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[-]February 2, 2009 - 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 specific changes include:

New client features


Added Viewmodel FOV slider to advanced multiplayer options

Added a hide viewmodel option to advanced multiplayer options

Added custom crosshair support

Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab

Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings

Added "open_charinfo_direct" command that opens the loadout directly to the class you're currently playing

Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it
New server features

* Added "tf_damage_disablespread" convar to disable the 25% damage spread on all damage
* Added class limit support to tournament mode
o Set the "tf_tournament_classlimit_X" convars to the max number of class X allowed
* Added "tf_tournament_hide_domination_icons" convar, that allows a tournament mode server to force clients not to display domination icons over their nemeses


Gameplay changes

* Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based:
o Base chance is now 2% (was 5%).
o Bonus range based on damage done changed from 0%-15% to 0%-10
o Damage range required for bonus changed from 0-1600 to 0-800
* Reduced random damage spread applied to all player damage from +-25% to +-10%
* Slight reduction (improvement) of the minigun's spread
* Increased flare direct hit damage from 20 to 30
* Rewrote Natascha's slowdown code to be more consistent
* Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits)
* Stealthed spies are no longer able to pickup the intelligence. They must uncloak first
* Increased soldier primary ammo count from 16 to 20


Bugfixes

* Fixed crash when running in tools mode
* Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" CON_COMMAND scripts to prevent clients issuing the commands
* Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values
* Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff)
* Fixed Medic UberCharge percentage in minimal-HUD mode
http://store.steampowered.com/news/?...tes&appids=440



Some good, some bad.  Esp terrible is cloaked spy can't get intel.  GG Spam the shit in every direction while standing on intel.  Half the time you drop it, a cloaked spy was the only chance of keeping the intel alive.  Boo Valve, boo.
Quote:Karrde link=topic=2262.msg64719#msg64719 date=1233631138]
Reduced random damage spread applied to all player damage from +-25% to +-10%

YES! ;D
Quote:Karrde link=topic=2262.msg64719#msg64719 date=1233631138]
* Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based:
   o Base chance is now 2% (was 5%).
   o Bonus range based on damage done changed from 0%-15% to 0%-10
   o Damage range required for bonus changed from 0-1600 to 0-800
* Reduced random damage spread applied to all player damage from +-25% to +-10%
* Slight reduction (improvement) of the minigun's spread
* Stealthed spies are no longer able to pickup the intelligence. They must uncloak first
* Increased soldier primary ammo count from 16 to 20
* Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff)
* Fixed Medic UberCharge percentage in minimal-HUD mode
These specific updates will change a lot. Especially increasing the Soldier's ammo from 16 to 20. Looks like I'll be playing it a lot more often.


Also, THANK YOU VALVE FIXING CRIT CHANCE WOOOOOOOOOOOOOOOOOOOOOOOOOO.
skiiiilllllllllllllll rawkits
(02-02-2009, 10:28 PM)Versus-p- link Wrote: [ -> ]skiiiilllllllllllllll rawkits

They decreased the crit chance.



...but they increased the soldiers rocket ammo.

Does that mean anything?
Quote:* Stealthed spies are no longer able to pickup the intelligence. They must uncloak first

Boo!



Anyone want to take bets that this somehow breaks the servers?
(02-02-2009, 10:41 PM)CaffeinePowered link Wrote: [ -> ]
Quote:* Stealthed spies are no longer able to pickup the intelligence. They must uncloak first

Boo!



Anyone want to take bets that this somehow breaks the servers?
They should put this on the Valve Wiki.

Like, the "Valve scale of Balance" or something.

If they work on the servers, the game breaks.

If they work on the game, the servers break.
(02-02-2009, 10:41 PM)CaffeinePowered link Wrote: [ -> ]
Quote:* Stealthed spies are no longer able to pickup the intelligence. They must uncloak first

Boo!



Anyone want to take bets that this somehow breaks the servers?

That's valve's trick.  They screw around with things but they put in one sever breaking problem.  Then, when they fix it, people forget about what was messed with Tongue
(02-02-2009, 10:40 PM)Ye Salty Karth link Wrote: [ -> ][quote author=Versus-p- link=topic=2262.msg64724#msg64724 date=1233631690]
skiiiilllllllllllllll rawkits

They decreased the crit chance.



...but they increased the soldiers rocket ammo.

