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Hm, I've heard conflicting opinions on this. I guess it just takes the test to trade or not.

It has already been done, Genuine stays on items even after a trade.

Page 6, he has 2 sets of the new weapons. Assuming he pre-ordered Rift, he would only get 1 set of the weapons from his own pre-order, which means he HAD to have traded for at least 1 set of them to be able to have 2 sets. Yet both are genuine, which means genuine stays on an item after being traded.

Besides, if Genuine status was removed if traded, then genuine items would only be worth the same as non-genuine items, because nobody could trade for them so nobody would pay extra for them. I'm pretty sure Valve wouldn't want genuine items to be no different (trading price-wise) than crafted items, otherwise nobody would buy Rift for the genuine item status and Valve would make less money (lets face it, some TF2 players are buying Rift ONLY because of the promo items, and since they will be craftable, they are paying only for the genuine status).

Team Fortress 2 Update

  • Increased the base damage for the Scout's Sun-on-a-Stick, and changed it to always mini-crit against burning targets if the attack is not already critical
  • Fixed burning deaths to always use the death notice icon for the weapon that started the burn
  • Updated the RIFT pre-order items to be not-tradable until the RIFT pre-order period is over
  • Updated the burn effect from the Pyro's Sharpened Volcano Fragment to only last for a limited time on enemies
  • Updated the description of the Well Spun Hat claim code item

Team Fortress 2 Update

  • Increased the base damage for the Scout's Sun-on-a-Stick, and changed it to always mini-crit against burning targets if the attack is not already critical
  • Fixed burning deaths to always use the death notice icon for the weapon that started the burn
  • Updated the RIFT pre-order items to be not-tradable until the RIFT pre-order period is over
  • Updated the burn effect from the Pyro's Sharpened Volcano Fragment to only last for a limited time on enemies
  • Updated the description of the Well Spun Hat claim code item

Sounds good

Here's something I came across on SPUF, and if Valve implemented this, it would make the game pretty much fixed at present.

There's another one here which has other items in it.

Dream Patch

- Added Loch-N-Load view model reload animation

- Added a unique projectile to the following weapons

* Loch-N-Load

* Sticky Jumper

* Rocket Jumper

* Blutsauger

* Crusador's Crossbow

- Added community sound effects to the following items

* Lugermorph

* Big Kill

* Candy Cane

* Rocket Jumper

* Battalion's Backup

* Iron Curtain

* Loch-n-Load

* Scottish Resistance

* Sticky Jumper

* Pain Train

* Ullapool Caber

* Fists of Steel

* Frontier Justice

* Blutsauger

* Crussador's Crossbow

* Kritzkreig

- Added a new beam effect to the Kritzkreig

- Added team colored health particle trail to Black Box rockets

- Added team colored explosions for critical hits

Amputator Changes

* Added new taunt sounds

* Added new particle effects to differentiate between Battalion's Backup and Amputator.

* Added HUD indicator (musical note next to health) to indicate the player is being healed

Battalion's Backup changes

* View model sparkles with a new team colored glow when buffed

* Added 2 new team specific horn noises

* Fixed minor clipping on view model when view was set to max

Rocket Jumper changes

* Removed penalties

* New ability "-10% fall damage taken"

* Added new, unique, community made model, projectile and sounds

* Added to drop system and given a crafting recipe

Sticky Jumper Changes

* Penalty changed to "-50% Grenade Launcher Ammo"

* Given a new, unique, community made model and sound

* Updated bombs to use a "spikeless" sticky bomb previously unused

- Added new taunt kill to Ullapool Caber. This animation was a testing animation for a bottle tauntkill that was never used. It has been applied to the caber

- Added Horsemann's "boo" animation as a taunt for the Headtaker (has no stun effect)

- Added new generic melee taunt for all other Demoman melee weapons (same taunt used by all)

- Added kill icon to Ubersaw taunt kill

- Added a white overlay on the player's screen when Mad Milk is applied

- Mad Milk now washes off when touching the resupply cabinet

Dalokah's Bar changes

* Added new particle effect

* Removed various lines assosiated with Sandvich, and replaced with general taunt voice responses, or some that were fit to generic food, like "That was delicious!"

