TF2 Update Thread
#151
Posted 08 July 2010 - 14:53
#153
Posted 08 July 2010 - 23:41
I expected something better, or at least something that would use the melee slot...
EDIT : Oh wait, it's not the last weapon yet
Quote
*This isn't the only melee slot item the Engineer's getting...just a bonus!
@Doc : Wrangler has unlimited range, as you thought
It's even in the achievements : http://www.teamfortr...e/achievements/
Edited by CJ, 08 July 2010 - 23:49.
#154
Posted 09 July 2010 - 00:17
Quote
Engine
* Fixed client crash related flashlight usage.
* Fixed several issues related to alt-tabbing (invisible players, etc).
Team Fortress 2
* Added The Frontier Justice.
* Added The Wrangler.
* Added The Gunslinger.
* Added The Southern Hospitality.
* Added 35 Engineer achievements.
* Engineers can now pickup & move their buildings.
* Added Engineer main menu music.
* Added 4 new maps:
o Thunder Mountain, a 3 stage Payload map.
o Hightower, a Payload Race map.
o Upward, a Payload map.
o ColdFront, a community built Capture Point map.
* Item tuning:
o The Sandvich now uses a cooldown timer, instead of the health pack recharge mechanic.
o The Gunboats now reduce self-damage by 60% (was 75%)
o The Tribalman's Shiv bleed duration reduced to 6 second (was 8), and its damage penalty increased to 50% (was 35%).
* Added better feedback sound for Pyros on when their flamethrower is doing damage.
* Fixed blood effect on bleeding player.
* Added a glow effect to Payload carts.
* Added Romanian language support.
I love you Valve.
Edited by Brad, 09 July 2010 - 00:18.
#157
#158
#159
Posted 09 July 2010 - 00:30
Honky Tonk Man
Smash an enemy player's head in with your guitar.
Achievement 2 :
Six-String Stinger
Provide an enemy player with a freeze cam of your guitar playing skills.
So unless he does a solo then crashes his guitar, it's not very likely that it'll be an item. Also, the name makes it sound more like a guitar than a wrench IMO...
#160
Posted 09 July 2010 - 00:55
#161
Posted 09 July 2010 - 00:59
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The name's Bond.
Covalent Bond.
#163
Posted 09 July 2010 - 01:42
#164
Posted 09 July 2010 - 03:34
#165
Posted 09 July 2010 - 04:47
1.Smash an enemy player's head in with your guitar with Frontier Justice(I got Honky Tonk Man achievement).
2. Gunslinger's killer taunt . This is pretty awesome. I show you if we play this on Saturday.
And here is new engineer's dominate and golden wrench lines.
It tooks over 2 hours to get 17 achievements.
Edited by MR.Kim, 09 July 2010 - 04:50.
#166
Posted 10 July 2010 - 09:22
- Frontier justice: Somewhat weak, not very useful for offensive engineers as they really need those three extra shots.
- Wrangler: Can be incredibly overpowered in the right situation. Having another engineer to restock the sentry will allow you to create a non-stop barrage anywhere within the sentry's sights. Encourages camping like no other, and gives the defenders a huge advantage on attack-defence maps as they can just continuously bombard the spawn exit.
- Movable buildings: A mistake in my opinion. It makes offensive engineering far too powerful as people will just build a sentry behind the lines and then carry it up front.
- Gunslinger: The mini-sentries seem somewhat weak, but other than that I haven't seen this used much.
- Southern Hospitality: Haven't seen it much, don't have it, so no comments here.
Overall, I think a lot of these changes have made the engineer too powerful in situations where he was supposed to be quite weak, and they often seem to encourage many players to team up as engineer, which results in engi spamfests.
Go dtiomsaítear do chód gan earráidí, is go gcríochnaítear do chláir go réidh. -Old Irish proverb
#167
Posted 10 July 2010 - 09:49
CodeCat, on 10 Jul 2010, 11:22, said:
- Frontier justice: Somewhat weak, not very useful for offensive engineers as they really need those three extra shots.
- Wrangler: Can be incredibly overpowered in the right situation. Having another engineer to restock the sentry will allow you to create a non-stop barrage anywhere within the sentry's sights. Encourages camping like no other, and gives the defenders a huge advantage on attack-defence maps as they can just continuously bombard the spawn exit.
- Movable buildings: A mistake in my opinion. It makes offensive engineering far too powerful as people will just build a sentry behind the lines and then carry it up front.
- Gunslinger: The mini-sentries seem somewhat weak, but other than that I haven't seen this used much.
- Southern Hospitality: Haven't seen it much, don't have it, so no comments here.
Overall, I think a lot of these changes have made the engineer too powerful in situations where he was supposed to be quite weak, and they often seem to encourage many players to team up as engineer, which results in engi spamfests.
I'm just going to give my own opinions on the new weapons right here:
- Frontier Justice: I actually think this is very useful for offensive engineers, since they are always required to be mobile, self-destructing their sentries would give them a Critical Hit charge. Note that offensive Engineers usually also don't carry their Sentries around due to the fact they can not fire their weapons whilst carrying their chest around.
- Wrangler: A concept called teamwork - It has a down and an upside to it. The upside is the aforementioned fact that the Engineer can create a never-ending hail of devastation, whilst the downside is that the other engineer can only do one thing at a time and thus is wasting a player slot on an "auxiliary" class. A Spy can easily disrupt these practices by sapping the sentry, or first going for the wrenching Engineer and then sapping the wrangled Sentrygun. Usually, Wranglineers take a while to notice their Wrangled Sentry has been sapped, thus offering an opening of opportunity to the spy to get around and backstab/shoot the Wranglineer. A demoman can also just stickybomb the Engineerpair and the Sentry itself.
