Updates of the Week (ongoing discussion) - Printable Version +- Be Right Back, Uninstalling (https://www.brbuninstalling.com) +-- Forum: Old Boards (https://www.brbuninstalling.com/forumdisplay.php?fid=8) +--- Forum: TF2 (https://www.brbuninstalling.com/forumdisplay.php?fid=45) +--- Thread: Updates of the Week (ongoing discussion) (/showthread.php?tid=203) Pages:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
|
Re: Updates of the Week (ongoing discussion) - commish - 07-17-2009 I've noticed though that there is no body left right after you go cloak with the dr anymore since the last update, anyone else notice?? P.S Post 400 on this thread! Re: Updates of the Week (ongoing discussion) - Versus - 09-15-2009 Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include: Engine If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set Additions / Changes Backpack improvement Added support for 100 slots in the backpack Backpack can now be sorted by type Multi-selection in the backpack is now done by holding down the Ctrl key Alt-fire on the Sandvich now drops sandviches A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy A Heavy can regain his sandvich by collecting a healthkit while already being at full health Eating a sandvich using the taunt method now heals a Heavy to full health Dropped sandviches heal 50% of the collector's health Medic regen changes Base regen amount increased from 1/sec to 3/sec Regen amount increase since time of last damage decreased from 3x to 2x End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec Blutsauger Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer" Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec Added "mp_windifference" server ConVar (default to 0) When set to X, matches will be considered won if a team gets X points ahead of the other team Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog Added "Disable weather effects" option to the Multiplayer->Advanced options dialog Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog If set (default), it'll show non-standard items being carried by the player you're spectating Tournament mode changes New item whitelist allowing tournaments to control what items can be used by players Added "item_whitelist_example.txt" Added "item_show_whitelistable_definitions" command to get a list of whitelistable items Added Tournament mode Spectator HUD Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them Changed idle player check to include spectators & players who haven't chosen a team Bug Fixes Fixed explosive radius detection using an axially aligned box instead of a sphere Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB Grenades/Pipes radius change: 132->159 Rocket radius change: 121->146 End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies Fixed wearables not destroying their attached particles when they're removed Fixed several player & viewmodel simulation issues that occurred when the game was paused Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2 Community Requests Added the entindex() of the object being built to the "player_builtobject" game event Added flag to allow CTF map authors to turn off the Overtime mode when timers expire Added IgnitePlayer input to TFPlayer Re: Updates of the Week (ongoing discussion) - copulatingduck - 09-15-2009 so blut sucks now Re: Updates of the Week (ongoing discussion) - Scary Womanizing Pig Mask - 09-15-2009 (09-15-2009, 05:43 PM)CopulatingDuck link Wrote: so blut sucks now It was fun while it lasted What's even the point of it now? Re: Updates of the Week (ongoing discussion) - Versus - 09-15-2009 uh it looks like you'll still auto-regen at least as fast with it equipped, just not as fast as medicks using the regular one now Re: Updates of the Week (ongoing discussion) - Scary Womanizing Pig Mask - 09-15-2009 (09-15-2009, 05:50 PM)Versus-pwny- link Wrote: wordswordswordswords Durp. That's a fairly accurate representation of how I see it >.