I've noticed though that there is no body left right after you go cloak with the dr anymore since the last update, anyone else notice??
P.S Post 400 on this thread!
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Engine
If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set
Additions / Changes
Backpack improvement
Added support for 100 slots in the backpack
Backpack can now be sorted by type
Multi-selection in the backpack is now done by holding down the Ctrl key
Alt-fire on the Sandvich now drops sandviches
A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy
A Heavy can regain his sandvich by collecting a healthkit while already being at full health
Eating a sandvich using the taunt method now heals a Heavy to full health
Dropped sandviches heal 50% of the collector's health
Medic regen changes
Base regen amount increased from 1/sec to 3/sec
Regen amount increase since time of last damage decreased from 3x to 2x
End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec
Blutsauger
Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec
Added "mp_windifference" server ConVar (default to 0)
When set to X, matches will be considered won if a team gets X points ahead of the other team
Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog
Added "Disable weather effects" option to the Multiplayer->Advanced options dialog
Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog
If set (default), it'll show non-standard items being carried by the player you're spectating
Tournament mode changes
New item whitelist allowing tournaments to control what items can be used by players
Added "item_whitelist_example.txt"
Added "item_show_whitelistable_definitions" command to get a list of whitelistable items
Added Tournament mode Spectator HUD
Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog
Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level
Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
Changed idle player check to include spectators & players who haven't chosen a team
Bug Fixes
Fixed explosive radius detection using an axially aligned box instead of a sphere
Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
Grenades/Pipes radius change: 132->159
Rocket radius change: 121->146
End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant
Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses
Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as
Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team
Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted
Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged
Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned
Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
Fixed wearables not destroying their attached particles when they're removed
Fixed several player & viewmodel simulation issues that occurred when the game was paused
Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2
Community Requests
Added the entindex() of the object being built to the "player_builtobject" game event
Added flag to allow CTF map authors to turn off the Overtime mode when timers expire
Added IgnitePlayer input to TFPlayer
(09-15-2009, 05:43 PM)CopulatingDuck link Wrote: [ -> ]so blut sucks now
It was fun while it lasted
What's even the point of it now?
uh it looks like you'll still auto-regen at least as fast with it equipped, just not as fast as medicks using the regular one now
(09-15-2009, 05:50 PM)Versus-pwny- link Wrote: [ -> ]wordswordswordswords
Durp. That's a fairly accurate representation of how I see it >.< Anyway someone one could give me a 'New Blughtslauter for Dummies" explanation?
WHAT DID THEY DO TO MY PRECIOUS BLUTSAUGER.
Well it looks like the Syringe Gun is actually worth using again. If only they would make it so you could get the +3 on the blutsauger from spies again I think they would be balanced pretty good, but now it almost sounds as if the Syringe gun would be the better choice; I'll have to try them out now though.
(09-15-2009, 05:59 PM)Coordinator Ruby link Wrote: [ -> ]WHAT DID THEY DO TO MY PRECIOUS BLUTSAUGER.
At least we can drop sandviches now....
Blutsauger's Ruined, I'm not playing medic anymore, sorry.
I'm now maining Demoman.
(09-15-2009, 05:59 PM)Coordinator Ruby link Wrote: [ -> ]WHAT DID THEY DO TO MY PRECIOUS BLUTSAUGER.
Battle medics are fucked now
Valve you feed on anger
WHY DO YOU DO THIS
uhhh.. you guys are missing the main upgrade here... Base regen amount increased from 1/sec to 3/sec... if blut is -2 base regen is still 1 per second while using it... therefor you wont notice a diff... Only thing that changed is you get +2 for using the regular syringe
At least I'll be able to go spy halo without being noticed anymore
Yeah, Blut just got buffed because now it can crit too. And the normal gun is a viable alt possibly. So shut it.
(09-15-2009, 06:42 PM)SAVAGE-0 link Wrote: [ -> ]uhhh.. you guys are missing the main upgrade here... Base regen amount increased from 1/sec to 3/sec... if blut is -2 base regen is still 1 per second while using it... therefor you wont notice a diff... Only thing that changed is you get +2 for using the regular syringe
Actually, that's probably the best way to go about making the original worth using. I wish they'd word it better though, as right now it makes it seem like you'd actually lose heath using it.
(09-15-2009, 07:28 PM)backfire link Wrote: [ -> ][quote author=SAVAGE-0 link=topic=206.msg113614#msg113614 date=1253058122]
uhhh.. you guys are missing the main upgrade here... Base regen amount increased from 1/sec to 3/sec... if blut is -2 base regen is still 1 per second while using it... therefor you wont notice a diff... Only thing that changed is you get +2 for using the regular syringe
Actually, that's probably the best way to go about making the original worth using. I wish they'd word it better though, as right now it makes it seem like you'd actually lose heath using it.
[/quote]
As do I >.< Thanks Savage!
(09-15-2009, 07:28 PM)backfire link Wrote: [ -> ][quote author=SAVAGE-0 link=topic=206.msg113614#msg113614 date=1253058122]
uhhh.. you guys are missing the main upgrade here... Base regen amount increased from 1/sec to 3/sec... if blut is -2 base regen is still 1 per second while using it... therefor you wont notice a diff... Only thing that changed is you get +2 for using the regular syringe
I wish they'd word it better though, as right now it makes it seem like you'd actually lose heath using it.
[/quote]
Well, it's 6 of one and half a dozen of another (/cliche). Â
You either say...
the blut has a health drain and LAWL NEW REGEN STILL TRUMPS IT
,
or say blut penalizes health regen and DID WE MENTION THE NEW BASE REGEN?!?!?!?!? Â :o :o :o
Since they did both on the same patch, how else could they have said it?
"Blutsauger will now cause critical hits. However, Medics using the original Syringe gun will get a base regen bonus and thus enjoy better regen than blut users."
I'm hopping on now. Â I'm salivating over these tweaks. Â And not the last of that awesome chili I've been nursing all week.
Yeah giving it crits is just about as worthless as making the medigun able to crit.
(09-15-2009, 07:36 PM)Coordinator Ruby link Wrote: [ -> ]Yeah giving it crits is just about as worthless as making the medigun able to crit.
Not really. Doesn't healing a lot of people boost your crit rate?
(09-15-2009, 07:38 PM)Scary Womanizing Pig Mask link Wrote: [ -> ][quote author=Coordinator Ruby link=topic=206.msg113635#msg113635 date=1253061367]
Yeah giving it crits is just about as worthless as making the medigun able to crit.
Not really. Doesn't healing a lot of people boost your crit rate?
[/quote]
yeah. If a medic heals an injured person for 5 seconds, their melee crit is near 45%