• Major Update Speculation/Recap thread
    6,662 replies, posted
Oh god Id love some fixes :D
Great Buff/Nerf Patch of 2012?
Why are you rating people late.
after 500 years in development hopefully its been worth the weight
Does the 30 minutes or less rule apply to updates?
[QUOTE=Croshi;34169363]Does the 30 minutes or less rule apply to updates?[/QUOTE] 30 minutes or less, or you get your scrap back free.
My guess is it's just adding the festive weapons in the crafting menu, and maybe fix a few bugs.
you guys know it was delayed until later tonight, right?
[QUOTE=ned_ballad;34169451]you guys know it was delayed until later tonight, right?[/QUOTE] It was a joke
maybe they're gonna impliment engineers flytaunt/tauntkill [media]http://www.youtube.com/watch?v=w9LadQDrngs[/media]
[QUOTE=psyke;34169572]maybe they're gonna impliment engineers flytaunt/tauntkill [media]http://www.youtube.com/watch?v=w9LadQDrngs[/media][/QUOTE] Melt the enemy with an effect similar to the new pyro stuff?
hey guys maybe it's nothing because it's only been like two weeks since Australian Christmas you guys are so rainbows
[QUOTE=The Calzone;34169681]hey guys maybe it's nothing because it's only been like two weeks since Australian Christmas you guys are so rainbows[/QUOTE] Maybe [i]you're[/i] nothing.
rumors of it going out now
server i was in just shut down due to update.
140mb don't get too excited, although that's the sweet spot for one or two new items
Got the update, but the item server and store aren't responding
nothing new in the crafting blueprints.
[QUOTE=psyke;34169796]Maybe [i]you're[/i] nothing.[/QUOTE] maybe your face is nothing
[QUOTE=Segab;34169893]nothing new in the crafting blueprints.[/QUOTE] [quote]- Fixed Cp_Foundry not ending the map in the middle of a round when mp_timelimit is hit - Fixed the Spy saying 'Prego' for one of his 'Thanks!' lines - Fixed incorrect player animations for the Buff Banner and the Battalion's Backup - Fixed some cases where strange Ullapool Cabers and wrenches would fail to correctly count kills - Improvements for client stability - Updated the localization files - Crafting changes: [B]- Added crafting recipes for weapons introduced during the holiday update[/B] - When selecting items for use in crafting, the items selected will show their quality in addition to the item name - Ellis's Cap can now be used as a crafting reagent - Item changes - Added The Lucky Shot helmet - Added The Killer Exclusive to the Mann Co. store - Added Mask of the Shaman to the item drop list - Fixed particle display problems for items with multiple effects - Fixed the Dr. Whoa paint not drawing correctly for the Blue team - Updated the Desert Marauder and the Villain's Veil so they can be equipped together - Updated the Fancy Dress Uniform and the Kringle Collection so they can be equipped together - The Bombinomicon no longer shakes the screen and has a delay before the explosion so that Snipers, Spies, and others can get better feedback on the actual cause of death - The Bazaar Bargain functionality has changed: only one stored head is lost on a miss or a bodyshot and no heads are gained when missing while crit-boosted[/quote]
weird, just clicked back and went to the crafting section again and they appeared.
[QUOTE=Croshi;34169915][/QUOTE] finally we pageking now
[QUOTE=Segab;34169944]weird, just clicked back and went to the crafting section again and they appeared.[/QUOTE] The schema update went in a teeny bit later.