* Made throwable, giving it a unique plate model in the process

* Added health now stacks with overheal

* Shortened cooldown 20%

- Fixed Demoman's Glasses clipping with some of his hats

- Fixed Spy's masquerade mask clipping with some of his hats

- Updated Blighted Beak with new version that does not clip with everything

- The following hats have been made paintable

* Blighted Beak

* Earbuds

* Stainless Pot

* Scotch Bonnet

* Chieftain's Challenge

* Prancer's Pride

* Stockbroker's Scarf

* Cadaver's Cranium

* Big Chief

* Mongolian

* Mining Light

* Hotrod

* Medic's Mirror

* Ze Goggles

* Berliner's Bucket Helm

* Blighted Beak

* Panama

* Larrikin Robin

* Le Party Phantom

* Modest Pile

* Noble Amassment

* Towering Pillar

* A Festive Tree

* Traveler's Hat

* Polycount Pin

* Service Medal

- Added LODS to all primary weapons that were missing them

- Added new advanced multiplayer option "Disable Cosmetic Items." This option removes hats from player models, and restores the names of all renamed items. This option only effect the player's view, and has no effect on their backpack or what others see the player wearing.

- Lumbricus Lid has been seperated from the Hand Grenades, now named Weapons of Epitoch. This misc item has been given to every player who owns a lumbricus lid (one misc item per LL in backpack)

- Added team colored shades of yellow to various items that were missing them (Scottish Resistance, Charge n Targe, etc)

- Added team colored shades to the following paints

* Australium Gold

* Color of Slate

* Deep Salmon

* Pink as Hell

- Color of Slate renamed to "Color of Slate and Bricks"

- Deep Salmon renamed to "A mixture of Sea and Salmon"

- Pink as Hell renamed to "Pink as Hell with a Splash of Teal"

- Added new hat descriptions to all hats that were missing them

- Updated Charge n Targe's backpack icon

- Added team colored darts to Sydney Sleeper

- Darts now sit in the wall if they miss, like the Needlegun

- Added team colors to the Razorback

- Added new recipe "Craft Crates." 3 Crates = 1 Scrap

- Added team colors to the Scotch Bonnet

- Added team colors to the Fists of Steel

- The Jag now functions as intended

- Improved Iron Curtain's kill icon

- Improved Candy Cane's textures

- Fixed broken jigglebones on various items

- Added jigglebones to Stockbroker's Scarf

- Added domination lines for Medic

- Added domination lines for Heavy

- Added domination lines for Pyro

- Jarate can now be used in Medieval Mode

- Improved Scottish Resistance view model

- Added team colors to License to Maim

Just off the top of my head, hehe

Ugh, many of those changes are absolutely terrible and not thought out at all.

Items made paintable that shouldn't be (It's a STAINLESS pot people), totally vague changes "Improved Scottish Resistance view model" and completely baseless/untested balance changes.

People also seem to forget that adding unique projectiles and etc is all very well and good, but it eats into memory budgets for no real significant gain. Let's focus on getting the rest of the weapons converted over to c_models with appropriate LoDs first before worry about pointless additional projectiles.

Ugh, many of those changes are absolutely terrible and not thought out at all.

Items made paintable that shouldn't be (It's a STAINLESS pot people), totally vague changes "Improved Scottish Resistance view model" and completely baseless/untested balance changes.

People also seem to forget that adding unique projectiles and etc is all very well and good, but it eats into memory budgets for no real significant gain. Let's focus on getting the rest of the weapons converted over to c_models with appropriate LoDs first before worry about pointless additional projectiles.

A few of those are weird I must say, but the bugfixes are true. Have you seen the view model for the SR though? I guess you have not. Unique projectiles again is strange.

A few of those are weird I must say, but the bugfixes are true. Have you seen the view model for the SR though? I guess you have not. Unique projectiles again is strange.

Certainly the outright fixes, but with recent updates I think it's fairly evident Valve are already working on quashing bugs as they get to them while working on the LoD/c_model pass they promised awhile back.

I just get the feeling the author was using a few fixes to try and justify his opinions (Making certain paints have team modifiers) and disabling cosmetics.

