a̶f̶t̶i̶n̶g̶ ̶i̶s̶ ̶c̶o̶r̶r̶e̶c̶t̶,̶ ̶y̶o̶u̶ ̶w̶o̶u̶l̶d̶ ̶a̶c̶t̶u̶a̶l̶l̶y̶ ̶g̶o̶ ̶o̶v̶e̶r̶ ̶t̶h̶e̶ ̶i̶n̶t̶ ̶v̶a̶l̶u̶e̶ ̶a̶n̶d̶ ̶o̶v̶e̶r̶f̶l̶o̶w̶ ̶i̶t̶.̶ A̶t̶ ̶1̶6̶ ̶p̶l̶a̶y̶e̶r̶s̶,̶ ̶y̶o̶u̶ ̶w̶o̶u̶l̶d̶ ̶o̶v̶e̶r̶f̶l̶o̶w̶ ̶a̶n̶ ̶i̶n̶t̶.̶ ̶I̶n̶t̶ ̶v̶a̶l̶u̶e̶ ̶i̶s̶ ̶2̶,̶1̶4̶7̶,̶4̶8̶3̶,̶6̶4̶7̶.̶ ̶1̶6̶ ̶p̶l̶a̶y̶e̶r̶s̶ ̶i̶n̶ ̶d̶a̶m̶a̶g̶e̶ ̶w̶o̶u̶l̶d̶ ̶b̶e̶ ̶5̶,̶3̶8̶0̶,̶8̶4̶0̶,̶1̶2̶5̶ Wiki confirmed for full of shit. Those values are not right at all. It IS based off player's base health %. That being said, personal tests attribute it to be ~20% of player's max health. That being said, a soldier can achieve 1.5x base with Knockout, and have 300 base health. That being said, 20% would make ~60 fall damage. I have an info source (likely unreliable) that suggests you can take up to 70% (210 in this case). If those are believed to be true, [URL="https://docs.google.com/spreadsheets/d/1ZY03ofQgDG3JuWS1BoB8AFXLWEm1DHJshaEFjQKNMj4/edit?usp=sharing"]refer to this spreadsheet[/URL] Either instance still overflows an integer before too long. At 60 damage, it'd overflow at approximately 17 players. At 210 damage, it'd be at 15 players.
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