OH BOY Ellis's are craftable now
Y'know, I was over in this thread where a guy suggested a new class, and it got me thinking. Instead of trying to make different classes, we should be focusing on sub-classes. Loadouts are kind of like this; you can customise any of the 9 classes however you want with their affaliated weapons, though in terms of subclasses i'm thinking more about having them being defined by their equipment, which we indeed have. For example the vanilla Soldier is primarily a kind of mobile shock trooper, capable of dealing plenty of damage to multiple targets using his rockets, as well as being able to access hard to reach locations with the help of some explosive agility. However the Soldier also has a support-based subclass accessible via the use of backpacks and teammates; the standard Buff Banner boosts allied firepower when deployed, the Battalion's Backup helps to reduce the damage fellow players take, and the Concheror allows allies to heal themselves by shooting enemies. This subclass had no name, since to the best of my knowledge players haven't given names to most playstyles except the Demoknight, so i'll go ahead and call it the Bugler, since that's how the Soldier activates his auras. Another example is the Demoknight, a variant on the Demoman class. The Demoknight is primarily a melee-based subclass, utilising mobility shields such as the Chargin' Targe and Splendid Screen to augment their melee damage, increase their resilience to pyrotechnics and explosives, and more importantly move quickly across the battlefield. The resistances make them good for tanking against Pyros, Soldiers, and other Demomen, plus the presence of a yelling Scottish berserker on the battlefield is sure to turn a few heads. In effect, they can serve as a tank of sorts, adrawing aggro and soaking up some damage whilst the less durable classes benefit from the distraction and are granted valuable seconds to do whatever they needed to do. What i'm proposing here is to make subclasses more apparent amongst the 9 classes of TF2, a system whereby players can know which weapons suit which playstyles for their respective classes, learn which playstyles adhere to which classes, and benefit from using the appropriate tools for the right playstyle. For example, buffpacks for the Soldier could be labelled "Suitable for: Bugler", and are suited for Soldiers who work in groups with allies, whilst certain melee weapons and shields could be labelled as "Suitable for: Demoknight", meaning they're most useful when the player plays in the tanking style of the Demoknight. As more subclasses pop up for different classes, specialised weapons could be implemented to best suit their respective subclasses, such as a Rocket Launcher for Buglers that decreases the amount of charge required to deploy an aura, or a Flamethrower that does more damage when the Pyro is close to an allied building or an objective (a sort of guardian subclass for Pyro, intended for Pyros that stand guard and protect what needs to be protected).
[QUOTE=ironman17;34210072]...whilst certain melee weapons and shields could be labelled as "Suitable for: Demoknight",... As more subclasses pop up for different classes, specialised weapons could be implemented to best suit their respective subclasses[/quote] [img]http://wiki.teamfortress.com/w/images/6/62/Demoman_-_Sultan_Set.png[/img] [quote] or a Flamethrower that does more damage when the Pyro is close to an allied building or an objective (a sort of guardian subclass for Pyro, intended for Pyros that stand guard and protect what needs to be protected).[/QUOTE] [img]http://wiki.teamfortress.com/w/images/9/9d/Backpack_Homewrecker.png[/img]
[QUOTE=Croshi;34211209][img]http://wiki.teamfortress.com/w/images/6/62/Demoman_-_Sultan_Set.png[/img] [img]http://wiki.teamfortress.com/w/images/9/9d/Backpack_Homewrecker.png[/img][/QUOTE] Both of those examples were exactly what he was talking about.
maybe he wanted to make it more like a powerpoint presentation.
Yea, Demoknight is practically a different class so is support Pyro, able to hang around with Degreaser/Manmelter/Homewrecker and baby-sit nests and put out fires. With the Manmelter you can pretty much eliminate the threat of fire if you dedicate yourself to just alt-firing. I once built up 20+ crits from the Manmelter, it was pretty nuts and my team was never on fire.
[QUOTE=ned_ballad;34213675]Yea, Demoknight is practically a different class so is support Pyro, able to hang around with Degreaser/Manmelter/Homewrecker and baby-sit nests and put out fires. With the Manmelter you can pretty much eliminate the threat of fire if you dedicate yourself to just alt-firing. I once built up 20+ crits from the Manmelter, it was pretty nuts and my team was never on fire.[/QUOTE] Manmelter is awesome. I saved a heavy's life by holding m2 as a pyro was trying to puff and flare him. Had about 12 crits in 5 seconds.
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