- Movable Buildings: A great idea by Valve which allows Engineers to more easily move up together with the advance of allies for example in Payload maps or Control Point maps. It remedies for example the frustration of teleporter level resets caused by the self-destruction of teleporters due to the frontlines shifting. Now the Engineer can more easily move his teleporters around without having to re-upgrade them.
Note that Sentries still have to upgrade after being re-set up, which means they are totally, and utterly, helpless during the 5-7 seconds they are upgrading. Make use of this by just hitting it with whatever weapons you have. It won't be able to hit you, and the Engineer will be too preoccupied with keeping the Sentry alive whilst it's rebuilding.
- Gunslinger: Not really my cup o' tea, but great for those who wish to be mobile and do much of the shooting themselves. The Mini-sentry is smaller, thus presenting a smaller hitbox, but has less health and does about half the damage of a normal Sentry (7-8 damage against 15-16 damage). Great for those with Frontline Justices, due to the fragility of the Sentry gun. It's also great for those who like to set up bases fast and quietly. It only costs 100 metal to build, which means you can also set up a Dispenser at the same time.
Sidenote: Also adds 25 health to the Engineer, causing him to have a respectable 150 hitpoints, and causes a critical hit if you make contact with an enemy with your fist for the third time in a row.
- Southern Hospitality: The Tribalman's Shiv in Wrench form. Causes a bleeding effect similar to that of the Shiv's. You get no crits though (No more "Wrench-fu'ing" or "Luck-wrenching"), and you are 20% more vulnerable to fire. Whilst I don't own this wrench either, I don't think I'll be using it, since flames can pass through the hitbox of, for example, an Engineer's Sentry gun.
Edited by Amdrial, 10 July 2010 - 09:50.
#168
Posted 14 July 2010 - 06:27
-Increased the resilience of client/server data table mismatches when playing back demos. This will make most old demo files playable again, but with potential visual side effects
Team Fortress 2
-Updated CP_Coldfront
-Added map to the default mapcycle and motd files.
-Fixed a server crash issue related to increased maxplayer servers.
-Fixed a couple Engineer building exploits.
-Updated the localization files.
-Improved the performance of the critboost particle effect.
-Fixed a server crash related to carrying buildings at round start.
-Fixed players picking up buildings before a round has started.
-Fixed an exploit where Engineers could create level 3 mini-sentries.
#169
Posted 15 July 2010 - 21:19
There're 5 winners from Polycount Contest at last, but no medic, heavy, demoman, and egineer. :( They will be release next update.
See for yourself: http://forums.steampowered.com/forums/show...d.php?t=1362703
#170
Posted 15 July 2010 - 21:56
Gasman: YES! Fits the TF2 and Pyro theme quite well, plus adds a bit of class to the Pyro.
Saharah: As much as I don't like the Spy, I did however, really take a liking to the Saharan Spy, particularly for the references made with the Fez and sunglasses.
Croc-o-Style: A good quality entry. Not my most favourite (The Wrathful Update was my favourite), but all in all, a really well done theme. The author even found the time to make up some achievements, which even if they aren't added, give the notion that a lot of thought and time were devoted to the entry.
#171
Posted 17 August 2010 - 22:22
http://store.steampo....com/news/4210/
Including fix new payload maps and more.
#173
Posted 30 September 2010 - 18:06
Edited by Dutchygamer, 30 September 2010 - 18:10.
#174
Posted 30 September 2010 - 18:27
#175
Posted 30 September 2010 - 18:34
Edit: Well fuck me, im wrong
Team Fortress 2
Added the Mann-conomy.
Added 65 new items (hats, weapons, tools, minigames, gifts, crates).
Added the Mann Co. Store & Catalog.
Added Trading.
Added Item customization.
Additional TF2 features
Added new auto-team-scramble system:
Set mp_scrambleteams_auto to 1 (default) to automatically scramble the teams if the criteria is met
Set mp_scrambleteams_auto_windifference to set the number of round wins a team must lead by in order to trigger an auto scramble (default is 2)
Updated how Spy disguise targets are selected to more randomly distribute the selections
Fixed the FreezePanel background not using the correct color if you were killed by a player or building on your own team
Server browser tweaks
It will now encourage you to add servers to Favorites or Blacklists after you have a good/bad experience on them.
The Server Browser now automatically closes after successfully connecting to a server (opt-out via the Options-Multiplayer->Advanced dialog)
Achievement tuning
Demoman achievement "The Stickening" changed to 3 from 5.
Heavy achievement "Krazy Ivan" changed to 50 from 100.
Medic achievement "Consultation" changed to 3 from 5.
Medic achievement "Peer Review" changed to 10 from 50.
Medic achievement "Placebo Effect" changed to 2 from from 5.
Medic achievement "FYI I am A Medic" changed to 1 from 5.
Medic achievement "Family Practice" changed to 5 from 10.
Soldier achievement "Geneva Contravention" changed to 3 from 5.
Scout achievement "Strike Zone" now counts assists.
Scout achievements "Fall Classic" and "Foul Territory" are fixed.
Engine (CS:S, DoD:S, TF2, HL2:DM)
Added sv_alltalk to the list of convars that are checked for the sv_tags list.
Fixed a model instance crash.
Removed engine ConVar "r_ForceRestore"
Other Games
Half-Life 2: Deathmatch
Updated to run on the Orange Box engine with CS:S, DoD:S, and TF2
Edited by Drag#!, 30 September 2010 - 18:37.
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