Prioritize healing of injured nearby friends more
Interesting. Medic bots might actually be more preferred to the real thing. :P
[-]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
Prioritize healing of injured nearby friends more
Interesting. Medic bots might actually be more preferred to the real thing. :P
The sad part is how true that is.
Are those girls even 18?
Does it matter?
Yeah, in a court of law.
Good thing we're in a TF2 server.

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.
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.
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
Haha, I was gonna say something about that sauce. :P
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.
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.