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Well that's pretty much why they added the crafting system. So you can now use those duplicate and unwanted weapons to make something you actually want.

Except the crafting system is flawed, and encourages idling even more. The only thing people want are hats, all other items can be received easily from milestones, and you need 112 weapons to create a random hat of the class you want, pretty ridiculous.

Some achievements don't work for me. I finished MVP as a soldier and it didn't register (Medals of Honor). I killed people with the Equalizer with less than 25 of health. Didn't work either (Near Death Experience).

At least the unlocks worked properly for me.

Except the crafting system is flawed, and encourages idling even more. The only thing people want are hats, all other items can be received easily from milestones, and you need 112 weapons to create a random hat of the class you want, pretty ridiculous.

Yep it does, and it's not perfect. At least now though there is something to work towards, rather than simply hoping the next drop will be the hat you're looking for.

Hopefully there will be a few updates to it though so you could possibly choose the hat you're looking for rather than the class token simply selecting random hats from a particular class. They'll maybe allow cloak and daggers and dead ringers to be smelted too.

I just played some TF2 after a fairly long hiatus. I had fun, but this is precisely what I was afraid of when I heard of the soldier and demo updates:

Some servers enforce class limits with plugins. In those games it becomes a "omg kick this AFK soldier, I wanna play!" bitchfest. :p

New Update

Team Fortress 2

  • Fixed inconsistent Rage generation with the Buff Banner
  • Added an "equipped" tag to currently equipped items in the Backpack and Crafting screens
  • Fixed the TFBots not reacting correctly to stun effects
  • Fixed the Heavy picking up his own thrown sandvich if it was thrown while running forward
  • Fixed Pyros not getting the proper kill icon for kills with deflected Direct Hit rockets
  • Fixed the player keeping their rage setting when the Buff Banner isn't equipped
  • Fixed resupply cabinet not clearing the rage and the buff status effect
  • Fixed the Buff Banner not working when +reload has been forced in console
  • Fixed the motion blur on charging Demomen not always drawing
  • Fixed the Direct Hit mini-critting enemies submerged in water
  • Fixed the Chargin' Targe's crit not working on servers with tf_weapon_criticals 0
  • Capped the amount of overhealing from taking heads to the player's max buffed health
  • Updated the Gunboats to absorb damage from any self-inflicted rocket blast that doesn't hurt another player
  • Updated the Scottish Resistance to detonate bombs near the player's feet (in addition to what it normally detonates). This enables sticky jumping with this weapon
  • Updated the Baseball and Jarate HUD indicators to stay on screen when full

Crafting improvements

  • Spy's unlockable PDAs can now be smelted into scrap metal
  • Recipes can no longer produce items matching any of the items used in the crafting
  • Added some new recipes

Achievement fixes

  • Fixed the "Ride of the Valkartie" Soldier achievement being earned by Soldiers on the defending team
  • Fixed the "Gorky Parked" Heavy achievement being incremented by committing suicide on a control point
  • Fixed several Scout achievements that were broken by the new type of bat stun
  • Fixed the "Ghastly Gibus Grab" achievement not awarding the hat correctly
  • Updated the "Big Pharma" (Medic) and "Division of Labor" (Heavy) achievements to be 10 kills in a single life
  • Updated the "Ubi concordia, ibi victoria" Medic achievement to only be 3 assists

Quite a few fixes which is always good to see. Regarding the spy unlockables, I still can't smelt 3 dead ringers, am I missing something? Or is it only cloak and dagger?

New Update

Team Fortress 2

  • Updated the Gunboats to absorb damage from any self-inflicted rocket blast that doesn't hurt another player

Crafting improvements

  • Spy's unlockable PDAs can now be smelted into scrap metal

The gunboat fix was sort of a buff with a nerf. If you RJ with a cloaked spy within your blast radius, you will now take full damage from the RJ, or if you try RJing to get away from an up close fight unless you use the Direct Hit which is much less likely to hit an enemy close to you. At the same time you can now do much longer RJs, or even Wall Jumps with only taking minimum damage.

The second one was changed shortly after they posted it, Camera Beards can be smelted into scrap metal, not the Spy's PDAs.

