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I hear that via Brandon Reinhart (TF2 Art director), the TF2 team is the biggest (or bigger?) it's been since 2007.

Considering the content of the recent beta updates I wouldn't be surprised if Valve are assembling a new big content update in the same vein as the Class packs, with the usual lead-up and surrounding content + Meet the Medic.

It'd certainly be nice to have a more classic style update; any update is cool but these post-mannconomy updates just aren't making TF2 feel fresh again like the Class packs did for me.

I hear that via Brandon Reinhart (TF2 Art director), the TF2 team is the biggest (or bigger?) it's been since 2007.

Considering the content of the recent beta updates I wouldn't be surprised if Valve are assembling a new big content update in the same vein as the Class packs, with the usual lead-up and surrounding content + Meet the Medic.

It'd certainly be nice to have a more classic style update; any update is cool but these post-mannconomy updates just aren't making TF2 feel fresh again like the Class packs did for me.

Yeah, since Mann-conomy a lot of the quality assurance of the updates has gone out the window. Generally the updates have felt rushed and not had the same level of polish as the full class updates used to.

The Beta is getting updated nicely, with weapon balance tweaks and numerous other things, it's great to see proper development taking place as well. It would be nice if they released a huge update which applied a lot of fixes for things such as clipping, adding taunts to those weapons that lack them (Jarate, Claidheamh Mor etc.) amongst other fixes to the game to refine it.

One can only dream though.

Yeah, since Mann-conomy a lot of the quality assurance of the updates has gone out the window. Generally the updates have felt rushed and not had the same level of polish as the full class updates used to.

I don't think that's the case at all, if anything it's been improving as they're actually shipping killicons with promo releases. It's not as noticable as the Class packs duplicated the killicon of the weapon the unlock was replacing.

The post-mannconomy updates have currently been either just hats and some weapon sets, or a set of maps. When these two are released alongside eachother it generally makes an update feel bigger than it actually is. It's this effect combined with the pre-update frenzy that really makes TF2 feel "fresh" again.

And heck, snooping around update pages looking for any traces of new special items is -fun-. I loved the Golden Wrench event, and I think a lot of others would agree; if they could get over their petty jealousy/entitlement complex that is.

I don't think that's the case at all, if anything it's been improving as they're actually shipping killicons with promo releases. It's not as noticable as the Class packs duplicated the killicon of the weapon the unlock was replacing.

The post-mannconomy updates have currently been either just hats and some weapon sets, or a set of maps. When these two are released alongside eachother it generally makes an update feel bigger than it actually is. It's this effect combined with the pre-update frenzy that really makes TF2 feel "fresh" again.

And heck, snooping around update pages looking for any traces of new special items is -fun-. I loved the Golden Wrench event, and I think a lot of others would agree; if they could get over their petty jealousy/entitlement complex that is.

Note that the majority of kill icons for Mannconomy were made by the community. Valve did those for the Shogun pack, but otherwise they're community made.

Note that the majority of kill icons for Mannconomy were made by the community. Valve did those for the Shogun pack, but otherwise they're community made.

I am well aware. I know the guy that contributes most of them.

Either way, the thought is still there. Ultimately the issues that arise are small cosmetics, and Valve have always been known for not being great when it comes to fine polish like that. I don't think this is a recent degradation at all.

I miss those large class updates where everyone plays the same class to farm achievements to get the new weapons. :(

You may just be in luck, as of the Japan relief update a big gap has appeared in the item definition IDs yet again, from 365 to 408. This is usually a decent indicator something big is about to go down.

The word on the street is there will be another Comic plus Meet the Medic with the next big content update, Valve have considered doing round 2 of the class updates, so you never know.

Just recently started playing this. Have literally have no idea what I'm doing. But it is major fun! Did start as medic, but I was getting no where. That needle gun I had was useless so I switched out to a heavy and mowed down lots.

Is there a general tips and tweaks thread you guys can point me towards please?

Just recently started playing this. Have literally have no idea what I'm doing. But it is major fun! Did start as medic, but I was getting no where. That needle gun I had was useless so I switched out to a heavy and mowed down lots.

Is there a general tips and tweaks thread you guys can point me towards please?

You started in a good order :D , first play medic to learn maps, then pick another class, heavy is good for beginners, you could also try pyro, or when you know maps well enough engineer.

Medic really isn't an offensive class, it's a support class. Your main objective is to buff people's health and then execute an uber to get past sentry guns etc, shifting the gameplay in favor of your team usually. The only time you should be using your needle gun is if you're by yourself.

Medic really isn't an offensive class, it's a support class. Your main objective is to buff people's health and then execute an uber to get past sentry guns etc, shifting the gameplay in favor of your team usually. The only time you should be using your needle gun is if you're by yourself.

Sorry - execute an 'uber'?

Sorry - execute an 'uber'?

