[QUOTE]December 22, 2015 - TF2 Team
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Renamed the Smissmas 2015 Mystery Gift to the Smissmas 2015 Festive Gift. It can now be opened to find a Gun Mettle and Tough Break Festivizer.
Fixed a couple of sounds for the Taunt: Bucking Bronco not playing properly
Fixed not being able to sell playerclass upgrades in Mann vs. Machine mode
Fixed bots sometimes not spawning in Mann vs. Machine mode
Fixed the Pyro's invulnerable period while activating the Phlogistinator lasting longer than the activation taunt
Fixed the crate opening animation not always displaying the image of the item received
Fixed the Medigun sometimes using the incorrect ÜberCharge rate on maps with multiple stages
Fixed an issue where the Loose Cannon would sometimes not apply knockback on hit
Fixed decorated weapons not getting the crit-boost material effect
Strange Part: Kills While Explosive Jumping can now be applied to Strange Grenade Launchers
Updated the Mann Co. Store with the Smissmas sale. Deep discounts on nearly everything in the store.
Updated the equip_regions for the Berlin Brain Bowl, Business Casual, Distinguished Rogue, Cut Throat Concierge, Blood Banker, After Dark, Bountiful Bow, Dead of Night, Au Courant Assassin, Rogue's Robe, Sky Captain, Lady Killer, Puffy Provocateur, and Lurker's Leathers
Updated the model/materials for The Hat With No Name so it can now be equipped by the Soldier, Sniper, Demoman, and Engineer
Updated the model/materials for the Co-Pilot so it can now be equipped by the Scout, Soldier, and Engineer
Updated the model/materials for the Medical Monarch and added a new style
Updated the scoreboard
Added Ping column header when viewing ping as text in the scoreboard
Added the player count for each team
Updated ctf_landfall
Fixed building teleporters between spawn room doors
Fixed an exploit that allowed players to go outside the map
Updated PASS Time
Experimenting with new HUD elements and art
Experimenting with new viewmodel animations
New testing feature 'tf_passtime_team_bonuses' that shares pass, steal, and intercept bonuses with the whole team
[/QUOTE]
The size is around 90 MB.
Sweet, Phlog is kinda fixed now? Now you can set up a sticky trap and kill them right away. Step in the right direction at least.
No fix for the spy knives? Strange.
Huh. So the cosmetics added in Tough Break WERE the Smissmas Cosmetics. Welp.
As much as I kinda like slapping on some festive lights onto a rare skinned weapon and not even have to shell out tons of money for a standard festive weap, I kinda feel like maybe they could of done something a bit more.
[QUOTE=phillipc;49372550]As much as I kinda like slapping on some festive lights onto a rare skinned weapon and not even have to shell out tons of money for a standard festive weap, I kinda feel like maybe they could of done something a bit more.[/QUOTE]
They already did a lot. Compared to previous smissmas updates, where at the most (besides new art) a new map and new festive weapons with balance changes were added, we got new maps, a a way to technically make our own festive weapons, new taunts, a LOT of balance changes, optimization, and new contracts.
[QUOTE=Ithaca74;49371827]Sweet, Phlog is kinda fixed now? Now you can set up a sticky trap and kill them right away. Step in the right direction at least.[/QUOTE]
i guarantee you people will not see it "fixed" unless they revert the uber-on-taunt bonus.
[QUOTE=Metaru;49373072]i guarantee you people will not see it "fixed" unless they revert the uber-on-taunt bonus.[/QUOTE]
I still think it'd be better if they just removed the health gain
[QUOTE=Rajikaru;49373027]They already did a lot. Compared to previous smissmas updates, where at the most (besides new art) a new map and new festive weapons with balance changes were added, we got new maps, a a way to technically make our own festive weapons, new taunts, a LOT of balance changes, optimization, and new contracts.[/QUOTE]
I'm very thankful for all that don't get me wrong, couldn't help but feel there was a little bit of hype behind those boxes. Oh well, I do like the Tough Break update despite a few debatable choices, Merry Smissmas everybody!
