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TF2 was one of my favourite online games... and then they ruined it.
Stop adding new weapons/features and give me new maps/game modes!
can someone post the details of it? cant really browse there to see
but from the sound of it, pretty lame
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 donât have a selectable secondary weapon (like The Razorback).
Bug Fixes
Fixed an case where The Gunboats didnât apply their damage reduction properly.
The amount count in the HUD now flashes red when youâre 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.
I like how valve changed the "close-combat ambush" into the "Dustblower" class
this patch also introduced several bugs and a exploit. You can build multiple sentries as the engineer for example
The community has figured out that in terms of damage per second, the pyro now does less damage than the medic.
I was a medic ubering a Heavy last night, and the pyro just owned us with the air blast. It was Crazy stupid. I can see on a couple cart maps now where the defense will all go pyro's and just make a final cap totally impossible, and it's already EXTREMELY difficult to get the bomb in there already.
They totally messed up this update. They nerfed the flame damage TOO much and boosted ab WAY too much. A ten percent (instead of 20 percent) change on both would have been probably a better idea.
The heavy change is also WAY too much. Now it's almost impossible to run away from the heavy as a medic because his range and speed is high enough that getting around a corner is impossible.
game has only been out forever and they still dont have it right. keep trying valve, i will keep playing something else.
It used to be a good game until they sprayed it with unnecessary silly shit. The netcode got so bloated that the game started to lag badly
nothing wrong with the game, its your system. clean it up and it will be fine.
"All reflected rockets/grenades/arrows now mini-crit."
Enough with the god damn crits already. I can't take it anymore. IMO random crits should be removed from the game. That would balance out a lot.
I'm glad pyros got nerfed. 'Bout fucking time. Less damage doesn't not negatively affect the actual SPY CHECKING. It's just lighting him up, nothing more.
Bottom line and it's been said before - the game has definitely take a turn for the worse with all these updates. I understand the goofy nature but it's just shit on top of shit each update.
The absolute best time I had playing this game was a recent update that broken my favorite server. It couldn't connect to steam for like a week so everyone had the default, standard weapons. Fucking good times.
huh??? the pyro was never overpowered. It did its job as a great skirmish/ambush class but was completely in balance with other classes. Its range limits its effectiveness where even a medic could solo one in many situations. You can argue the spy and engie are the only classes that dont have the heads up advantage against a pyro in a nonambush. It also is the only high power class that cant really take out sentries without an uber.I've not played this yet but it sounds good.
The pyro had too much going for him, a faster than average speed, a higher than average amount of health, an insanely high DPS weapon. His only real downside is his range yet there's enough points on the map to make this a moot point. Everyone basically complained of "w+m1" which if you don't get that just means the pyro is running forward holding down the mouse key and thats all that's required to win...
The heavy on the other hand didn't play a strong enough role. He's the fucking heavy, people are supposed to see this guy and RUN, but more often than not people would not be afraid enough of this class and risk toe/toe fights, as a scout for example taking down a heavy wasn't a big issue.
When you saw a heavy in TFC you got out the f-in way, scouts stood no chance vs heavies thats for sure, they have armour in TFC and the heavy had like 300-400 armour...
The main problem with TF2 was to make it accessible and while it's team based still give everyone ample opportunity to kill, so all the classes are pretty much equally as combat effective, this really ruined the game in my eyes...the scout should not be combat effective, the point of the scout is for fast caps and flag runs, but low and behold in TF2 his close range power is high enough to make him basically a combat class...
So i guess a move away from the uniformity of TF2s combat to a more well defined class system, where the heavy is specifically more combat effective, pyros are more for ambushing...that's good. Now they just need to remove the scouts dmg and give him some neat tools like Caltrops to slow persuers. Maybe increase speed a little more.
They need a vanilla CVAR. No hats, no unlocks, no bullshit, just the original game.
They need a vanilla CVAR. No hats, no unlocks, no bullshit, just the original game.
I stopped playing...was fun in the old days...now it's just convoluted bullshit. Stopped playing with the random unlocks...and how they shamed everyone who got the app to sign in without playing for unlocks. Give the the fucking gun and let me play. So I gave up and stopped playing. Sent hate mail to the fat man (gabe newell) but he was probably too busy eating a burrito with some married chick on his lap to reply or even read it.
I want a FPS, not an MMO.
Give you the fucking gun and let you play? Most games force you to earn a new weapon, TF2 is no different. Random drops + achievements = better chance at getting your new weapon.
It's a shame, because thousands of us have been having an absolute blast without you.![]()
In the middle of all this bitching about the contents of this update, some of it my own, I would like to say that I am glad that Valve has continued to update this game as well as it has for as long as it has.
TF2, as well as it's older distant cousin CS/CS:S, are poster children for how continued updates, and lack of paid expanions/map packs, can lead to long term sales.
(I just wish they would work on more maps and game types, or even spend their time putting out a meet the Pyro or Medic vid, rather than attempting to re balance the classes with every other update.)