When using the main 'weapon' (medgun or something like that) to heal your teammates, it charges up. When it gets to 100%, press the right mouse button and it will 'Uber' you and the one you're healing, meaning you'll be be invulnerable for - I think - 5 seconds.

More info.: http://tf2wiki.net/wiki/Uber

I remember reading somewhere that at the moment, the TF2 team is currently about as big as it was back in 2007, so I wouldn't be surprised if we got a big update soon.

I said that on the previous page. :p

When using the main 'weapon' (medgun or something like that) to heal your teammates, it charges up. When it gets to 100%, press the right mouse button and it will 'Uber' you and the one you're healing, meaning you'll be be invulnerable for - I think - 5 seconds.

More info.: http://tf2wiki.net/wiki/Uber

Please do not link to the old tf2wiki, it's unmoderated and infested with ads. The official Valve-hosted wiki is over @ http://wiki.teamfortress.com/wiki/Main_Page

I said that on the previous page. :p

Please do not link to the old tf2wiki, it's unmoderated and infested with ads. The official Valve-hosted wiki is over @ http://wiki.teamfortress.com/wiki/Main_Page

I just searched Google for "TF2 Wiki".

When using the main 'weapon' (medgun or something like that) to heal your teammates, it charges up. When it gets to 100%, press the right mouse button and it will 'Uber' you and the one you're healing, meaning you'll be be invulnerable for - I think - 5 seconds.

Medigun is in the "secondary" weapon slot ;) , ubercharge lasts for 8 seconds.

Bunch of stuff on the official wiki today.

April 1, 2011 - Introducing, the first annual Australium April Update, adding a new weapon and playable class! First up, forget the Holy Mackerel, and come check out the newest TF2 weapon, the cow. Originally hailing from 2fort, the cow is ready for battle, inflicting bleeding and milk upon your enemies. Also added is the first ever playable character addition, the Demopan! Equipped with his trusty Stout Shako and Frying Pan, this trading expert can interrupt team communications with trade requests. Enjoy the update!

Cow

Demopan

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  • Posts

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These are essentially called P-States. If you are not familiar with them, Processor Power Management is done through Advanced Configuration and Power Interface (ACPI) P-states and C-states. While P-states or performance pwoer states handle CPU voltage-frequency scaling, C-states deal with CPU sleep states so that some of the CPU functions, which are not necessary at that moment, can be disabled. The P-states and C-states work together to make the processor run more efficiently. It helps the OS and apps determine which cores can be parked and which should be boosted. Of course not every user is an enthusiast or knows the technicalities and integrities of how things like overclocking or undervolting work. Thankfully for them Windows itself offers something pretty cool, though it is hidden by default on all systems. By default, Windows only has two P-States, "Minimum Processor State" and "Maximum Processor State." However, this can be changed with a Registry trick to expand the options under a secret "Processor performance boost mode" dropdown. This essentially enables the HWP or hardware P-States available on a device, and these are not controlled just by the OS itself as the underlying hardware gets involved too. In total there are five Processor Performance Boost Mode profiles that control how Windows requests and allows CPU turbo/boost behavior under the different power policies. They are: Disabled: In this mode, processor boosting is effectively turned off. The CPU will avoid entering turbo or boost frequencies and instead operate closer to its base frequency ceiling. This can significantly reduce power consumption and heat output, but at the cost of reduced burst performance and responsiveness in short workloads. Enabled: This is the standard behavior where boost functionality is allowed under normal conditions. The processor can opportunistically increase frequency when workload demands it, balancing performance gains with power and thermal constraints as managed by the system. Aggressive: Aggressive mode favors performance more heavily, allowing the CPU to enter higher boost states more readily and sustain them longer. This should in theory improve responsiveness under bursty or heavy workloads but increases power draw and thermal output compared to the default enabled behavior. Efficient Enabled: This mode still allows boosting, but with a stronger bias toward energy efficiency. The system attempts to use boost more selectively, avoiding unnecessary frequency spikes when the performance gain is marginal. Efficient Aggressive: This is a hybrid approach where boost is still performance-responsive, but the system continuously weighs efficiency more heavily than in Aggressive mode. It aims to deliver noticeable performance improvements while reducing wasted power in less demanding scenarios. Here's how to enable the Processor performance boost mode: Open Registry Editor: Press Win+R, type regedit, and click OK. Go to: HKLM\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\be337238-0d82-4146-a960-4f3749d470c7 (where HKLM stands for HKEY_LOCAL_MACHINE_) Modify the value of Attributes from 1 to 2 (you can find modify option by right-clicking) After that, exit Registry, you should now be able to see the new "Processor performance boost mode" dropdown menu: As you can see there are now five new P-States or CPPC states or power profile available that help define the boost mode processor setting on your PC. Wrapping it up here's a quick run-down of the settings as defined by Microsoft itself. Setting Description Disabled The corresponding P-state-based behaviour is disabled. Collaborative Processor Performance Control (CPPC) behaviour is disabled. Enabled The corresponding P-state-based behaviour is enabled. 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