actually i got a copy of every single bird item in the game and it's just weird that we're getting straight-upgrade of cosmetics now?
Well, this is certainly something interesting, glad I was wrong
Looks like 5Gorge got added to the 5CP playlist.
Ignore this quote, newpunch is borked on mobile and ai can't post without including it
Calling it a blue moon case is very on the nose, nice touch
They removed comp ranks.
From 18, now its 13.
https://youtu.be/u0a8MJXiXtA
I like the new item rarities. Ancient / Legendary etc. The ones grafted from CS:GO were kind of lame, especially for non-weapons.
Also, CrateGate continues unabated.
No new strange weapons, least of all the Hot Hand, Second Banana, Dragon's Fury. Never mind (ahem) ancient items like the Buffalo Steak Sandvich.
You have to have an associated telephone number to play competitive now.
why can't we get a real patch note list already
holy shit they finally fixed the console getting blocked by main menu elements
this is bliss like I've never known
yo they shouted out sketchek!!!
that's really sweet
https://files.facepunch.com/forum/upload/132423/c5a5fe12-9e03-40f4-9c2d-63e99e2fdb5e/image.png
ITS THE BEST FUCKING UPDATE EVER THEY FINALLY FIXED COMPETITIVE
This really came out of nowhere but I'm completely fine with it
From what I'm seeing in english.txt:
Lots of medals were added, unsurprisingly, including a few ones for upcoming community events, from which information hasn't been disclosed so far.
Various typos were fixed related to map names, tips, descriptions and what not.
Various strings related to autobalance: it seems like the game will still ask people to willingly go to the other team, but if nobody does, it will forcefully change people to the other team in order to balance them.
An achivement string 'TF_SPY_AMBASSADOR_SNIPER_GRIND_DESC' was changed to be more clear.
Of course, there's stuff related to the new cosmetic case.
The Sydney Sleeper was changed: 'On Scoped Hit: Apply Jarate for 2 to %s1 seconds based on charge level.\nNature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.' \n indicates a new line and %s1 indicates a number.
The Short Circuit was changed: 'Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal.'
New attributes that might've been applied or not to other weapons:
"Attrib_ConsumesBurning" "Mini-crits burning targets and extinguishes them.\nDamage increases based on remaining duration of afterburn\nSketchek's Bequest: Killing blows on burning players grant a speed boost."
"Attrib_RepairHealthToMetalRatio" "%s1-to-1 health-to-metal ratio when repairing buildings"
Strings allude to being able to queue into multiple matchmaking services, probably casual, competitive and MvM at the same time.
There seems to be promotion matches in Competitive now.
Looks like it's possible to change the colors of hit numbers now, based on strings of course.
A new survey question asking for crits: "TF_SurveyQuestion_RandomCrit" "Please rate the presence of random critical hits in the game: "
It seems like experimental, limited-time gamemodes are a thing now: "TF_Matchmaking_HeaderSpecialEventDesc" "For a limited time, try an experimental game mode."
MMR confirmed, we Doto now: "TF_Competitive_Welcome_SectionOne_Text" "When you queue up for a competitive match, you will be matched with players of similar skill into a 6v6 match. Your skill will be determined by a persistent rank associated with every competitive match that you play. As you win and lose matches, your Matchmaking Rating (MMR) will adjust to reflect your observed skill."
Ranks have been standarized to be Mercenary I - III, Contract Killer I - III, Executioner I - III, Expert Assasin I - III, and Death Merchant.
Rich Presence-related strings were added.
And cosmetic names.
Added: "Sketchek's Bequest: Killing blows on burning players grant a speed boost"
It made me stupidly happy to see his name mentioned, for some reason. Is it like that in the Axtinguisher's description, too?
FlamethrowersFlamethrowers were able to do full damage regardless of the spread
of their flames, rewarding maximizing flame spread over focusing on a
target. We've made changes geared toward preserving the current damage
range of flamethrowers, but requiring better aim to do so.Flame damage per second now ramps up based on density of flame encountered, up to 200%
Initial flame damage per second reduced by 50%, resulting in the max damage being unchanged
If this works... ! ! !
I'm so happy they've put skill based matchmaking in holy shit
"Fixed player movement speed sometimes being faster than intended while under the effect of a movement stun (i.e. Natascha, The Sandman's ranged attack, Bonk! Atomic Punch)"
Took a decade but I'm really happy
WHAT THE FUCK
THEY FIXED PRETTY MUCH EVERY BUG REPORT I SENT TO THEM
THIS PATCH IS AMAZING HOLY SHIT
I'm glad to see the DF's projectile and range got dropped as well as the projectile itself having to actually hit the guy dead center now.
Should be less infuriating to heal teammates fighting one, only to be dropped by two large hitboxes phasing through the patient.
Competitive Mode still has a problem, though.
No class limits. :/
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