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TF2 Update

Well, what are your thoughts on the Pyro Nerf and Heavy Buff?

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Its not ENTIRELY a nerf. The airblasting buffs are nice. But why in the hell did they nerf the damage?
 
The airburst buff is almost TOO strong now - a pyro can EASILY disrupt a heavy uber now. Yea, I played a lot of pyro too, but I'm thinking heavy is now the way to go.

If the pyro was faster than the other classes, but not as fast as the scout, then that might make up for the pathetic flame damage.
 
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!
 
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!

they just added a new map with this update (not to mention the hundreds of fan made maps)

Why would you complain about them adding MORE weapons and features? If you don't like them, don't use them. Try going back and playing the PS3 or 360 versions of TF2. They're dull in comparison.

I'm all in favor of valve continuing to evolve TF2. It keeps it fresh.
 
The game has changed a lot from it's original inception... but whatever... it's still goofy fun and that's all I played it for.

Taking it seriously just makes you rage..
 
lol pyro ab is so op vs ubers or projectiles now, but the damage nerf is not needed.

I like how valve changed the "close-combat ambush" into the "Dustblower" class
 
It's been a long time comin' if you ask me. Pyro did too much damage and Heavy was underwhelming.
 
can someone post the details of it? cant really browse there to see
but from the sound of it, pretty lame
 
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 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.

here you go, sir
 
Rediculous to nerf the Pyro. I've basically stopped playing since this update.
 
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.
 
ya the pyro changes are a little overkill. imo just reducing the burn time from 10 seconds to 6 seconds would be fine. i remember few patches back they removed the damaging tapering off instead stays full burn damage for full duration. nothing worse then killing a pyro him respawning then you die from his burn 9-10 seconds after the fact.

also the last thing we needed was more air blast. it is very strong when used well, no reason to buff it as much as they did. i have not got a chance to really play a heavy yet but i seen a lot more of them. i am sure the faster spin up time helps mobility.
 
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.

yeah the method is spot on imo, just the values that are iffy. when I first looked at the notes, pretty much every change to me was like wtf, why didn't they do this last year. since by now the %s would have been tuned to perfection and the game would have been all that much better.

people who see the pyro changes as a "nerf" well, that's probably why you play pyro.
 
It'd only be worth it for pyros if they made it so when they set someone on fire, they have a chance of igniting other teammates near them. So there's a reason for medics to keep people put out beyond just increasing their uber bar. The teammate might just set you on fire if you dont.


I haven't played in forever, but I remember all this stuff being changed in the past. When the pyro update came out they were monkeying with the numbers all the time... I can't imagine a 20% change in anything is called for now with all of the changes they've tried in the past....especially when it's applied directly to damage...and you shorten their dot damage (which is only valid if the overall damage is dealt over 6 seconds instead of 10, but I doubt they did this..they probably left the tick damage the same and shortened it's effect)

And the whole airblast fiasco of the past was when they thought AB was holding back ubers..so they started changing the angles it blew you in...took some of the upward thrust out of it..etc. And now they come in and boost it back up. Unless they have some reason to do all this, I don't see why they are undoing progress they made in the past.

Flip flopping classes like crazy kinda drove me to stop playing the game for a couple sizeable lengths of time...and seeing it done even though there's no class update to inspire it is not making me want to start up again.

I just really want to see the engineer update and see if they are going to re-evaluate classes or do new updates for them all...or move onto a new team fortress game entirely..or expansion or whatever.


And...kinda a final thought on the whole thing. Heavy has needed something for awhile because they are an absolute snore to play without a medic attached you...you're either backstabbed or sniped. Pyro is the only good spy checker there is, because he can visibly light the spy up for people who are too dense to figure out which guy is the spy...and this damage reduction and dot timer reduction plays directly into that. So it's like they amped up the heavy a little, reduced spy detection by making pyro sucky to play...so it kinda feels like a spy change in a way. Gives more juicy backs to stab and less fires to die in.
 
I love Valve, I don't play TF2 anymore but every update breaks something....

Go engineer, in the console type "build 2 ##" ##=any number, you can build unlimited sentries

Have fun, I don't think it is fixed yet but some server admins have got a fix going
 
I love how valve keeps adding contact and fixing some things.

However why screw with two classes that have been fine since the patches that fixed their updates a long time ago? Heavies were already devastating if used properly, as were pyro's.

Why not fix the damn Demo and Soldier updates which broke those classes?

Still my fav FPS but ugh.
 
Team Fortress 2
Fixed several issues with the Source SDK
Added new items to commemorate our 119th (or so) update (broken, everyone is getting a bronze medal with dates around March 17th-19th 2009 even though some pre-ordered the orange box)
Scout's "Retire the Runner" achievement updated to be
"Kill a Scout while they are under the effect of Crit-a-Cola."
Added a 20% damage bonus to The Backburner.
Fixed the Flare Gun's afterburn duration being lowered by the Flamethrower's duration reduction.
Fixed the teleporter exit using the wrong particle effect.
Fixed HUD damage indicators not appearing.
Fixed Teleporters not reverting to level 1 when their other side is destroyed.
Fixed receiving damage not causing view-kicks on players.
Fixed Engineers & Spies being able to circumvent build restrictions.
Fixed Server Browser not saving filter settings properly.
Fixed a client crash in the targetID on clients running custom HUDs


Aww man
 
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.
 
I want an update for it to move like UT. :( I can't twitch/flick enough for my liking, feels like I'm moving through water at times. Only gripe I have against the game.
 
game has only been out forever and they still dont have it right. keep trying valve, i will keep playing something else.
 
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
 
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.
 
"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.

They need a vanilla CVAR. No hats, no unlocks, no bullshit, just the original game.
 
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.
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.
And then your whole heavy argument... the heavy already had plenty of effectiveness and people do often run when a heavy comes. And as a very good scout myself, its pretty much impossible to kill a heavy with full health and atleast half a brain. Not to mention a good heavy with a medic on him constantly is pretty much god mode.
 
They need a vanilla CVAR. No hats, no unlocks, no bullshit, just the original game.

That is the game I want. I thought the balance was good on launch day. It is certainly better then it is now imho. They have nerfed, un nerfed, and then re nerfed damn near every class in the game, and it seems to get worse every time.

Oh well, I don't guess it really matters that much to me anymore since I stopped playing TF2, and went over to L4D when TF2 idle servers, and regular servers full of idle players became as common as severs that actually had people playing on them a year or two back. I have not gone back. A shame too, I have around 500 hours into that game from beta til I quit it. Over 400 Hours of it as Pyro, Soldier, and Engineer.
Give me a few vanilla servers and I prolly would come back to it.
 
The game feels less polished with all these random things (bonk, sandvich, targe, bow??)
 
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.
 
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. ;)
 
The game is pretty broken now. Heavy is unbalanced. Did not need the buffs.
 
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. ;)

No. There was a point when the game was balanced. As it was designed. Then players whined, valve patched and the game declined.
 
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.)
 
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.)

CS:S has no updates for it like TF2 does. That's the sad part. Yes, it's all user community which is AWESOME but it'd be nice to get some official updates/improvements to it graphically and official maps to get people playing again.
 
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