Turtle Justin Bieber Posts: 2,860 Joined: Nov 2009 |
12-22-2009, 09:44 PM
New recipes
They probably mean it now takes 85 weapons to make a hat instead of 81 |
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Maxon BRB, Posting Posts: 2,251 Joined: Aug 2008 |
12-22-2009, 11:36 PM
(12-22-2009, 07:35 PM)Surf314 link Wrote: Did they fix not getting the weapons? I believe I got my milestone stuff I had missed before last night. Either that or it was coincidence that a random drop gave me both a Targe and Direct Hit. |
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K2 BRB, Posting Posts: 1,373 Joined: May 2008 |
12-22-2009, 11:39 PM
New Recipes:
Token for Class A + Any Item for Class B = Token for Class B Token for Slot A + Any Weapon in Slot B = Token for Slot B 3 Camera Beards = Scrap Metal That first one now makes crafting a weapon you don't have actually practical. |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
12-22-2009, 11:48 PM
(12-22-2009, 07:50 PM)at0m link Wrote:Quote:Crafting improvements I think they meant the camera beard  Sig by Joel |
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KarthXLR Free of STD's ... lolwut? Posts: 9,927 Joined: May 2008 |
01-06-2010, 04:44 PM
Oooooo! A balancing update, finally!
Quote:Server Browser (for TF2 and DoD:S) No Direct Hit or Chargin' Targe balance FFFFFFFFFFFUUUUUUUUUUUUUUUUUUUU |
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Moosendoo "Keep your shit tight" Posts: 574 Joined: Sep 2008 |
01-06-2010, 06:02 PM
Nice, sounds like a hefty patch full of fixes. Let's just cross our fingers that it doesn't break anything major. I don't think it's really necessary to nerf any of the new weapons yet.
(01-06-2010, 04:44 PM)Karthkarthkarth link Wrote: Reduced the number of moons in ctf_doublecross, sadly lol. |
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Chief BRB, Posting Posts: 2,216 Joined: Jul 2008 |
01-06-2010, 06:10 PM
Quote:Balance changes |
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Benito Mussolini 1 More! Posts: 2,644 Joined: May 2008 |
01-06-2010, 06:14 PM
(01-06-2010, 06:10 PM)Dr. House link Wrote:Quote:Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution (stupid) Unless you play superserious competitive games. [move][glow=black,2,300] Vote Benito 2012  [/glow]                             ï@.[/move] |
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backfire Uninstalling Posts: 3,520 Joined: Jun 2008 |
01-06-2010, 06:22 PM
(01-06-2010, 06:10 PM)Dr. House link Wrote:So you can't "die" 4 times in 10 seconds. >Quote:Balance changes [table][tr][td][/td][td][/td][td][/td][td][/td][/tr][/table] 2.4mb sig ã(ಠâ¿â¿à² ã)      (â¯à² â¿â¿à² )â¯ï¸µbıs qɯ4Ë2 |
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Versus My fursona is a blops attack dog Posts: 10,103 Joined: Mar 2008 |
01-06-2010, 07:08 PM
"Fixed a performance & stability issue with AMD processors"
god finally |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
01-06-2010, 07:30 PM
(01-06-2010, 06:22 PM)backfire link Wrote: [quote author=Dr. House link=topic=206.msg130936#msg130936 date=1262819404]So you can't "die" 4 times in 10 seconds. > [/quote] Basically so you cant run to the nearest Full Metal pack and completely refill the thing and be basically invincible  Sig by Joel |
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Radio Raheem BRB, Posting Posts: 1,306 Joined: Aug 2008 |
01-06-2010, 08:09 PM
its about time we got fixed shotgun spread. the same exact shot doing between 8 - 75 was really really stupid
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zaneyard Made with Whole Gainz (tm) Posts: 6,930 Joined: Jun 2008 |
01-06-2010, 08:10 PM
(01-06-2010, 08:09 PM)Tim link Wrote: its about time we got fixed shotgun spread. the same exact shot doing between 8 - 75 was really really stupidagreed now all they have to do is fix the random critz problem (04-09-2013, 11:24 PM)Dr. Zaius link Wrote:well i'm not really understanding how it's faster internet. and like google just magically rolls outs this stuff and it's 100 times faster than my internet? why? that doesn't set off any alarms to anyone? (11-07-2012, 11:15 PM)at0m link Wrote:I MAY OR MAY NOT HAVE OVERINDULGED ON RUM AND COKES AT OUTBACK STEAKHOUSE |
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Wedge I make Reavers my Bitch Posts: 2,704 Joined: Apr 2008 |
01-06-2010, 09:16 PM
(01-06-2010, 08:10 PM)zaneyard link Wrote: [quote author=Tim link=topic=206.msg130987#msg130987 date=1262826557]agreed now all they have to do is fix the random critz problem [/quote] Pretty sure they fixed that one a looooooong time ago. Also thank god the DR finally got properly balanced. No more god mode with ammo packs. Loqutus is gonna be sad. (09-11-2008, 05:11 PM)Dave link Wrote:i would totaly ride that gay ass dragon thing. |
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backfire Uninstalling Posts: 3,520 Joined: Jun 2008 |
01-06-2010, 10:11 PM
Also, since it's only -15hp with the Sandman... it's actually a viable option. I mean, 95 hp means your basicly half-dead already, but 115 means you can survive at least one rocket.
