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Thread: TF2 Update

  1. Registered TeamPlayer DJ Ms. White's Avatar
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    #1

    TF2 Update

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

    Dedicated Server
    - Linux optimizations.
    - Fixed Linux servers not relisting correctly after a master server restart
    - Fixed a case where servers could have "ghost" players consuming player slots

    Engine
    Marked the "snd_show" convar as a cheat

    Gameplay Changes
    Pyro changes
    Flamethrower direct damage reduced 20%.
    Burn duration reduced (10 -> 6 seconds).
    Airblast re-fire delay reduced by 25%.
    Airblast ammo usage reduced by 20%.
    All reflected rockets/grenades/arrows now mini-crit.
    Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
    Heavy changes
    Minigun spin-up/down time reduced by 25%
    Minigun firing movement speed increased to just under half-normal (from 80 to 110).
    Throwing a sandvich to a teammate now earns a full bonus point (was half a point).
    Bonk! changes
    Post-use movement penalty removed.
    Now has a re-use cooldown time, like The Sandman.
    The Chargin' Target changes
    Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
    Capped the turn rate from +left and +right while charging.
    The Huntsman changes
    Removed restriction that arrows need to be aimed before they can be lit by a Pyro.
    Bow can now be lowered without losing the lit arrow.
    Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground.
    Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow.
    Backpack changes
    Moved Crafting button out to the root class/backpack selection panel.
    Dragging and dropping items in your backpack now makes appropriate sounds.
    Bot changes
    Bots don't retreat to gather health as readily if they are in combat.
    Bots no longer retreat when moving to block a point capture.
    Bots should now equip an appropriate combat weapon and fight while moving to collect health.
    Bots who are roaming the map and hunting now chase down their victims, following them around corners.
    Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves.
    Soldiers bots now switch to their shotgun after firing all four rockets when engaging an enemy.
    Added a few more bot names from community suggestions.
    Fixed a behavior loop with Engineer metal gathering.
    The Sandman change
    Added a slight speed reduction to stunned players.
    Community requests
    Added ConVars log_verbose_enable and log_verbose_interval to report player positions in the server log at regular intervals
    log_verbose_enable default: 0
    log_verbose_interval default: 3 secs
    "Last-weapon" initialization on respawn now sets itself to be the melee weapon if you don’t have a selectable secondary weapon (like The Razorback).

    Bug Fixes
    Fixed an case where The Gunboats didn’t apply their damage reduction properly.
    The amount count in the HUD now flashes red when you’re low on ammo.
    Extinguishing a burning teammate now earns a full bonus point (was half a point).
    Fixed a permanent overheal exploit involving dispensers.
    Fixed a bug in spectator mode where the user aborted out of freezecam, setup a spec mode (like IN_EYE), and would then have the setting stomped after the freezecam timer expired.
    Fixed bug with disguised spy sometimes seeing his own name in the disguise status HUD.
    Fixed a client crash that could result from players with arrows embedded in them.
    Fixed items that can be worn by any class having the wrong model when worn by a disguised Spy.
    Added missing map prefixes to server browser game types.
    Killing yourself with your own sentry no longer increments the sentry's kill counter.
    Fixed dropped hats sometimes having the wrong team color.
    Fixed crit-boosted players not getting critical hits if their weapon has custom no-crit behavior.
    Fixed the achievement dialog taking a long time to pop up, and completed achievements now sort to the bottom of the list.
    Fixed Spies disguised as Medics hearing the autocaller sound.
    enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
    Bigdog-
    Sweet home Alabama you are an idiot.

  2. Registered TeamPlayer DJ Ms. White's Avatar
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    #2

    Re: TF2 Update

    Holy update batman.
    enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
    Bigdog-
    Sweet home Alabama you are an idiot.

  3. Registered TeamPlayer Arreo's Avatar
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    Gamertag: TheCynicalOne Steam ID: Arreo
    #3

    Re: TF2 Update

    Wow.... those are some major updateds....

    Heavy buffs, pyro buffs, Bonk! buffs...

    wow....

  4. Registered TeamPlayer Mr.Expendable's Avatar
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    #4

    Re: TF2 Update

    Some nice changes, like most of them. What brought about the pyro nerfness, I find them to be underpowerd. Though LOVE the minicrit reflect now

  5. Registered TeamPlayer QuickLightning's Avatar
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    #5

    Re: TF2 Update

    Chargin' Targe buff. They removed the turn exploit (which I doubt anyone here used) and boosted the damage of shield bashes.


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    TF2 Update
    #6

    Re: TF2 Update

    / Wow, simply wow.

  7. Registered TeamPlayer Ruukil's Avatar
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    #7

    Re: TF2 Update

    Quote Originally Posted by Arreo
    Wow.... those are some major updateds....

    Heavy buffs, pyro buffs, Bonk! buffs...

    wow....
    Pyro just got Nerfed on fire damage... Dude. Not cool. It was already hard enough to strafe Sentries. Now it's going to be a bigger challenge.

  8. Registered TeamPlayer DJ Ms. White's Avatar
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    #8

    Re: TF2 Update

    Quote Originally Posted by Mr.Expendable
    Some nice changes, like most of them. What brought about the pyro nerfness, I find them to be underpowerd. Though LOVE the minicrit reflect now
    Yeah, they lowered Pyro damage but decreased air blast recharge time and ammo consumption. Then again, they reduced the burn time. So, that makes soldiers/demos easier to deal with but other classes more difficult.
    enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
    Bigdog-
    Sweet home Alabama you are an idiot.

  9. Registered TeamPlayer DJ Ms. White's Avatar
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    #9

    Re: TF2 Update

    Quote Originally Posted by Ruukil
    Quote Originally Posted by Arreo
    Wow.... those are some major updateds....

    Heavy buffs, pyro buffs, Bonk! buffs...

    wow....
    Pyro just got Nerfed on fire damage... Dude. Not cool. It was already hard enough to strafe Sentries. Now it's going to be a bigger challenge.
    Use the homewrecker then.
    enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
    Bigdog-
    Sweet home Alabama you are an idiot.

  10. Registered TeamPlayer Mr.Expendable's Avatar
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    #10

    Re: TF2 Update

    Quote Originally Posted by Mr. White
    Quote Originally Posted by Mr.Expendable
    Some nice changes, like most of them. What brought about the pyro nerfness, I find them to be underpowerd. Though LOVE the minicrit reflect now
    Yeah, they lowered Pyro damage but decreased air blast recharge time and ammo consumption. Then again, they reduced the burn time. So, that makes soldiers/demos easier to deal with but other classes more difficult.
    But sollys and demos wernt the problem, the only thing that needed a little balance was the DH thus the quicker airblast time and less ammo consumption. But if they woulda atleast made the afterburn stronger I woulda been fine

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