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| | #1 (permalink) |
![]() Join Date: Aug 2008 Location:
Casselberry, FLPosts: 454 ![]()
| TF2 Update Released [-]January 6, 2010 - 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 major changes include: Server Browser (for TF2 and DoD:S) Added a client-side server blacklist Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt) Balance changes Reduced the health penalty on The Sandman The Force-A-Nature knockback on target now Only applies to hits that deal more than 30 damage and are in close range Factors in the firer's angle of attack when determining the knockback direction Has less of an effect on grounded targets The Dead Ringer now Reduces cloak to 40% when uncloaking early Has a 35% cap on the amount of cloak it can gain from an ammo pack Has a quieter de-cloak sound Changes / Fixes Fixed a performance & stability issue with AMD processors Improved the stability of the game server -> item backend connection Fixed a rare server crash related to dispensers Added min/max values to viewmodel_fov convar to match the settings in the slider Reduced the number of moons in ctf_doublecross, sadly Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content Fixed a crash related to sv_pure and the wireframe_dx6 shader Players can no longer shoot while stunned Fixed a bug that caused movement speed reductions to not work on stunned players Soldier Rage bar no longer resets when touching a resupply cabinet Achievement fixes Fixed the "Second Eye" Demoman achievement Fixed a bug in the "Play Doctor" Medic achievement Changed the requirements for the "Medals of Honor" Soldier achievement Updated description for the "Blind Fire" Demoman achievement to better explain the requirements Fixed an issue that affected several achievements requiring the use of the Equalizer Community requests Added "skip_next_map" server ConCommand to skip the next map in the map cycle Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution Added a "show_htmlpage" command to allow server operators to display custom web pages to clients Changes to the TF Bots In KOTH mode, Bots are now More likely to roam around and hunt enemies if there is lots of time left Become more likely to push for the point as time runs down, or their teammates start to capture it Medic bots now Opportunistically "overheal" nearby friends when they can Prioritize healing of injured nearby friends more Don't focus on Heavies quite so exclusively Don't spam their Medigun continuously at round start Won't choose cover far below their heal target so much (koth_nucleus) Fight back with their syringe-gun appropriately Various improvements to combat behaviors General bot improvements They no longer stand still on the point when capturing or defending it They choose more varied routes now They choose better defensive spots around captured points They fall back to another weapon when they entirely run out of ammo They adjust their FOV when using zoomed in sniper scope They treat in-range Sentries as the most dangerous threat They fire their weapons is more realistic bursts Engineers use their shotgun properly Added a "virtual mousepad" concept to rework how bots track enemy players They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on" After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse" Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag Added more bot names as suggested by the TF community |
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| | #2 (permalink) |
![]() Join Date: Jan 2008 Location:
MichiganPosts: 2,053
| Re: TF2 Update Released Prioritize healing of injured nearby friends more Interesting. Medic bots might actually be more preferred to the real thing. :P |
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| | #3 (permalink) | |
![]() Join Date: Dec 2009 Location:
Toronto, CanadaPosts: 85
| Re: TF2 Update Released The sad part is how true that is. __________________ Quote:
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| | #4 (permalink) |
![]() ![]() Join Date: Aug 2008 Location:
SeattlePosts: 1,797 ![]()
| Re: TF2 Update Released This made me LoL & Facepalm: Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues |
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| | #5 (permalink) |
![]() Join Date: May 2009 Location:
Command CenterPosts: 25 ![]()
| Re: TF2 Update Released What up chico. Those losers nuked the 2 classes that kept me playing this game, especially my dead ringer. Guess I'll fully step away from the game for a while now till I get an urge to play again one day. |
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| | #6 (permalink) |
![]() Join Date: Nov 2008 Location:
USAPosts: 363 ![]()
| Re: TF2 Update Released Well the Spy change is ok, I mean it did address some obvious issues with the Dead Ringer. If a smart spy knew were ammo boxes were, he could techically stay alive for near forever. But the lesser sound is neat. But they didn't even touch the obviously overpowered Targe. Jesus Valve, way to suck on an update. |
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| | #7 (permalink) |
![]() Join Date: Jun 2009 Location:
TenneesseePosts: 1,253 ![]()
| Re: TF2 Update Released I feel the same way...lol. |
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| | #8 (permalink) | |
![]() Join Date: Apr 2008 Location:
MoscowPosts: 3,795 ![]()
| Re: TF2 Update Released Quote:
__________________ ![]() ![]() JackRyan's personal web-site: jackryan.com/fail | |
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| | #9 (permalink) |
![]() Join Date: Aug 2008 Location:
Casselberry, FLPosts: 454 ![]()
| Re: TF2 Update Released Mr Hell has been hitting the sauce or something. I have seen a demo take 3 crit rockets (normal launcher) and still live. OP imo. Don't hold your breath waiting for a change..... The huntsman hitbox with the 93,000,000 mile wide hitbox has never been changed and we all know that is wrong..... VALVE /facepalm |
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| | #10 (permalink) | |
| The King Of Breakfast ![]() ![]() Join Date: Jan 2008 Posts: 6,517 ![]()
| Re: TF2 Update Released Quote:
I'm less than 2 weeks away from playing again, and now you mean to tell me I won't be able to rage about or play alongside billy? What have you done, Valve? WHAT HAVE YOU DONE!?!?!??111? __________________ ![]() ![]() | |
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| | #11 (permalink) | |
![]() Join Date: Nov 2008 Location:
USAPosts: 363 ![]()
| Re: TF2 Update Released Quote:
A demo with a Targe can act as a mini uber in quite a few cases, where trying to kill him with a mix of demo/soldier/pyro becomes a bit tough. I know I can switch to shotgun to take him out, but the fact that this item is the only item in game that forces players to use a different weapon is ridiculous. The 1 second delay it takes to take out my shotgun, the demo can already have 3 grenades at my face. It is overpowered, but who knows if we'll see a nerf. | |
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| | #12 (permalink) |
![]() Join Date: Apr 2008 Location:
MoscowPosts: 3,795 ![]()
| Re: TF2 Update Released Every weapon is overpowered for you if you can't deal with it (even Natascha, omg it makes you slow ) Demo with shield has no chance against shotgums, good scouts etc. And I'm also not sure anyone can survive 3 direct crit rockets. __________________ ![]() ![]() JackRyan's personal web-site: jackryan.com/fail |
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| | #13 (permalink) |
![]() Join Date: Nov 2008 Location:
USAPosts: 363 ![]()
| Re: TF2 Update Released I've seen the crit rocket survival. And Hell, it's not that every weapon is OP. It isn't. Each class has their own weaponry and niche (kinda), and until this damned shield, no class has had to actively change weapons mid fight to kill an enemy. Me having to go 1 on 1 with a faster and still firing demo, while i have to switch over to a secondary is seriously breaking the game. |
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| | #14 (permalink) |
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| | #15 (permalink) | |
![]() Join Date: Apr 2008 Location:
MoscowPosts: 3,795 ![]()
| Re: TF2 Update Released Quote:
__________________ ![]() ![]() JackRyan's personal web-site: jackryan.com/fail | |
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