< Anyway someone one could give me a 'New Blughtslauter for Dummies" explanation? Re: Updates of the Week (ongoing discussion) - Badgerman of DOOM - 09-15-2009 WHAT DID THEY DO TO MY PRECIOUS BLUTSAUGER. Re: Updates of the Week (ongoing discussion) - Moosendoo - 09-15-2009 Well it looks like the Syringe Gun is actually worth using again. If only they would make it so you could get the +3 on the blutsauger from spies again I think they would be balanced pretty good, but now it almost sounds as if the Syringe gun would be the better choice; I'll have to try them out now though. Re: Updates of the Week (ongoing discussion) - Wrath Of Sandvich - 09-15-2009 (09-15-2009, 05:59 PM)Coordinator Ruby link Wrote: WHAT DID THEY DO TO MY PRECIOUS BLUTSAUGER. At least we can drop sandviches now.... Re: Updates of the Week (ongoing discussion) - Professor Funbucks - 09-15-2009 Blutsauger's Ruined, I'm not playing medic anymore, sorry. I'm now maining Demoman. Re: Updates of the Week (ongoing discussion) - Mr. Face - 09-15-2009 (09-15-2009, 05:59 PM)Coordinator Ruby link Wrote: WHAT DID THEY DO TO MY PRECIOUS BLUTSAUGER.Battle medics are fucked now Valve you feed on anger WHY DO YOU DO THIS Re: Updates of the Week (ongoing discussion) - SAVAGE-0 - 09-15-2009 uhhh.. you guys are missing the main upgrade here... Base regen amount increased from 1/sec to 3/sec... if blut is -2 base regen is still 1 per second while using it... therefor you wont notice a diff... Only thing that changed is you get +2 for using the regular syringe Re: Updates of the Week (ongoing discussion) - commish - 09-15-2009 At least I'll be able to go spy halo without being noticed anymore Re: Updates of the Week (ongoing discussion) - Wedge - 09-15-2009 Yeah, Blut just got buffed because now it can crit too. And the normal gun is a viable alt possibly. So shut it. Re: Updates of the Week (ongoing discussion) - backfire - 09-15-2009 (09-15-2009, 06:42 PM)SAVAGE-0 link Wrote: uhhh.. you guys are missing the main upgrade here... Base regen amount increased from 1/sec to 3/sec... if blut is -2 base regen is still 1 per second while using it... therefor you wont notice a diff... Only thing that changed is you get +2 for using the regular syringe Actually, that's probably the best way to go about making the original worth using. I wish they'd word it better though, as right now it makes it seem like you'd actually lose heath using it. Re: Updates of the Week (ongoing discussion) - Scary Womanizing Pig Mask - 09-15-2009 (09-15-2009, 07:28 PM)backfire link Wrote: [quote author=SAVAGE-0 link=topic=206.msg113614#msg113614 date=1253058122] Actually, that's probably the best way to go about making the original worth using. I wish they'd word it better though, as right now it makes it seem like you'd actually lose heath using it. [/quote] As do I >.< Thanks Savage! Re: Updates of the Week (ongoing discussion) - Fail Medic - 09-15-2009 (09-15-2009, 07:28 PM)backfire link Wrote: [quote author=SAVAGE-0 link=topic=206.msg113614#msg113614 date=1253058122]I wish they'd word it better though, as right now it makes it seem like you'd actually lose heath using it. [/quote] Well, it's 6 of one and half a dozen of another (/cliche).  You either say... the blut has a health drain and LAWL NEW REGEN STILL TRUMPS IT , or say blut penalizes health regen and DID WE MENTION THE NEW BASE REGEN?!?!?!?!?  :o :o :o Since they did both on the same patch, how else could they have said it? "Blutsauger will now cause critical hits. However, Medics using the original Syringe gun will get a base regen bonus and thus enjoy better regen than blut users." I'm hopping on now.  I'm salivating over these tweaks.  And not the last of that awesome chili I've been nursing all week. Re: Updates of the Week (ongoing discussion) - Badgerman of DOOM - 09-15-2009 Yeah giving it crits is just about as worthless as making the medigun able to crit. Re: Updates of the Week (ongoing discussion) - Scary Womanizing Pig Mask - 09-15-2009 (09-15-2009, 07:36 PM)Coordinator Ruby link Wrote: Yeah giving it crits is just about as worthless as making the medigun able to crit. Not really. Doesn't healing a lot of people boost your crit rate? Re: Updates of the Week (ongoing discussion) - Professor Funbucks - 09-15-2009 (09-15-2009, 07:38 PM)Scary Womanizing Pig Mask link Wrote: [quote author=Coordinator Ruby link=topic=206.msg113635#msg113635 date=1253061367] Not really. Doesn't healing a lot of people boost your crit rate? [/quote] yeah. If a medic heals an injured person for 5 seconds, their melee crit is near 45% |