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Does anyone know when the item drop limit is reset? Since the new system was implemented I got about 13 drops regularly, but haven't received anything at all yesterday. This is amazing considering I got maybe 2-3 items a week on the old system.

Does anyone know when the item drop limit is reset? Since the new system was implemented I got about 13 drops regularly, but haven't received anything at all yesterday. This is amazing considering I got maybe 2-3 items a week on the old system.

No clue, since last Tuesday I got 17 items, I idled and got them all in the first 4 days or so, but I haven't gotten anything since and it doesn't seem to have reset in any fashion yet.

New update!

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.

Pyros just got heavily nerfed in close direct combat with opponents, but on the plus side, airblasting just got a lot deadlier. I also assume they only reduced the standard flamethrowers damage by 20% and not the backburner, meaning the BB does more damage than the flamethrower now, making it worth it for people who cannot airblast very well.

Heavy got some awesome buffs, faster spin-up and down speeds means quick in and out of combat for the heavy, and a movement speed buff while spun makes him more deadly.

Bonk! got a well deserved buff, no slowdown speed means slower classes cannot follow you if you use it to bypass a sentry. At the same time you cannot re-use it as quickly to get past another sentry.

Happy charging demos cannot turn as easily now, from the changes it sounds like they still can, but not as easily.

Huntsman changes sound great. I always wished you could charge the bow in mid-air, you can now jump around corners and have a charged arrow like heavies have been doing with the minigun since day 1. On top of that, its easier to keep lit arrows now.

Glad to see the gunboat fix, I am hoping they are referring to the bug where if you spectate someone with gunboats equipped, RJ damage was not reduced (it counted the spectator as an enemy player, so RJs did full damage).

No more permanent overheal thanks to medics plus dispensers. I loved running into battle as a pyro with 260 health and no medic on me. Granted I could not reliably reproduce it, it was still awesome when it happened (or running out as a soldier with 300 health and no medic around).

"Fixed the achievement dialog taking a long time to pop up" - FINALLY......that menu was so freaking annoying, almost never looked at achievements cause the menu locked the game up for 5 seconds or so.

Pyro changes = Win for spies :D

Not really, a good pyro will never leave a spy to burn from afterburn, he will make sure the spy dies. Now it simply takes half a second longer. :p

Also, the airblast delay change is awesome. 25% reduction in time, it use to be around 1 second, so now it should be around 0.75s....rockets fire with 0.8s between. Meaning you can reflect every single one of a soldiers rockets now, and use less ammo in doing so.

Flamethrower - The defensive pyro WoC. Protecting engies from rocket spam since 4-28-2010.

EDIT: Also, the person who first posted the changes missed a few things it seems:

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

So cp_freight is now an official map, some new physics models are in the game (FPS drop! :p ), Jiggle Bones for a few items (more FPS drop!) and Crit-a-Cola.

I am guessing the Crit-a-Cola is a new drink for the scout or something (only class that has a drinkable item, animation could easily be recycled) that gives the scout either crits (unlikely) or mini-crits for a short duration. Could look in the items file and find out, but thats no fun. :p

EDIT: Yup:

CRIT-A-COLA

Level 5 Lunch Box

While under the effects, damage done and damage taken will be mini-crits.

http://www.tf2items.com/allitems.php

Last item before the crafting-only stuff (metal and what not).

Side-grade to Bonk/Pistol.

Damn, it's pyro hell right now. Source Mod is broken with the update. Respawn time is a pain.

Respawn time is the only thing that keeps me play TF2 over other games. I hate insta-respawn....if you die to take out 2 enemies, it means nothing. With respawn times though, your death can mean a few enemies are sitting out as well, giving your team an advantage.

EDIT: Oh, and apparently the flamethrower damage reduction applies to the BB as well, making it just as useless as its always been.

Good job Valve!

Retire the Runner

Kill a Scout while they are snared by the post-dodge slowdown effect.

4-28-2010 Update

Bonk! changes

Post-use movement penalty removed.

Impossible scout achievement is impossible! :/

EDIT: I still haven't gotten a single item since last Thursday......hoping it resets sometime soon, so far I have gotten 17 items in a week and a half, all 17 of them in the first week, none during the half-week....

Looks like good Pyros just got a lot deadlier. And bad Pyros..... AHAHAHAHAHAHA.

Oh what, pyro nerf for both BB and AB :( Well I hope those who keep crying W+M1 WAHHHH are happy now.

Seems like there's some good changes though: scouts can no longer re-bonk someone multiple times in succession by picking up the ball, less spinup time for the heavy...

Yeah. :( Reducing burn time AND damage done is too much imo.

(Yes, Pyro is my most played class)

I personally feel if anything Pyro needed a buff not a nerf. Unless he successfully ambushes a class, he is unlikely to get a kill, and he is suppose to be a master of CQC, instead, he only gets a kill if he can successfully get behind the enemy unseen. Which is hard when your primary weapon sticks out 2 feet past your character. They should really make the pyro hold the flamethrower like the heavy holds his minigun when not spun up, that way he can actually hide behind walls.

Beyond that though, he really is a joke in close combat....the ONLY advantage he has is he doesn't need to reload and he can easily hit multiple targets. His damage compared to other classes is just pitiful (even his pre-nerf damage was pretty low).

Valve has successfully change the pyro from an offensive class (pre-nerf he was barely any more offensive), to a defensive class. Instead, the Demo who is a hugely offensive class (lets face it, normal sticky launcher is as good if not better on offense than it is on defense) and is classed as a defensive class, while the pyro who is only any good on defense anymore, is still classed as offensive.

And before anyone says it, no, I do not main pyro, but I do play pyro when I am having an off day. And now with the much reduced damage, when I am already having an off day, asking me to reflect everything thrown at me is even worse.

While it is awesome that the pyro can now reflect everything a soldier can throw their way, and even more easily disrupt ubers, it is annoying that he is virtually too weak to combat any class thats aware of him when he was designed from the start to be a close-combat class.

Seems like there's some good changes though: scouts can no longer re-bonk someone multiple times in succession by picking up the ball, less spinup time for the heavy...

What do you mean by that? The ball has always disappeared within seconds of hitting a person, did they make it disappear instantly now or something?

I've always played the Pyro as a "disruptive" class. I won't get many kills but I would disrupt the enemy team, an offensive might fail since I took half their health away (causing a retreat or such), reducing the damage and the burn time means that a "successful" attack to a group will do less damage, and as a result be less helpful to my team.

Being able to reflect more and for less ammo is nice, but man it's made the BB worse (at least I get a full point for putting team mates out, I do that quite often which eats my ammo)

This topic is now closed to further replies.
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