Does that mean anything?
[/quote]

No they didn't, they just based 3% more of it on recent performance.
Overall, this update makes me a little sad.  I complain about crits and the like as much as anyone, but the random factors are what make TF2 unique and fun and it just won't feel the same(at least if you go by the numbers).  And before a ****storm starts let me say that I know there has been an ideological divide for awhile.  You've got some people who absolutely love crits and wish there were more and on the other extreme are super serious, no crits, Final Destination people with a lot of people in between.  I think both sides get a little too worked up about it sometimes.  Everyone needs to remember that we are all playing for fun whether that be goofing off or playing competitively.
(02-03-2009, 12:02 AM)ribozyme link Wrote: [ -> ]Overall, this update makes me a little sad.  I complain about crits and the like as much as anyone, but the random factors are what make TF2 unique and fun and it just won't feel the same(at least if you go by the numbers).  And before a ****storm starts let me say that I know there has been an ideological divide for awhile.  You've got some people who absolutely love crits and wish there were more and on the other extreme are super serious, no crits, Final Destination people with a lot of people in between.  I think both sides get a little too worked up about it sometimes.  Everyone needs to remember that we are all playing for fun whether that be goofing off or playing competitively.

Eh, i think it's random enough with actual damage fluctuating as it does even before crits.  Might as well be rolling die at each other.
(02-03-2009, 12:02 AM)ribozyme link Wrote: [ -> ]Overall, this update makes me a little sad.  I complain about crits and the like as much as anyone, but the random factors are what make TF2 unique and fun and it just won't feel the same(at least if you go by the numbers).  And before a ****storm starts let me say that I know there has been an ideological divide for awhile.  You've got some people who absolutely love crits and wish there were more and on the other extreme are super serious, no crits, Final Destination people with a lot of people in between.  I think both sides get a little too worked up about it sometimes.  Everyone needs to remember that we are all playing for fun whether that be goofing off or playing competitively.

Fun goes off to a bar to get drunk when crits start to show up. Especially when you get 2-3 crits in a row.
(02-03-2009, 12:06 AM)Ye Salty Karth link Wrote: [ -> ][quote author=ribozyme link=topic=2262.msg64743#msg64743 date=1233637324]
Overall, this update makes me a little sad.  I complain about crits and the like as much as anyone, but the random factors are what make TF2 unique and fun and it just won't feel the same(at least if you go by the numbers).  And before a ****storm starts let me say that I know there has been an ideological divide for awhile.  You've got some people who absolutely love crits and wish there were more and on the other extreme are super serious, no crits, Final Destination people with a lot of people in between.  I think both sides get a little too worked up about it sometimes.  Everyone needs to remember that we are all playing for fun whether that be goofing off or playing competitively.

Fun goes off to a bar to get drunk when crits start to show up. Especially when you get 2-3 crits in a row.
[/quote]

Say what you want about crits (to which I say "fucking crits"), that's a funny mental image.
Quote:crits crits crits crits wakka wakka wakka
Fuck that shit.

Welp, see you guys next Saturday.
I enjoy the action-related crits, like when you one-man four or five guys off a cap point.
I dislike the hits-you-as-you-round-a-corner crits.
I don't like the spy uncloaking before intel, it was definitely something that you had to do to keep intel alive sometimes. I guess I'll get over it. I'd be ecstatic about the crit changes but I try to play on nocrit servers so gg for when I'm not on one.
Yea. spy thing is terrible for pubs, but was sorely needed in competitive play. With it the way it was, once you get the intel even a little ways out of the enemy's base the flag is basically gone because of spies. Hopefully with this ctf might see more playtime. Smile
(02-03-2009, 02:19 AM)CopulatingDuck link Wrote: [ -> ]Yea. spy thong is terrible for pubs, but was sorely needed in competitive play. With it the way it was, once you get the intel even a little ways out of the enemy's base the flag is basically gone because of spies. Hopefully with this ctf might see more playtime. Smile

Surely not an update that favours skilled players  Tongue

Reports on the Steam forums suggest that it is possible to pick up the intel instantly after right-clicking, rather than having to wait to fully uncloak.

Also, everyone over there is having a bit of an ass period about the sniper now having a no scope cross-hair but that may just be an oversight (geddit?) on Valves behalf.

Oh, and apparently stickies have been given a damage buff  Big Grin
(02-03-2009, 07:34 AM)Arnies Right Bicep link Wrote: [ -> ][quote author=CopulatingDuck link=topic=2262.msg64763#msg64763 date=1233645582]
Yea. spy thong is terrible for pubs, but was sorely needed in competitive play. With it the way it was, once you get the intel even a little ways out of the enemy's base the flag is basically gone because of spies. Hopefully with this ctf might see more playtime. Smile

Surely not an update that favours skilled players  Tongue

Reports on the Steam forums suggest that it is possible to pick up the intel instantly after right-clicking, rather than having to wait to fully uncloak.

Also, everyone over there is having a bit of an ass period about the sniper now having a no scope cross-hair but that may just be an oversight (geddit?) on Valves behalf.

Oh, and apparently stickies have been given a damage buff  Big Grin
[/quote]

bullshit, you cant dodge every sticky >Sad

mid air stickies are still gonna take more than 3/4 of your life
and if its on the floor its over.

wank.
Reducing the heavy's spread is awesome.  This is one of the main reasons I stopped playing as him as he became too much reliant on chance at any decent distance.
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