Sure, the sandman's a shell of what it used to be, but I'd give up 15 hp for a shot at preventing someone at firing for a few seconds. [table][tr][td][/td][td][/td][td][/td][td][/td][/tr][/table] 2.4mb sig ã(ಠâ¿â¿à² ã)      (â¯à² â¿â¿à² )â¯ï¸µbıs qɯ4Ë2 |
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HeK Rotartsinimda Posts: 4,183 Joined: Jun 2015 |
01-07-2010, 12:02 AM
(01-06-2010, 06:10 PM)Dr. House link Wrote: The Dead Ringer now Sweet, now I can make the paranoid even more so. |
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beep beep diglett Uninstalling Posts: 4,033 Joined: Jun 2009 |
01-13-2010, 08:43 PM
[-]January 13, 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: Additions Various improvements to Spy disguise and feign death Disguise weapons copying weapons with special animation requirements (Sword, FaN) now look correct Spies now play the appropriate death cry on feign death based on the corpse that appears Feigning death can now play custom death animations like a normal death (head loss, sniper shot, backstab, etc) Feigning death due to explosive damage now has a chance to gib, like a normal death Corpses from a feign death now use the correct wearable behavior (hats stay on, or fall off as they should) The weapons dropped by feign death corpses now have appropriate physics and collision for their type Combat text for damage done to Spies that feign death will now show the un-modified damage amount Fixed Spies that feign death while disguised as enemy spies dropping fake ragdolls wearing a mask Fixed a couple of physics issues on ragdolls created by feign death Added convars to further customize the "play a hit sound whenever you injure an enemy" option tf_dingaling_volume". Sets the volume of the hit sound tf_dingaling_pitchmindmg". Sets the desired pitch of the hit sound when a minor damage hit is done tf_dingaling_pitchmaxdmg". Sets the desired pitch of the hit sound when a major damage hit is done tf_dingaling_wav_override". Specifies an optional custom wav hit sound. If unspecified, the default ding sound is used Added Medic Ubersaw kill taunt Added backstab death animations for Scout, Spy, Medic, Demo, Engineer, and Pyro. All death animations have a 25% chance to play Updated various localization strings Changes Removed the clamps on the "viewmodel_fov" convar Added "viewmodel_fov_demo", a convar that controls viewmodel fov during demo playback Force-a-Nature will now correctly knock back players on the ground Increased minimum damage required for the Force-a-Nature to cause a knockback from 30 to 40 Changed the Direct Hit to only minicrit enemies that have been launched into the air by an explosion Increased the rate of the Soldier's Rage generation by 40% Reduced the duration of the Soldier's Buff Banner effect from 14 seconds to 10 Reduced the explosive damage resistance on the Chargin' Targe to 50% Fixes Fixed the Scout's legs twisting out of shape during a double jump Fixed player models popping up and then down when they duck during a jump Fixed Sniper rifle not penetrating friendlies Fixed Bonk! Atomic Punch phase effect Fixed rockets not being removed if they explode in func_nogrenades zones Fixed the Sandman being able to bat balls through doors Fixed the Gunboats absorbing damage from the Soldier's grenade kill taunt Fixed the naming of non-unique quality unique items (Community Kritzkriegs, etc) Minor fixes to the crafting UI Changed the item layout in the crafting panel to better fit the backpack panel Each 1 of the 4 crafting pages now shows half of 1 of the 2 backpack pages Fixed the crafting panel next/prev page buttons being hard to use while dragging Fixed the "equipped" label in the item panels stealing the mouse focus from the item panel itself Updated Novint Falcon settings (no effect on non-Falcon players) Recoil/Reload force added for the Direct Hit rocket launcher Recoil/Reload force added for the Scottish Resistance sticky bomb launcher More defined flesh hit force added for the Equalizer pick axe More defined flesh hit/world hit force added for the Eyelander sword Added swing forces for Eyelander sword Added appropriate trumpet forces for Blu Buff Banner Added appropriate trumpet forces for Red Buff Banner Shotgun reload for Heavy & Pyro changed to feel more appropriate now Changed Huntsman pullback force so that it goes in the right direction (was still pulling as if the Huntsman was on the left hand side of the screen, which was default until a later update) fixed alot of shit it seems, R.I.P gunboats, completely useless now |
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Moosendoo "Keep your shit tight" Posts: 574 Joined: Sep 2008 |
01-13-2010, 08:48 PM
MEDICT TAUNT KILL..... YESSSSSSSSSSSSSSSSS! ;D
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Ungodly Lurker Posts: 130 Joined: Dec 2009 |
01-13-2010, 08:49 PM
Finally.
The greatest post that ever was, even greater than the last. |
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Turtle Justin Bieber Posts: 2,860 Joined: Nov 2009 |
01-13-2010, 08:55 PM
(01-13-2010, 08:43 PM)diggs link Wrote: Changed the Direct Hit to only minicrit enemies that have been launched into the air by an explosionI hate everything |
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