**** me last night i restarted my computer to delete an partition and it said it couldn't do it because i needed to perform a chsk so i restarted again and just went to sleep woke up everything was on and fine, loged on i had 30 extra gb free from 11 gb from last night, i checked all my files everything seemed fine, i was like okay... its few hours later and i tried to fire up Team fortress and what you know the game files are missing and it won't download them **** so i had to manually delete the game files and redownload it, what a fun night

Fixed the Direct Hit mini-critting enemies submerged in water

Nooooooooooooo :(

It was fun while it lasted. Made it easy to take down heavy/medic combos in the water.

And with the SR sticky jump buff and Gunboat buff comes new bugs:

SR: http://www.youtube.com/watch?v=pnp_61fVGr4

Basically, you can blow stickies up as soon as you launch them, which means with an uber you can run in blowing up sticky after sticky virtually instantly (delay timer is bypassed). You can also (with fully overhealed with lots of heads from the eyelander) sticky jump in mid air, allowing you to literally traverse the entire map at high speeds (over double the speed of the scout) high in the air.

Gunboats: The soldiers kill taunt (suicide) counts as splash damage for the soldier, so unless it hits an enemy when you use it, you get out of it with only taking like 70 or so damage, before fall damage which can be pretty high if your in an outside area....if you use it indoors fall damage is 0. Essentially, you get three tries with the kill taunt, even with fall damage.

i like playing a server with alot of people

that's weird i never seem to play with people on this thread

Due to timezone differences I'm probably playing at a different time to you.

I play at Multiplay.co.uk servers (floodzone) and EU-Lethal Zone (Badwater). It's fun, but I would like to visit some of the neowinian's servers ;)

Never played on the floodzone servers but the Multiplay servers are great. I'm play pickups quite often too using the IRC channel #mpuktf2.pickup

I hate the ridiculous range of the thing. It's a melee weapon yet has a range that seems as wide as about 3-4 heavys. It's retarded.

Its not really that wide, what you are seeing is a combination between lag compensation and its longer range. Its actual range (stand still and swing at a wall, moving closer until it actually hits the wall) is only about twice the length of the other melee weapons. And given that it is much, much larger than other melee weapons, it makes sense to have a farther range.

Now, I believe it does have a sort of arc range that it hits in, such as, you do not have to aim directly at the target to hit them, and in all honesty most weapons should as you are swinging them, but the length and method of swinging a sword makes sense for it to hit over a large area.

EDIT: Yeah, at high resolution (I think 1680x1050) with 90 FOV it hits in a range of almost exactly half of my screen area. That is, it hits anywhere from halfway between the left side of my screen and my crosshair, to about halfway between the right side of my screen and crosshair. It also has roughly double the normal melee weapon range. So it does definitely have a much larger hit area than normal melee weapons, but I personally think current melee weapons (excluding the eyelander) have a very finicky hit area.

Edited by mwpeck
I just played some TF2 after a fairly long hiatus. I had fun, but this is precisely what I was afraid of when I heard of the soldier and demo updates:

I guess it'll settle with time.

Play on a class restricted server. :)

I can't stand servers without it, and it's actually pretty nice when you ask to play a class you want to play and someone gives up the spot.

Especially if they know you're a regular on the server.

Due to timezone differences I'm probably playing at a different time to you.

Never played on the floodzone servers but the Multiplay servers are great. I'm play pickups quite often too using the IRC channel #mpuktf2.pickup

I play 24 7 i have weird sleeping habits :p

New blog post

Erectin a dispenser

December 21, 2009 - Mike Booth

With the success of the AI systems of Left 4 Dead, we've been continuing to develop these technologies to create new kinds of game experiences. Team Fortress 2 is an excellent "sandbox" for explorations of this sort, and we've been quietly doing so for much of this last year. Some of the results of these explorations are TF "bots" ? AI-driven player proxies with simulated humanlike senses, reaction times, and tactics. Although the TFBots are not yet complete, they play a pretty decent game of King of the Hill.

Clicky

The new updates are beginning to get really frustrating. All I play is scout anymore, so I can usually whip on the demos with the eyelander, but I still have to say that they are overpowered. The soldiers with the new rocket launcher are also completely over powered. It's basically insta-kill rocket sniping...All I do is spam 4 rockets in the direction of a sniper / scout / medic / spy, and I am pretty much guaranteed a kill every time. It isn't hard to aim with rockets either, since tf2 is a pretty slow game to begin with. I think with the new rocket launcher, they need to decrease the rate of fire, and with the eyelander, they need to decrease the range, and maybe the distance the demoman travels when equipped with the shield thing.

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