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TF2 Update Thread


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#1 MR.Kim

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Posted 10 March 2010 - 00:26

http://www.teamfortr...ost.php?id=3539

As you can see, this is call "Repair Node". Well, unlike dispenser anyway.

I can't wait full update. :rolleyes:

#2 Destiny

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Posted 10 March 2010 - 00:39

The repair node looks toasted/chocolate :rolleyes:
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#3 Dr. Strangelove

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Posted 10 March 2010 - 00:39

But when the engineer has time to get away from his base, what's he going to do? Introducing the repair node doesn't make sense if they don't upgrade his weaponry.
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#4 Libains

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Posted 10 March 2010 - 00:40

This is a throwaway item, they won't be including this as it is too gamebreaking :rolleyes:
For there can be no death without life.

#5 MR.Kim

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Posted 10 March 2010 - 00:49

View PostDestiny, on 9 Mar 2010, 19:39, said:

The repair node looks toasted/chocolate :rolleyes:


That's not real complete model. :D
Also, they're trying show progress with engineer update and I think thye're explanied how to advantage against any classes. Specially, how to stop or defend against spy.

Edited by MR.Kim, 10 March 2010 - 00:51.


#6 Soul

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Posted 10 March 2010 - 04:18

At least we know why Engie's update has been taking so long :rolleyes:.
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 Insomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.

#7 Sgt. Nuker

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Posted 10 March 2010 - 08:12

VALVe tries to be unique with TF2, and with some of the weapon choices they've made and try to make, that's readily apparent. This update is proof also.

At least they're showing some progress, even though, by what they've shown, Engie is still a fair ways off. The plus and minus is that it appears they test an idea quite thoroughly and look at its applications for both offense and defense.
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#8 MR.Kim

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Posted 15 April 2010 - 21:31

Sorry about necron post(Well, still my topic). :)

New update:
Added Sam & Max items
Fixed the Demoman's Fro not cloaking properly when being used by a disguised Spy
Reduced the damage bonus the Equalizer receives as the player loses health
The speed boost was not changed

Community Request:
Added a flag to info_particle_system to mark particle systems as "weather" effects

What the heck? Sam & Max items?

#9 Hobbesy

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Posted 15 April 2010 - 21:44

They're reskins of the revolver and pistol you can use if you buy the new S&M game. Other than that they're exactly alike.

Edited by Hobbesy, 15 April 2010 - 21:45.


#10 TheDR

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Posted 15 April 2010 - 21:54

The more interesting news is the new map behind the heavy and the pyro.

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Some sort of snow capture point map i hope :)

Edit: Oh no, it is Viaduct, damn.

Edited by TheDR, 15 April 2010 - 21:58.

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#11 MR.Kim

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Posted 22 April 2010 - 15:37

Here some interesting about significant changes to the item drop system.

Check TF2 site: http://www.teamfortress.com/

Is this mean better drop system than current drop system? I hopefully this is will be good one.

Edited by MR.Kim, 22 April 2010 - 15:37.


#12 Amdrial

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Posted 22 April 2010 - 16:07

This system was pretty much designed to be anti-idling, so yes, certainly an improvement ^^.
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#13 TheDR

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Posted 22 April 2010 - 16:25

Hell to the yes.

Took them far too long to do it however D:
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#14 Sgt. Nuker

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Posted 22 April 2010 - 17:32

View PostMR.Kim, on 22 Apr 2010, 11:37, said:

Here some interesting about significant changes to the item drop system.

Check TF2 site: http://www.teamfortress.com/

Is this mean better drop system than current drop system? I hopefully this is will be good one.



I sort of noticed this last night when I was playing. I died, got an item. Then, after 3 or 4 more deaths, I received another item. I thought it a bit odd that I had received item drops so close together, but now that I've read that article, I understand why.

I had heard about the max item drops a week, which to me.......seems a bit off, but if the drops are going to be more frequent, then it evens out nicely.
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#15 CJ

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Posted 22 April 2010 - 18:08

View PostSgt. Nuker, on 22 Apr 2010, 18:32, said:

View PostMR.Kim, on 22 Apr 2010, 11:37, said:

Here some interesting about significant changes to the item drop system.