[QUOTE=Blackavar;49373122]I still think it'd be better if they just removed the health gain[/QUOTE]
As much as I love using the Phlog when I'm feeling like a lazy sumbitch, I think you'd probably need to redesign the whole thing from the ground up in order to stop people complaining about it.
The way its set up now, it can either be ludicrously good or horrendously bad. No real middle grounds.
its not the health gain, nor the uber on taunt. its the "gaining mpphh from flares" part of the phlog that negates any risk using the weapon, thus turning the weapon from a survival/offensive subclass into a force of destruction with little to no consequence.
the backburner works on a similar principle, except the inherent risk of flanking and going upclose on the enemy push is on you the whole time, and there is so much you can do with 4 chances of airblast to save yourself(burning ammo away from you to keep attacking).
having no airblast suposedly meant that if you went head on agaisnt people chances were you'd be outmaneuvered and exposed to death - something you can avoid by shooting a flare. this is more evident by the fact that the scorch shot is the weapon to go for any phlog user(wich, of course, doesnt mean its the scorch's fault) instead of the mannmelter.
and yes, the uber on taunt was something completely unwarranted. the dmg resistance, while it helped you survive, would not save you from being killed if you got focus fire on your. or backstabed. or shot in the head. at the very least the knockback on taunt should cancel the effect and consume the mpphh charge in the same way heavies and scouts get their sandvich/bonk canceled if knockback is aplied. that way you still gain the upper hand agaisnt an 1v1 scenario, but in order to get the most of it agaisnt an enemy team you'd have to resort to ambush tactics.
what if you changed the Phlog to charge off of laser flames ie the Phlog and Manmelter?
I doubt the two have a distinct listing that separates them from regular fire, but I doubt it'd take too much effort to make a new category that MMPH can only charge from
still same problem: you negate the close range risk by just spaming long range shots.
I get that, but it seems like it'd make the Phlog overall less of a pain of the ass due to the fact that you can't cheese it with the Scorch Shot. Instead of having that lump of fire bounce around and catch everyone on fire, you have to precision strike with the Manmelter, which is a bit of a pain in the ass to use. As well, it'd probably be a decent tertiary nerf to the Phlog, and something that would maybe cause the Manmelter to actually be used
(really I just want the Manmelter to be used. Such a nifty little gun)
If I ever used the Phlog I'd use the Manmelter just because I like to extinguish teammates and not feel useless. Also now that I brought it up, does the Manmelter give you 20 hp? I'm gonna test it.
[editline]sorry[/editline]
Sorry y'all I don't have one anymore, but below is the answer.
[QUOTE=kariko;49373518]If I ever used the Phlog I'd use the Manmelter just because I like to extinguish teammates and not feel useless. Also now that I brought it up, does the Manmelter give you 20 hp? I'm gonna test it.[/QUOTE]
Tried it few days ago, no.
Looks like someone forgot to add an exception
[t]https://i.gyazo.com/9660651e5b2c20950cfa1abdb8d8228c.png[/t]
I really hope there is a different present for people who open their present on Christmas instead of opening it before Christmas.
[QUOTE=Potatofactory;49373630]Looks like someone forgot to add an exception
[t]https://i.gyazo.com/9660651e5b2c20950cfa1abdb8d8228c.png[/t][/QUOTE]
one of these days, Valve is going to actually get around to taking that $20 figure out of TF2's store page settings
[img]https://facepunch.com/fp/ratings/rainbow.png[/img]
[QUOTE=TheFishyG;49373378]what if you changed the Phlog to charge off of laser flames ie the Phlog and Manmelter?
I doubt the two have a distinct listing that separates them from regular fire, but I doubt it'd take too much effort to make a new category that MMPH can only charge from[/QUOTE]
I don't think it'd be terrible if the Phlog only charged by damage directly dealt by itself, not afterburn or flare damage.
Though I'd like for it to still work with the Volcano Fragment.
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