Big TF2 update today

zerocool84

Lifer
Nov 11, 2004
36,041
472
126
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Team Fortress 2
Added new community map cp_freight
Added missing physics models for several items
Added jiggle bones to the Sam & Max items, and The Buff Banner
Added Crit-a-Cola

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.

http://store.steampowered.com/news/
 

Zenoth

Diamond Member
Jan 29, 2005
5,196
197
106
I like the changes and fixes, especially the Pyro balance changes, I think they are good, and they finally did something about the ghost players filling up slots on dedicated players, good thing as well.
 

Zenoth

Diamond Member
Jan 29, 2005
5,196
197
106
Wait, TF2 has bots now? So I can play single player?

TF2 has been supporting bots for a while now, a few months maybe, if not more. As far as I know there's indeed a possibility to start Steam in off-line mode and then launch TF2 and play a match with bots, but I don't know how that works, you should ask at the Steampowered forums for that.

I myself played on a dedicated server with bots a few times, especially late at night when lots of people are sleeping, the server owner(s) used to add bots to fill up the slots, they (bots) played well mostly in 2FORT and Dustbowl, all I know is that each time I joined the server I would automatically download the bots' navigational data for the map I was about to join, and honestly the bots played surprisingly well, Soldiers would rocket jump (on 2FORT at least), the Heavy would eat the Sandvich when necessary, Medics would heal properly or fight when necessary, Engineers could place their Sentry at different locations (probably pre-defined by the navigation and flag nodes) and the Spy would sap structures or back-stab and cloak at specific locations (again probably pre-defined, but well placed anyway, places where we players would go hide and cloak anyway).

Generally speaking I thought it was fun, but certainly not as fun as against real people (although at least the bots stayed silent, that's a relief from the occasional mic-spamming kids, but at least that's rare).
 

KeithTalent

Elite Member | Administrator | No Lifer
Administrator
Nov 30, 2005
50,231
117
116
Looks good. I actually play Pyro on defense a lot, so those changes are awesome for me. Scout ones look decent too.

KT
 

JTsyo

Lifer
Nov 18, 2007
11,819
953
126
yea removing the bonk penalty is huge. No scouts can run by sentries and not worry about being chased down.
 

postmortemIA

Diamond Member
Jul 11, 2006
7,721
40
91
I like the changes and fixes, especially the Pyro balance changes, I think they are good, and they finally did something about the ghost players filling up slots on dedicated players, good thing as well.

Pyro is loser class now, you can't make decent damage up close anymore. Pyro was difficult to play before, now is almost impossible.
 

PhatoseAlpha

Platinum Member
Apr 10, 2005
2,131
21
81
They're also the unchallenged gods of defense, what with the spy-checking, uber-blunting, spam reflecting, and sentry guarding.

Considering how useless they were at their alleged role as close combat, switching to a new focus is about the best they get.
 

Robert Munch

Senior member
Oct 11, 2006
899
0
76
Pyro is loser class now, you can't make decent damage up close anymore. Pyro was difficult to play before, now is almost impossible.
Pyro was always OP'd since day 1 even in the TF1 days. I don't think Pyro is touched in cevo matches and it feels dirty and cheap after getting numerous kills by holding M1+Forward.
 
Last edited:

paperfist

Diamond Member
Nov 30, 2000
6,520
280
126
www.the-teh.com
Pyro is loser class now, you can't make decent damage up close anymore. Pyro was difficult to play before, now is almost impossible.

Thanks, I was all excited to see a major update and figured I'd jump back in after a 6 month layoff and now you're saying my favorite class is nerfed

I never really had a problem playing that class, I always got up in everyone's face and torched 'em to the ground as if I was built like a heavy

It's nice to see the bot issue is solved. There were two guys working on making them possible online and one guy figured out how and then shortly after Valve put out an update that killed his bots (not intentionally) and the community was back to a botless game.
 

WT

Diamond Member
Sep 21, 2000
4,816
59
91
20% FT direct dmg nerf ?? Dammit to hell ...

I don't play any other class, so I'm glad I stopped playing a while back. Doesn't make me want to play anytime soon now either.
 

KeithTalent

Elite Member | Administrator | No Lifer
Administrator
Nov 30, 2005
50,231
117
116
Pyro is loser class now, you can't make decent damage up close anymore. Pyro was difficult to play before, now is almost impossible.

Pyro was not difficult to play before, I played it a lot, mainly on defense but on offense a good amount of time as well and with minimal effort I would end up at or near the top of the leaderboard a large amount of the time. The Pyro was an extremely easy class to play.

These changes actually make the Pyro better on defense, which is what I mainly play them for and the offensive changes are not so significant to make the Pyro weak IMO (I've yet to try out the update yet).

KT
 

PepePeru

Diamond Member
Jul 21, 2005
3,846
0
0
I noticed last night, my stickies definitely seemed to get blown away more. Which would make sense, given the reduction of the cooldown...or maybe I was just playing against an intelligent defensive pyro, which is somewhat rare.
 

Dekasa

Senior member
Mar 25, 2010
226
0
0
I dunno, a 20% loss of direct damage and a 40% loss of burn damage (10seconds -> 6) sounds like it could be pretty huge.

Off to test!
 

spittledip

Diamond Member
Apr 23, 2005
4,480
1
81
Looks good. I actually play Pyro on defense a lot, so those changes are awesome for me. Scout ones look decent too.

KT

I agree- the airblast taking less ammo and quicker re-usage is a great change. I love the airblast. Also getting points for env damage due to airblast is a nice touch.

The pyro was overpowered before, this evens stuff up alot. Good move Valve.
 

ivan2

Diamond Member
Mar 6, 2000
5,772
0
0
www.heatware.com
hmm guess i won't be easily able to chop anyone on the path other than my intended target then? it was hard enough to chop someone before the end of the dash =(
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Some good changes.

Is Crit-A-Cola what it sounds like? You drink it and it gives you either mini-crits or full crits for a few seconds?
 

mb

Lifer
Jun 27, 2004
10,233
2
71
It's a bug in the latest update the lets engies build unlimited buildings including dispensers and tellies.

crit cola gives and received mini crits for 6 secs
 
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