Forum
13th August TF2 Update - WTF
Created 13th August 2009 @ 23:39
Add A Reply Pages: « Previous 1 ... 4 5 6 ... 8 Next »
Pistol thing is fail imo, sandman’s still gonna be freaking aggravating (stun still does not belong in fps games) and gran still isnt even. Can add the critboost on CTF to the negative list if it cant be disabled like first blood.
That out of the way, the losing-animations are awesome, the FaN got changed for the better hopefully and the not-failing jumps because of teammates thing is great. Oh and the blue loading screen. 1440×900 WP kthx.
undocumented changes:
http://forums.steampowered.com/forums/showthread.php?t=938156
OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME
OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME
this
Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.
Wtf?
Added “Auto Aim” option to the multiplayer advanced options
next update
Nice,welcome to 85 hp demoman jumps.
Also,Pipes do 0 hp Self damage,a balanced drawback?
Added King Of The Hill game mode: Awsome, looking forward to it. worked in other games.
Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them: sweet, more cartoon animations!
Added lots of new hats: i woulda liked somethin else but wateva
Additions / Changes
Added “Auto Reload” option to the multiplayer advanced options: fkin epic, hope it works!
Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing: nice
Pistol now fires at a fixed rate, not based on the speed at which you press the firing button: i duno bout this, id expect people to do somethin to counteract this but we’ll see.
Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity: ROFL
Significantly reduced the amount of network traffic being sent: great for the russians (wink) :D
Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost: …why. so if all rush for the flag in turbine then heavy crits vs non uber is a bit unstable, however with the no criticals thing it shouldnt be a problem.
Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists: thats a bit gay tbh, so u sap one tele it saps the other…then how can the engy stop them….oh wait they cant.
Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist: ooooooh…ok
Disguised Spies no longer trigger On-Hit effects (like the Blutsauger’s heal)
Removed self-inflicted minicrits. Fixes Jarate’d Soldiers/Demomen having ineffective rocket/grenade jumps: Nice nice
Added an item panel to the spectator cam that shows non-standard items being carried by the player you’re spectating: pritty sweet
Added an “Inspect” key that allows you to look at items being carried by your team mates: kewl, altho its a bit pointless
Backpack improvements:
Added drag & drop to move items around. Item positions are maintained on the backend: nice, hate all my jarates messin around everywhere
Added multi-select, allowing you to delete multiple items at once: finally was waitin for this.
Added a new key to the key binding page that opens your inventory directly to your backpack: itl be good for the medics for fastswitching.
Fixed mouseover panel being incorrectly position when the backpack first appears
Cloaked Spies standing in valid backstab positions no longer raise their knife
Added current map name and gametype to the bottom right of scoreboard: gr8 for spectators who dont know the map.
Added class icons to tips on the loadout and loading screens
Improved visuals around flags when they’re being carried by a player: il have to see if thatl works for the friendly team
Improved critboosted visuals, making it much clearer when an enemy has critboost: good for enemy team, bad for us
Updated the loading panel to show the game type under the map name during level transition: nice one
In-game chat dialog now supports full Unicode characters: awsome now i can macro some weird shit
Added BLU main menu background: cool, blue is awsome
Added response caching for some server queries to help reduce the CPU load from DOS attacks
Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail: FUCK YEAH LOVE IT, now demos can stop whining.
Map Changes
Update PLR_Pipeline
Increased the starting advantage in the third round if a team has won the first two rounds: ok
Fixed carts not continuing to the second round if they’re capped at the same time in the first round
Fixed being able to shoot pipebombs over the starting gates in the first round: nice
Fixed being able to open the doors in the first round before the setup time was finished: another nice
Fixed players getting stuck in some doors: yet another nice
Fixed players being able to get onto rooftops and out of the map boundaries: one more for the road
Fixed other minor bugs and exploits
Added community map Arena_Offblast
Added community map Cp_Yukon
Update Arena_Sawmill
Fixed DirectX8 bug where some models would not be visible
Fixed exploit with building teleporters outside of the map
Updated CP_Granary
Made a few changes to improve balance based on competitive community feedback
Item Reworks
The Force of Nature
The enemy knockback now only works in close range and behaves more like the Pyro’s air blast: finally
Enemies cannot be juggled by the FaN’s effect: even if they cant be juggled, doesnt mean they cant be one combo’d (2 shot)
The self-knockback has also changed to respect the firer’s view angle. Looking up while shooting will no longer propel the enemy upwards: nice
Knockback is now scaled by damage done: hmmmm
The Sandman
A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun: so u can be the highest scorer by just sniping with a baseball?
Stunned players now take 75% of all incoming damage instead of 50%: ok
Ubercharged players can no longer be stunned: cool
Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed): coolio
The minimum distance to stun a target has been reduced: hm, ok
The negative attribute has changed from “no double jump” to “-25 max health”: ROFL
Fixes
Fixed various issues around layout & presentation of items inside the Backpack and “X is carrying” item dialogs
Fixed an exploit that allowed players to work around sv_pure
Particle files are now protected by sv_pure
Fixed critboost effect getting stuck on when you die while critboosted
Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players
Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy’s knife
Fixed an exploit where you could reload The Huntsman faster than intended
Fixed Heavy “civilian” exploit
Fixed a set of exploits using the DXSupport config files
Fixed r_screenfademinsize and r_screenfademaxsize exploits
Fixed sentries firing at a fully cloaked Spy if they’re still the closest target
Community requests
Added a HUD element for hybrid CTF & CP maps
Supports 1 or 2 flags, and any number of CPs
Mapmakers need to place a “tf_logic_hybrid_ctf_cp” entity in their map to enable it
Added custom kill server log text “train” and “saw” for deaths caused by these environmental hazards
Format: “%s” committed suicide with “world” (customkill “%s”) (attacker_position “%d %d %d”)
Added new “medic_death” event for server logs
Format: “%s” triggered “medic_death” against “%s” (healing “%d”) (ubercharge “%s”)
healing is the amount the Medic healed in that life
ubercharge (1/0) is whether they died with a full charge
Added “func_respawnflag” trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it
Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost
Surely that only works in erm an environment where crits are on.
wtf SfnX :D
LOOOOOOOOOOOOOL,I left my Steamstats through the night to idle and now I see that I have the brand new scout hat “Bonks Helm”.It’s my first hat ever and I get it right after the new update :D.WTT Bonks helm for Viking hat!
The bonks hat is the one on the far left: http://upload.snelhest.org/images/090814hats.PNG
Add A Reply Pages: « Previous 1 ... 4 5 6 ... 8 Next »