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Updates of the Week (ongoing discussion) - Printable Version

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Re: Updates of the Week (ongoing discussion) - Turtle - 12-22-2009

New recipes

They probably mean it now takes 85 weapons to make a hat instead of 81


Re: Updates of the Week (ongoing discussion) - Maxon - 12-22-2009

(12-22-2009, 07:35 PM)Surf314 link Wrote: Did they fix not getting the weapons?

I believe I got my milestone stuff I had missed before last night.  Either that or it was coincidence that a random drop gave me both a Targe and Direct Hit.


Re: Updates of the Week (ongoing discussion) - K2 - 12-22-2009

New Recipes:

Token for Class A + Any Item for Class B = Token for Class B

Token for Slot A + Any Weapon in Slot B = Token for Slot B

3 Camera Beards = Scrap Metal


That first one now makes crafting a weapon you don't have actually practical.


Re: Updates of the Week (ongoing discussion) - CaffeinePowered - 12-22-2009

(12-22-2009, 07:50 PM)at0m link Wrote:
Quote:Crafting improvements
Spy's unlockable PDAs can now be smelted into scrap metal

The spy has unlockable PDAs? Do they mean watches?

I think they meant the camera beard


Re: Updates of the Week (ongoing discussion) - KarthXLR - 01-06-2010

Oooooo! A balancing update, finally!
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

No Direct Hit or Chargin' Targe balance FFFFFFFFFFFUUUUUUUUUUUUUUUUUUUU


Re: Updates of the Week (ongoing discussion) - Moosendoo - 01-06-2010

Nice, sounds like a hefty patch full of fixes.  Let's just cross our fingers that it doesn't break anything major.  I don't think it's really necessary to nerf any of the new weapons yet.

(01-06-2010, 04:44 PM)Karthkarthkarth link Wrote: Reduced the number of moons in ctf_doublecross, sadly

lol.


Re: Updates of the Week (ongoing discussion) - Chief - 01-06-2010

Quote:Balance changes

Reduced the health penalty on The Sandman (uh kay)

The Force-A-Nature knockback on target now
     Only applies to hits that deal more than 30 damage and are in close range (fuck yes)
     Factors in the firer's angle of attack when determining the knockback direction (fuck yes)
     Has less of an effect on grounded targets (<3 you valve)

The Dead Ringer now
     Reduces cloak to 40% when uncloaking early (mmkay sounds fair)
     Has a 35% cap on the amount of cloak it can gain from an ammo pack (why? i dont understand this)
     Has a quieter de-cloak sound (sounds fair, <3)

Changes / Fixes

Reduced the number of moons in ctf_doublecross, sadly (never noticed, but Sad)

Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content (sounds cool for making montage videos)

Players can no longer shoot while stunned (yep)

Soldier Rage bar no longer resets when touching a resupply cabinet (never noticed but good)

Community requests


Added "skip_next_map" server ConCommand to skip the next map in the map cycle (cool)

Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu (cool)

Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution (stupid)



Re: Updates of the Week (ongoing discussion) - Benito Mussolini - 01-06-2010

(01-06-2010, 06:10 PM)Dr. House link Wrote:
Quote:Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution (stupid)

Unless you play superserious competitive games.


Re: Updates of the Week (ongoing discussion) - backfire - 01-06-2010

(01-06-2010, 06:10 PM)Dr. House link Wrote:
Quote:Balance changes
     Has a 35% cap on the amount of cloak it can gain from an ammo pack (why? i dont understand this)
So you can't "die" 4 times in 10 seconds. >Sad


Re: Updates of the Week (ongoing discussion) - Versus - 01-06-2010

"Fixed a performance & stability issue with AMD processors"

god finally


Re: Updates of the Week (ongoing discussion) - CaffeinePowered - 01-06-2010

(01-06-2010, 06:22 PM)backfire link Wrote: [quote author=Dr. House link=topic=206.msg130936#msg130936 date=1262819404]
Quote:Balance changes
     Has a 35% cap on the amount of cloak it can gain from an ammo pack (why? i dont understand this)
So you can't "die" 4 times in 10 seconds. >Sad
[/quote]

Basically so you cant run to the nearest Full Metal pack and completely refill the thing and be basically invincible


Re: Updates of the Week (ongoing discussion) - Radio Raheem - 01-06-2010

its about time we got fixed shotgun spread. the same exact shot doing between 8 - 75 was really really stupid


Re: Updates of the Week (ongoing discussion) - zaneyard - 01-06-2010

(01-06-2010, 08:09 PM)Tim link Wrote: its about time we got fixed shotgun spread. the same exact shot doing between 8 - 75 was really really stupid
agreed
now all they have to do is fix the random critz problem


Re: Updates of the Week (ongoing discussion) - Wedge - 01-06-2010

(01-06-2010, 08:10 PM)zaneyard link Wrote: [quote author=Tim link=topic=206.msg130987#msg130987 date=1262826557]
its about time we got fixed shotgun spread. the same exact shot doing between 8 - 75 was really really stupid
agreed
now all they have to do is fix the random critz problem
[/quote]
Pretty sure they fixed that one a looooooong time ago.