Check TF2 site: http://www.teamfortress.com/

Is this mean better drop system than current drop system? I hopefully this is will be good one.



I sort of noticed this last night when I was playing. I died, got an item. Then, after 3 or 4 more deaths, I received another item. I thought it a bit odd that I had received item drops so close together, but now that I've read that article, I understand why.

I had heard about the max item drops a week, which to me.......seems a bit off, but if the drops are going to be more frequent, then it evens out nicely.

Well maybe you'll finally stop idling now :P

View PostChyros, on 11 November 2013 - 18:21, said:

I bet I could program an internet


#16 Pandut

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Posted 22 April 2010 - 22:39

I wonder if they'll use the fan suggested nail-gun with radioactive nails.
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#17 Sgt. Nuker

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Posted 23 April 2010 - 04:35

View PostArgetlam, on 22 Apr 2010, 14:08, said:

View PostSgt. Nuker, on 22 Apr 2010, 18:32, said:

View PostMR.Kim, on 22 Apr 2010, 11:37, said:

Here some interesting about significant changes to the item drop system.

Check TF2 site: http://www.teamfortress.com/

Is this mean better drop system than current drop system? I hopefully this is will be good one.



I sort of noticed this last night when I was playing. I died, got an item. Then, after 3 or 4 more deaths, I received another item. I thought it a bit odd that I had received item drops so close together, but now that I've read that article, I understand why.

I had heard about the max item drops a week, which to me.......seems a bit off, but if the drops are going to be more frequent, then it evens out nicely.

Well maybe you'll finally stop idling now :P


Alright........seriously. Enough. I don't care what section of the forums this post is in. Enough. Quit with the teasing, the "innocent" phrases, the put-downs, all of it. How I choose to play the game is my business, and it is none of your concern.
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#18 deltaepsilon

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Posted 23 April 2010 - 13:21

Well you have a nice collection of hats, however you obtained them (I'm aware the data is probably outdated by now)

Edited by deltaepsilon, 23 April 2010 - 13:21.

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The name's Bond.

Covalent Bond.

#19 MR.Kim

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Posted 29 April 2010 - 01:17

New patch just in. 8|

"Crit-a-Cola"? Is this boost a crit? 8| Woo~

#20 Destiny

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Posted 29 April 2010 - 06:05

Might be for Scout 8|
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#21 CJ

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Posted 29 April 2010 - 07:30

Quote

Airblasting enemies into environmental deaths now awards the death credit to the Pyro.

Best news ever 8|

View PostChyros, on 11 November 2013 - 18:21, said:

I bet I could program an internet


#22 Dutchygamer

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Posted 29 April 2010 - 09:03

In before someone screams OMG THEY NERFED THE PYRO EVEN MORE!!!11 (note: I do like this patch very much. Being able to keep a lit arrow while not having to keep it prepared, fucking up your aim is wonderful 8|)
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#23 ΓΛPTΘΓ

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Posted 29 April 2010 - 09:12

I think they buffed the Pyro instead of nerfing it, I rather like the changes suits my playstyle. But yes, they made the backburner even more useless now.
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Awesome radio

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19:44 - Chyros: I'm very harmless

#24 Sgt. Nuker

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Posted 29 April 2010 - 15:38

They did nerf the Pyro in one respect. Note the 20% reduction in direct damage from the flamethrower.

I'm actually interested in the Crit-a-Cola myself, as it seems like an item drop.
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#25 TheDR

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Posted 29 April 2010 - 15:55

View PostSgt. Nuker, on 29 Apr 2010, 16:38, said:

They did nerf the Pyro in one respect. Note the 20% reduction in direct damage from the flamethrower.

I'm actually interested in the Crit-a-Cola myself, as it seems like an item drop.

But they buffed him with less ammo for air-blast, which is a great help 8|
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