Welcome to The Forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads

Opinions of the new patch


Phate
 Share

Recommended Posts

Team Fortress 2

Added new map Koth_Badlands

 

Updated CP_Well

Spawn room by second cap for each time is now a one-way door

 

Updated Training

Added 3 new training courses for the Demoman, Engineer, and Spy

Added the Ready for Duty achievement for completing all of the training courses

 

Added a new system to associate dedicated servers with Steam accounts

Use the ConCommand "cl_gameserver_create_identity" in the Team Fortress 2 client console to create a server account using the currently logged in Steam account. This will generate values for "tf_server_identity_account_id" and "tf_server_identity_token"

Put the values for "tf_server_identity_account_id" and "tf_server_identity_token" into your server.cfg

Use the ConCommand "cl_gameserver_list" in the Team Fortress 2 client console to list all of the game server accounts owned by the currently logged in Steam account

 

Added a new system for coaching players

 

Added a new vote system

Server convars to control the vote system

sv_allow_votes : Allow voting?

sv_vote_failure_timer : A vote that fails cannot be voted on again during this period.

sv_vote_allow_specators : Allow spectators to vote?

sv_vote_issue_changelevel_allowed : Allow votes to change levels?

sv_vote_issue_kick_allowed : Allow votes to kick players from the server?

sv_vote_issue_nextlevel_allowed : Allow votes to set the next level?

sv_vote_issue_nextlevel_allowextend : Allow votes to extend the current map?

sv_vote_issue_restart_game_allowed : Allow votes to restart the game?

sv_vote_issue_scramble_teams_allowed : Allow votes to scramble the teams?

sv_vote_issue_nextlevel_choicesmode : Present players with a list of maps with the lowest playtimes to choose from?

sv_vote_kick_ban_duration : How long should a kick vote ban someone from the server? (in minutes)

 

dynamic model loading to improve performance

 

Combat Text changes

Added a new convar "hud_combattext_healing" to display the amount of healing done per second

Added bonus points to the items displayed using Combat Text

Starting position of values is now affected by range to target, making it easier to see numbers when next to targets

 

Updated voice to use the Steam voice codec to improve quality

Servers can toggle between the old codec and the new codec with the convar "sv_use_steam_voice", which defaults to 1.

 

Fixed not being able to see the correct colors for painted hats when running with DX8

Fixed not being able to see the | character in custom names and descriptions

Fixed a couple cases where custom sprays would not import correctly

 

Duel changes

The duel dialog has been extended to include class-specific duels in addition to the default duels

Duel badges now only show the number of wins a player has

 

Added Payload maps to Offline Practice

 

Fixed taunt kills made with a Katana not counting towards honorbound kills

 

Fixed a bug where killing a Katana wielder with a Katana was incorrectly causing an increased crit chance

 

Fixed infinite noisemakers exploit where noisemakers could continue to be used after their charges had run out

 

Improved the Medic overheal effect so it's more noticeable

 

Fixed func_build entities to respect the team value and prevent the associated team from building in the area

 

Items changes:

Added new "Sort by Rarity" option for sorting backpack items

 

Improved the backpack sorting algorithms

 

Added "styles" for the Ghastlier Gibus, Scotsman's Stove Pipe, Treasure Hat, Hat of Undeniable Wealth And Respect, and the Googly Gazer

 

Added paint preview to the preview section when shopping for hats

 

Updated the Googly Gazer to be paintable

 

Added new paint styles to the Pyromancer's Mask

 

Items in the action slot won't be swapped until returning to a supply cabinet

 

Replaced the no-crit attribute with -25% damage on the following:

The Eyelander, The Gunslinger, The Southern Hospitality, The Powerjack (also added +20% melee vulnerability)

The Horseless Headless Horseman's Headtaker, The Ullapool Caber, The Claidheamohmor

 

Dalokohs Bar

Removed item cool down meter and ammo count when using the Dalokohs Bar

 

Fists of Steel

Increase deploy times 20%

Ranged damage reduced 40% (down from 60%)

 

Loch-n-Load

Damage increased by 10%

 

Equalizer

Tuned high-end damage range so it's no longer possible to one-shot certain classes

Suppress the medic call effect while active

 

Battalion̢۪s Backup

Reduced rage generation rate by 50%

 

Concheror

Damage-to-health conversion increased to 35% (from 20%)

 

Mad Milk

Heal 60% of damage done (down from 75%)

 

Sun-on-a-Stick

Base damage lowered slightly but guarantees crits against burning players instead of mini-crits

 

