• TF2 update on the way today (via hldsmailinglist)
    49 replies, posted
I hope that it brings some optimizations.
[QUOTE=ChrisR;19470664]hopefully, not an Equalizer nerf. However, a small Eyelander nerf wouldn't hurt anyone. /knocks on wood[/QUOTE] Eyelander isn't overpowered You're just suckyy suckyyy..
prolly bug fixes, removal of war background, perhaps some nerfs but what about TRADING (rate me optimistic)
it is out i was first :smug:
[quote] Server Browser (for TF2 and DoD:S) Added a client-side server blacklist Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt) Balance changes Reduced the health penalty on The Sandman The Force-A-Nature knockback on target now Only applies to hits that deal more than 30 damage and are in close range Factors in the firer's angle of attack when determining the knockback direction Has less of an effect on grounded targets The Dead Ringer now Reduces cloak to 40% when uncloaking early Has a 35% cap on the amount of cloak it can gain from an ammo pack Has a quieter de-cloak sound Changes / Fixes Fixed a performance & stability issue with AMD processors Improved the stability of the game server -> item backend connection Fixed a rare server crash related to dispensers Added min/max values to viewmodel_fov convar to match the settings in the slider Reduced the number of moons in ctf_doublecross, sadly Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content Fixed a crash related to sv_pure and the wireframe_dx6 shader Players can no longer shoot while stunned Fixed a bug that caused movement speed reductions to not work on stunned players Soldier Rage bar no longer resets when touching a resupply cabinet Achievement fixes Fixed the "Second Eye" Demoman achievement Fixed a bug in the "Play Doctor" Medic achievement Changed the requirements for the "Medals of Honor" Soldier achievement Updated description for the "Blind Fire" Demoman achievement to better explain the requirements Fixed an issue that affected several achievements requiring the use of the Equalizer Community requests Added "skip_next_map" server ConCommand to skip the next map in the map cycle Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution Added a "show_htmlpage" command to allow server operators to display custom web pages to clients Changes to the TF Bots In KOTH mode, Bots are now More likely to roam around and hunt enemies if there is lots of time left Become more likely to push for the point as time runs down, or their teammates start to capture it Medic bots now Opportunistically "overheal" nearby friends when they can Prioritize healing of injured nearby friends more Don't focus on Heavies quite so exclusively Don't spam their Medigun continuously at round start Won't choose cover far below their heal target so much (koth_nucleus) Fight back with their syringe-gun appropriately Various improvements to combat behaviors General bot improvements They no longer stand still on the point when capturing or defending it They choose more varied routes now They choose better defensive spots around captured points They fall back to another weapon when they entirely run out of ammo They adjust their FOV when using zoomed in sniper scope They treat in-range Sentries as the most dangerous threat They fire their weapons is more realistic bursts Engineers use their shotgun properly Added a "virtual mousepad" concept to rework how bots track enemy players They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on" After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse" Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag Added more bot names as suggested by the TF community [/quote] .
>Added a client-side server blacklist YES
heheh, they actually BUFFED the sandman Nothing too big though
Reduced the health penalty on The Sandman [b]YES[/b]
[QUOTE=Epidemick;19471504]heheh, they actually BUFFED the sandman Nothing too big though[/QUOTE] That's it, I'm making opposite predictions more often.
Ossum! Blacklist!
Soldier Rage bar no longer resets when touching a resupply cabinet [b]YES[/b]
[url]http://list.valvesoftware.com/mailman/listinfo/hlds[/url] Put your email there. [editline]05:20PM[/editline] Also this update was necessary. Sandman hasn't had a buff since forever
I used to subscribe to HLDS but the serious amount of email spam just grew annoying.
I fucking hate Valve for messing with the Dead Ringer.
[QUOTE=Cirtaboyz;19471522]Reduced the health penalty on The Sandman [b]YES[/b][/QUOTE] No more overpowered scout rush's
[QUOTE=PVTdrone536;19481621]No more overpowered scout rush's[/QUOTE] I think it means the penalty the Sandman has on the Scout, not the boinkee.
No soldier or demoman weapons need to be nerf'd suck it up.
[QUOTE=PVTdrone536;19481621]No more overpowered scout rush's[/QUOTE] Are you stupid? The Sandman has had a BUFF.
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