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Good update for us engineers :D Saves us running back and forth from the base entrances to build new teleporter entrances!

Yeah.. it's pretty awesome.

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It could also help spies, sap the exit and wait for the engy to run to save them, then sap the sentry and dispenser.

Before it'd only destroy the exit, now it does both, so the engy wants to destroy the sapper to save the entry as well (save him running back across the map)

Sapping the entry is harder now though, since the engy can save it from the other side of the map.

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Apparently the soldier medal page contained some source code (as we all know Valve they like to toy with us with this kind of thing) that hinted at a page04 ( http://i264.photobucket.com/albums/ii188/basebam/day04.jpg Not my image). So there is still a possibility of yet another update coming tomorrow (or today, however you look at it....Friday) as a page 4 update. It may be to reveal the "hidden" soldier page to the general public (IE. those who dont browse the forums and what not), it may be to congratulate those lucky enough to get a medal (myself included :p ) and present us the medal, or it may be the trade system or who knows maybe even the reveal of the soldier update (think about it, the "Classless" update has been finished and updated as of Thursday, with a soldier medal hidden page available to players and source code hinting to more update pages, they could very well throw down the Soldier Update reveal tomorrow, leaving us all weekend to speculate more).

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I was dying of laughter when I first saw the loser animations :rofl:

And yeah, OVERTIME OVERTIME OVERTIME OVERTIME OVERTIME... lol.

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No, it means that you can't tell if they're a spy by using something like the blutsaughter gun now -- it would show that you're gaining health by shooting them.

Lame, IMO.

Don't like this either: "Pistol now fires at a fixed rate, not based on the speed at which you press the firing button."

That was because people were using firing scripts, which makes it shoot at speeds which would be almost impossible to aim while clicking so fast, hence taking away the need to click made it much easier to aim.

They added auto reload <3

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I think the thing that makes me happiest about this addition is that two teleporters, one with a sap on it, one without, you whack the one without the sap .. the one WITH the sap gets healed.

SO beautiful, makes playing an engineer so much more fun.

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They added auto reload <3

Also any gun able to interrupt its reload animation by firing now. Very annoying with weapons like the Revolver.....try firing at a non-maximum speed, the spy pulls the revolver up into his face after every shot unless you hold the button down. Granted I do not play spy, you get a similar effect with the bluts and I'm sure with some other weapons.

But either way, its better than using a complex script script that has to set or unset autoreload based on what weapon your using, which can screw up on death (if you died with the pistol out, autoreload would be off until you pushed the slot one button to activate AR on the scattergun, etc etc).

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I think the thing that makes me happiest about this addition is that two teleporters, one with a sap on it, one without, you whack the one without the sap .. the one WITH the sap gets healed.

SO beautiful, makes playing an engineer so much more fun.

That'll be very, very handy, but it could almost seem like too much of a handicap.

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What's a bit annoying is that if one teleporter gets sapped, they both get destroyed :(

No it's not.. it's logical. You now sap BOTH teleporters. You have to be a damn good spy.

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No it's not.. it's logical. You now sap BOTH teleporters. You have to be a damn good spy.

Not really you just have lost the option to sap entry teles. So, you have to take out the engie first to take out the teles just as you would have to do to take out the sentry and dispenser.

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Not really you just have lost the option to sap entry teles. So, you have to take out the engie first to take out the teles just as you would have to do to take out the sentry and dispenser.

Again..

You have to be a better spy.

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Mini update:

Team Fortress 2

Fixed "r_rootlod" being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs

Changed "The Big Hurt" Scout achievement to be "Stun 2 Medics that are ready to deploy an UberCharge."

Fixed Announcer overtime bug on KOTH servers using mp_timelimit

Due to many requests, added server ConVar "tf_overtime_nag". When set to 1, it keeps the broken announcer behavior (:rofl:)

Fixed tournament stopwatch not displaying the time in the HUD

Fixed a bug with cloak meter regen and drain rates

Fixed Spies not being able to go invis while reloading

Fixed pipebombs sticking to saw blades

Fixed weapons not being hidden properly during loser state anims

Fixed a case where radius damage didn't reduce damage to self

Fixes Demomen taking too much damage from their pipebombs

Fixed a case where items would never show up in the backpack, even though they were available to equip

Fixed a case where items weren't being validated properly in class loadout slots

Community requests

Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode

Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture

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Well of the two new maps I've tried Yukon is my favourite so far. Sawmill gave me quite low FPS so maybe that had something to do with it. I'll have another go with it tomorrow :p

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There we go, just got my Soldier medal......I was ****ed when everyone else was getting one on the steam forums and I still hadn't gotten mine......swore the soldier page yesterday said I had gotten one. :p

Fixed a case where items would never show up in the backpack, even though they were available to equip

Oddly, I still have this bug with my new soldier medal, just got it and I can equip it, but it doesn't appear in my backpack like it should.

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That might have something to do with it :p Was playing earlier today and I couldn't even get onto the roof at point B on gravelpit. Normally just jump up with plenty of room to spare. Apparently you cant jump high enough to get onto the spire (mountain) on badlands either.

A few people think it's got something to do with the splash damage update they released. Either way it better be fixed soon!

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Yeah, I think it is just ignoring your crouch, so you just do a normal rocket jump without the crouch being taken into account. Quite funny in our 6v6 matches, our soldiers were having a hard time :D

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A few people think it's got something to do with the splash damage update they released. Either way it better be fixed soon!

I think it has something to do with the demo sticky jump fix. Before soldiers were messed up, Demo's were taking more damage from their stickies and therefore getting launched much farther. I have a feeling they just did a quick fix and lowered a self-damage multiplier or something, forgetting entirely about the soldier and therefore the soldier also takes less self-damage and cannot travel as far or high due to it.

Either way hopefully we will see a fix for it today, Soldier is one of my most recent classes I have started playing (only played Scout or Pyro for the first few months after I got the game, finally started expanding by going Soldier) and now with nearly as many hours on soldier as I have on pyro (about half the time I have on scout) I cant imagine how competitive play has dealt with this seemingly accidental nerf considering soldiers are used for their mobility and damage output (and general versatility).

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In case you haven't had the chance to enjoy these outrageous losing animations. :D

Personal favourites are the spy's facepalm and the pyro's... well... feminine stance. :p

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