Fan O̢۪ War

Marking someone for death now lasts 15 seconds (from 10 seconds)

 

Flaregun

Flares always crit burning targets, regardless of range

 

Backburner

Removed the restriction on airblast

Ammo cost increased 150% (4 blasts at full ammo)

Damage bonus reduced to 10% (from 15%)

 

Sydney Sleeper:

Charge rate increased 25%

 

Bot changes:

Added Spy TFBots. Spy bots have basic cloaking, diguising, sapping, and backstabbing behaviors now, and are ready to join the fight

 

TFBots understand the basics of the Payload scenario now, and will push the cart on offense, and try to stop the cart on defense

 

Added navigation meshes for pl_goldrush, pl_badwater, pl_upward, pl_thundermountain, and pl_hoodoo_final

 

Improved TFBot reactions to cloaked and/or disguised enemy Spies

 

Improved Demoman bot behaviors for planting sticky bomb traps

 

Demoman bots will now try to move to a safe spot and lob stickybombs onto enemy sentry nests to destroy them

 

Soldier bots switch to their shotgun after emptying their rocket launcher at close/medium range

 

TFBots will no longer hide from sapped or carried sentryguns

 

Engineer bots are better at moving their sentry gun nest as the scenario changes

 

Improved Sniper bot algorithm for finding good sniping spots for both Capture Point and Payload scenarios

 

Sniper bots will take opportunistic shots at targets while they move to their desired sniping spot

 

Fixed bug where Sniper bots would sometimes stand around in their spawn room doing nothing.

 

Improved TFBot ability to find a safe vantage spot to attack enemy sentry guns

 

TFBots will no longer try to use a teleporter entrance they can't actually reach

 

Added tf_bot_melee_only cvar. If set to 1, all TFBots will be restricted to only using their melee weapon

 

 

 

Or as ZEE SUPER GERMAN put it...

 

Here's the tl;dr version for the mentally challenged =P

 

  • KOTH Badlands, cp_well updated
  • Training mode also includes demo, spy, and engie
  • Achievement for training plus lots of coding stuffs for voting
  • Backpack, paintable hats with styles now
  • BUNCH of melee weps got nerfed(Mostly demo and engie)
  • Dalahoka bar BUFF!
  • Fist of Steel nerf
  • Lock n Load buff
  • Equalizer and B. Backup nerf
  • Concheror buff
  • Mad Milk nerf
  • Sun on a Stick buff
  • Fan o War buff
  • Flaregun buff
  • BackBurner BUFF! (Some may say otherwise)
  • Sydney Sleeper buff
  • Bots improved(especially spy bots)

Link to comment
Share on other sites

I personally hate the 25% damage loss on most weps. They are already not good for fighting, so why make them worse?

 

Also, there is some hot dispute on the backburner. I argue that compression blast makes any pyro more dangerous. If you can kill a heavy by blasting him off the edge in doublecross, then why do you also deserve to have 10% more damage and crits from behind. I know that the ammo cost is 50 ammo per blast, but be honest, how hard is it to run back to the nearest dispenser or ammo pack? Pyro could be argued as a Kamakazie class anyway, making to long term concern about ammo invalid. My question is

 

WHY VALVE, WHY

Link to comment
Share on other sites

the new update totally nerfs the back burner. The back burner was essentially an ambush weapon. You jump out from behind cover, use the extra dmg to kill some people, and usually die. at that range the compression blast is worthless

Link to comment
Share on other sites

It can go either way, the comp players and more skilled pyros utilize airblast to get quick kills, breakup an ubercharge by throwing the medic too far away to target the heavy, or deflect rockets and other projectiles and save teammates and yourself. This makes the backburner a direct upgrade to all pyros who use airblast and use pyro as a real class instead of ambush and spam.

Link to comment
Share on other sites

It can go either way, the comp players and more skilled pyros utilize airblast to get quick kills, breakup an ubercharge by throwing the medic too far away to target the heavy, or deflect rockets and other projectiles and save teammates and yourself. This makes the backburner a direct upgrade to all pyros who use airblast and use pyro as a real class instead of ambush and spam.

 

that is true, i mostly use pyro for defensive ambushes, or the occasional spy-killing spree. I don't really use it as a normal class much

Link to comment
Share on other sites

It still has +10% damage and crits from behind, still making a valid ambush weapon, and if you think about it, the occasional compressional blast can kill heavies on maps with areas to fall off allow it the best weapon for ambush pyros. And paired with the Buffed flaregun garuteeing crit burns regardless of distance, the pyro is still an even more valid ambush class than before.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share