Also thank god the DR finally got properly balanced.  No more god mode with ammo packs.  Loqutus is gonna be sad.


Re: Updates of the Week (ongoing discussion) - backfire - 01-06-2010

Also, since it's only -15hp with the Sandman... it's actually a viable option. I mean, 95 hp means your basicly half-dead already, but 115 means you can survive at least one rocket.

Sure, the sandman's a shell of what it used to be, but I'd give up 15 hp for a shot at preventing someone at firing for a few seconds.


Re: Updates of the Week (ongoing discussion) - HeK - 01-07-2010

(01-06-2010, 06:10 PM)Dr. House link Wrote: The Dead Ringer now
  Has a quieter de-cloak sound (sounds fair, <3)

Sweet, now I can make the paranoid even more so.


Re: Updates of the Week (ongoing discussion) - beep beep diglett - 01-13-2010

[-]January 13, 2010 - Team Fortress 2 Update Released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Additions


Various improvements to Spy disguise and feign death

Disguise weapons copying weapons with special animation requirements (Sword, FaN) now look correct

Spies now play the appropriate death cry on feign death based on the corpse that appears

Feigning death can now play custom death animations like a normal death (head loss, sniper shot, backstab, etc)

Feigning death due to explosive damage now has a chance to gib, like a normal death

Corpses from a feign death now use the correct wearable behavior (hats stay on, or fall off as they should)

The weapons dropped by feign death corpses now have appropriate physics and collision for their type

Combat text for damage done to Spies that feign death will now show the un-modified damage amount

Fixed Spies that feign death while disguised as enemy spies dropping fake ragdolls wearing a mask

Fixed a couple of physics issues on ragdolls created by feign death

Added convars to further customize the "play a hit sound whenever you injure an enemy" option

tf_dingaling_volume". Sets the volume of the hit sound

tf_dingaling_pitchmindmg". Sets the desired pitch of the hit sound when a minor damage hit is done

tf_dingaling_pitchmaxdmg". Sets the desired pitch of the hit sound when a major damage hit is done

tf_dingaling_wav_override". Specifies an optional custom wav hit sound. If unspecified, the default ding sound is used

Added Medic Ubersaw kill taunt

Added backstab death animations for Scout, Spy, Medic, Demo, Engineer, and Pyro. All death animations have a 25% chance to play

Updated various localization strings


Changes

Removed the clamps on the "viewmodel_fov" convar

Added "viewmodel_fov_demo", a convar that controls viewmodel fov during demo playback

Force-a-Nature will now correctly knock back players on the ground

Increased minimum damage required for the Force-a-Nature to cause a knockback from 30 to 40

Changed the Direct Hit to only minicrit enemies that have been launched into the air by an explosion

Increased the rate of the Soldier's Rage generation by 40%

Reduced the duration of the Soldier's Buff Banner effect from 14 seconds to 10

Reduced the explosive damage resistance on the Chargin' Targe to 50%


Fixes

Fixed the Scout's legs twisting out of shape during a double jump

Fixed player models popping up and then down when they duck during a jump

Fixed Sniper rifle not penetrating friendlies

Fixed Bonk! Atomic Punch phase effect

Fixed rockets not being removed if they explode in func_nogrenades zones

Fixed the Sandman being able to bat balls through doors

Fixed the Gunboats absorbing damage from the Soldier's grenade kill taunt

Fixed the naming of non-unique quality unique items (Community Kritzkriegs, etc)

Minor fixes to the crafting UI

Changed the item layout in the crafting panel to better fit the backpack panel

Each 1 of the 4 crafting pages now shows half of 1 of the 2 backpack pages

Fixed the crafting panel next/prev page buttons being hard to use while dragging

Fixed the "equipped" label in the item panels stealing the mouse focus from the item panel itself


Updated Novint Falcon settings (no effect on non-Falcon players)

Recoil/Reload force added for the Direct Hit rocket launcher

Recoil/Reload force added for the Scottish Resistance sticky bomb launcher

More defined flesh hit force added for the Equalizer pick axe

More defined flesh hit/world hit force added for the Eyelander sword

Added swing forces for Eyelander sword

Added appropriate trumpet forces for Blu Buff Banner

Added appropriate trumpet forces for Red Buff Banner

Shotgun reload for Heavy & Pyro changed to feel more appropriate now

Changed Huntsman pullback force so that it goes in the right direction (was still pulling as if the Huntsman was on the left hand side of the screen, which was default until a later update)



fixed alot of shit it seems, R.I.P gunboats, completely useless now


Re: Updates of the Week (ongoing discussion) - Moosendoo - 01-13-2010

MEDICT TAUNT KILL..... YESSSSSSSSSSSSSSSSS! ;D


Re: Updates of the Week (ongoing discussion) - Ungodly - 01-13-2010

Finally.


Re: Updates of the Week (ongoing discussion) - Turtle - 01-13-2010

(01-13-2010, 08:43 PM)diggs link Wrote: Changed the Direct Hit to only minicrit enemies that have been launched into the air by an explosion
I hate everything