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Added the Mann-conomy.

  • Added 65 new items (hats, weapons, tools, minigames, gifts, crates).
  • Added the Mann Co. Store & Catalog.
  • Added Trading.
  • Added Item customization.

:blink:

Huh....so maybe thats why AppBrain was re-downloading all my apps super slow on my phone earlier....my computer @ home (tied into my business network) must have been updating TF2 at the time.

Awesome, off to gawk at the awesomeness while I sit here at work for 2 more hours >.<

EDIT: Soldier loadout seems interesting.....defensive with a way to heal himself, 15 health per hit (how many times can it heal per rocket? Only once or more than once?) for 1 less rocket. His pack protects people from crits (himself included?) while reducing non-crit damage, nice kritz counter and good way to push in on some sentries.

The scout one is interesting, though people will complain about the slow.

Pyro one seems interesting, making him more vulnerable but faster than a medic, it will get complaints that the pyro is OP and will be nerfed into oblivion though. Is the weapon switch flamethrower only or cover all slots? I assume all slots, but this really makes it easy to light a target then axtinguish them, even without airblast, reducing the weapon switch time by that much will almost allow you 1 free axtinguish hit in before they turn around.

Sniper one seems OP, immune to headshots while not being able to headshot an enemy, sort of like the ideas of being immune to random crits while not being able to fire random crits. Long range Jarate effect will be interesting, can't headshot but you can severely injure AND cause an enemy to take additional damage from everything else for 8 seconds. Good for a mid-range sniper I think.

Spy knife is interesting, no disguise but quicker disguise on backstab, and silent backstabs as well. Will make it more interesting on payload carts if people don't pay attention to behind the cart.

EDIT: Anyone else notice how most classes got items that heal in some way except the sniper?

Also, is The Shortstop a primary or secondary weapon? It almost has to be primary, otherwise it would be impossible for the scout to equip all 4 of his items (the milk is a secondary, and the fish is a melee), but how would it compare damage-wise to the scattergun?

Full list of items, new ones highlighted in black: http://tf2stats.net/all_items

The Shortstop is a primary, it doesn't say it has a downside from the scattergun though, so until we figure out what that downside is its a scattergun that slows people by 40% for half a second each time they are hit by it. o.O

I thought I'd bring this up to my fellow Neowinites first.

http://www.tf2items.com/id/Minifig

First page special.

If you see anything you want, just say something. I'm looking for Vintage items I don't have... specifically, a Vintage 'Ze Goggles', or 'Fancy Fedora', but to see what I do have, check the third page. :happy:

I'd really quite like to find the Vintage Fedora.

Some of the prices are stupid ($2.50 to change the name or colour of a hat?), and forcing you to pay to unlock any crates is monumentally stupid.

But, it's still early "days", the system will be tweaked as time goes on.

And speaking of trading, I have a Viking Helmet and "Troublemakers Tossle Cap" I don't want.

Those prices are absurd. A dollar to paint an item? Over $17 for a hat? Good grief!

No kidding, good thing you don't need to buy them to be on a level playing field with everyone else....

As for trading, I have a Vintage Vintage Tyrolean and a few others I would be willing to trade. I mostly play Scout, Soldier and Pyro (scout and soldier are almost even in playtime, pyro is just for those times I feel like I'm doing horribly as both the first two), so thats mostly what I am looking for, which means my VV Tyrolean hat, V HotRod and what not are for trade, hell, even my Vintage Batters Helmet is for trade if someone offers a hat I like more for it.

Here's my items if anyone wants to look through them and make me any offers: http://www.tf2items.com/id/Nagisan

Some of the prices are stupid ($2.50 to change the name or colour of a hat?), and forcing you to pay to unlock any crates is monumentally stupid.

But, it's still early "days", the system will be tweaked as time goes on.

And speaking of trading, I have a Viking Helmet and "Troublemakers Tossle Cap" I don't want.

On the upside, items gained from the crates are prefixed "Unusual" and have some form of random particle effect attached to them. So it's not all bad.

Simply making the key a drop item would fix that, making it so you need 2 items to do something but one can't be found during normal gameplay is just lame.

I don't really see what the problem is, if one were to drop for you then you can trade it with someone that has a key. Considering that the crates will still be a random chance but with special attached attributes, crates could easily be traded for a specific selection (Read: Multiple) of the key-owner's hats.

If we didn't have trading, and the past content packs hadn't of been free I'd probably agree with you. But as that's not the case I think we owe Valve at least a little more leeway than they're being given so far with this new update.

Well, the upside is that I've got close to 3 refined metals; I can craft pretty much all the new weapons.

The downside is there's tons of players that would be finally fed up of the direction Valve is taking TF2 in. I mean as it stands, some of the hats cost more than the damn game itself.

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