Wasn't even realistic...the bat takes like 6+ hits to kill a heavy at 100% health, let alone one that was recently overhealed by a medic, and the stun doesn't last that long, that scout would have been dead meat. :p

That's what I thought when I watched it too :D

New update for the TF2 beta:

Gameplay:

  • Restored player health to normal values
  • Replaced the no-crit attribute with -25% damage on the following:
    • The Eyelander
    • The Gunslinger
    • The Southern Hospitality
    • The Powerjack (also added +20% melee vulnerability)
    • The Horseless Headless Horseman's Headtaker
    • The Ullapool Caber
    • The Claidheamohmor

Medic:

  • Vitasaw
    • Added the ability to see enemy health

    [*]New Medigun - The Quick-Fix:

    • Heal rate increased 50%
    • Uber charge rate increased 50%
    • Not able to overheal
    • Match the speed of any faster heal target
    • Uber effect: Megaheal
      • Heal rate increased 3x on heal target
      • Heal target and medic immune to stun and damage forces

Heavy:

  • Dalokoh?s
    • Removed cooldown

    [*]Fists of Steel

    • Increase deploy times 20%
    • Ranged damage reduced 40% (down from 60%)

Demo:

  • Loch-n-Load
    • +10% damage

Soldier:

  • Equalizer
    • Tuned high-end damage range so it's no longer possible to one-shot certain classes
    • Suppress the medic call effect while active

Scout:

  • Madmilk
    • Heal 60% of damage done (down from 75%)

Pyro:

  • Flares always crit burning targets, regardless of range.
  • Backburner
    • Removed the restriction on airblast
      • Ammo cost increased 150% (4 blasts at full ammo)

      [*]Damage bonus reduced to 10% (from 15%)

    [*]New Flaregun - The Detonator:

    • Alt-fire detonates flare in flight
      • Does a small explosion that catches players on fire

      [*]20% explosion damage vulnerability

Sniper:

  • Sydney Sleeper:
    • +25% increased charge rate

General:

Source: Steam Users' Forums

A few things to note.

  • The new Sydney Sleeper hasn't been given to everyone.
  • Detonator jumps are FUN.
  • Backburner becomes viable.
  • Fists of Steel got a necessary nerf
  • Vitasaw is still OP in competitive.

A few things to note.

  • Detonator jumps are FUN.
  • Backburner becomes viable.

Can you do detonator jumps as the pyro who shoots the flare or just victims of the flare? Do they cause self-damage? How difficult are they?

Depending on those answers, detonator could replace the flaregun for me, and the backburn like you said seems viable now.....it still has airblast (slightly weaker due to higher ammo usage) but more damage from behind and in general is a major bonus. I will gladly take less airblasts (while still available) for more damage.

Detonator jumps are possible yes, and it does self harm (and ignite, but you don't get afterburn), the jumps are difficult to time but I have made it on top of the house on Coldfront with it.

The +20% explosive damage is quite something though, as Demomen and Soldiers really hurt you, best thing is to roll with the Degreaser so you can switch back and airblast away.

Detonator jumps are possible yes, and it does self harm (and ignite, but you don't get afterburn), the jumps are difficult to time but I have made it on top of the house on Coldfront with it.

The +20% explosive damage is quite something though, as Demomen and Soldiers really hurt you, best thing is to roll with the Degreaser so you can switch back and airblast away.

Hmmm....good point.....thought with the backburner and detonator you can get to places you normally wouldn't be able to, making ambushing much easier with the most effective ambush weapon, it's a bit of a tradeoff, making yourself more vulnerable to explosives, but at the same time you do still have airblast with this recent change, so you are still able to reflect and avoid some explosives.

Guess I will have to wait till the changes go live (don't want to install the beta), but if things stay how they are, it sounds like Pyro might become really effective when used properly (more-so than they are now).

You mean UP right? Vitasaw never gets used in comp TF2.

That's because it's been banned from the start. It basically makes death less of a penalty, and if you walk to mid with your Soldier you have 75% by the time you get there. Combine that with Kritz and you're always using them at middle.

It effectively forces the other Medic to run it. View the discussion on SPUF and other competitive forums.

That's because it's been banned from the start. It basically makes death less of a penalty, and if you walk to mid with your Soldier you have 75% by the time you get there. Combine that with Kritz and you're always using them at middle.

It effectively forces the other Medic to run it. View the discussion on SPUF and other competitive forums.

Every new weapon is banned from the start, and a comp Medic is not going to want to trade 10 health for 25% uber-retention IF they die - they're going to want that extra health to not die.

This topic is now closed to further replies.
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