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New update out!

Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists

Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist

Very bad for spies.

Wow that's a very impressive list of additions/changes/fixes!

Sandman no longer stuns ubers! :D

Very bad for spies.

Yeah it's not the best as one of the advantages of being a spy is the ability sap the entrances of the tele's and screw the other team over.

Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).

Does that mean you can no longer check if a person is a spy by running into them?

No, it means that you can't tell if they're a spy by using something like the blutsaughter gun now -- it would show that you're gaining health by shooting them.

Lame, IMO.

Don't like this either: "Pistol now fires at a fixed rate, not based on the speed at which you press the firing button."

ok the sapper thing is just stupid.

Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.

Not good for spies who hide behind a low object like a barrel after getting hit with Jarate if they have an icon over their heads unless the icon disappears when the spy cloaks so all you see it dripping pee.

We wait near 3 months since the last update for just a few maps and more useless hats? Sure, this game has always been lacking in maps, especially decent ones, but after 3 months i expect a class update along side of new maps(since we're not out of classes to do yet). Some of the other changes also seem kinda like random, "just to change something", kind of changes too. Disappointing tbh.

Very surprised no trade system was added.

My thoughts (taken from my post on the steam forums:

-Capping the Pistol speed. I personally used a pistol script but people who complained about it jarateed me off as much as true exploiters did....now I don't have to listen to people moan about me using the tools given to me in the game to pwn them.

-Auto-reload option......I personally did not expect this as it can take away the use of the reload key. Even though I used scripts I still had to manually reload with weapons that couldn't use auto-reload and dealt with a few minor bugs so I could auto-reload with specific weapons. Now that auto-reload is built in and works on ALL weapons that are reloadable, I can remove yet another script from my script files and still have the convenience offered by auto-reloading when I can.

-FaN nerfs and fixes, as a scout I personally do not use the FaN unless I want to annoy the enemy, its just not effective enough (pre-nerf). But I also became VERY annoyed by scouts barely hitting me, doing maybe 12 damage, but stopping me and throwing me up in the air, despite barely hitting me. Its also nice that (if I read the notes right) it doesn't push you up in the air if you fire upwards and what not. Will still rarely use it though, but less annoyance vs scouts using it is a bonus for me.

-Sandman nerfs - Good riddance, its cool the scout gets his double jump back but loses 30 health instead, making him essentially weaker than a non-sandman scout. It makes the sandman more of a defensive weapon, he can now use it to ensure he survives and gets away since he has lower health than sandman-less scouts. Glad it cant stun ubers either, that alone made it much too overpowered period. Heavies able to keep spinning their gun through a stun is a much needed buff to heavies vs the sandman. I personally think the damage boost (dmg reduction went from 50% to 25%), it helps put it back into balance with the nerfs it received.

Tested the pistol, it now basically fires at the old pistol scripts speed...possibly a little slower but not much.

"?bercharged players can no longer be stunned." -GOOD>.:hmmm::

Thank ****ing GOD!!!!!!

Now if they will only fix the kritz sound loop I have been begging to be fixed since it started with the Scout update.....

Hmmm. I wonder if the "medals" in question is the Soldier's hat?

edit: maybe not a hat, but take a note of this from TF2 Wiki:

The Soldier also has a pair of medals which are not yet implemented for wear.

The first 11,111 people (I think that was the number) to click that button while logged into the Steam community (it could be done through a web browser or the Steam in-game browser) will get special medals for the soldier (I am assuming they go in the new "Misc" slot they have added below hats) in a few days (1-2 days is what someone said a developer said). I personally am one of those people who got one so to my fellow medal-nabbing soldiers, see you and your medals on the field (to laugh at those without, of course). :p

Now if they will only fix the kritz sound loop I have been begging to be fixed since it started with the Scout update.....

Didn't they fix that?

Fixed critboost effect getting stuck on when you die while critboosted.

Critboost I'm pretty sure refers to the arena boost, Kritzkrieg, etc.....haven't had a chance to test it but it should be fixed now.

This topic is now closed to further replies.
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