July 1, 2008, 2:00 pm - Jason Ruymen - Product Update
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2
Fixed backburner's flame critical hits not being recalculated after collision. This meant that it would check if the target was looking away once and after that the flame could score a critical hit again even if the orientation changed
Added back some damage falloff to the Pyro's flamethrower. Not nearly as extreme as it was before the Pyro class pack
Fixed bug that caused Demomen to take a small amount of extra damage from their own grenades and fly farther using them
Fixed spy getting stuck in players after removing his disguise
Fixed spy stabbing and being able to go invisible instantly
Fixed spy disguised as enemy medic being able to spam voice commands
Fixed buffed health not decaying properly after being healed by a dispenser
Selectable menus can now be operated with number keys even if they are not bound to slot1, slot2, etc.
Removed the remaining speed adjustments for carrying intelligence (a couple of game modes still reduced your maxspeed)
Fixed a buildable item placement bug where the object would not rotate after the user tried to place in an invalid location
I would like to say that I am excited, but that does not transfer the sheer anticipation I am feeling.
Awesome. They seem to be finally starting to really move through the classes. Almost like they have a better handle on what needs to be done and how to then get it done in a fairly reasonable time frame.
I'm on a bit of a TF2 haitus at the moment. I haven't lost that itch, no worries. I've just got a lot of work on my plate at the moment.
In a month I'm going to LA for the ACM SIGGRAPH conference. I working of a lot of animation work, mostly VFX, so I can update my reel and have a strong presence at the conference.
I'll keep you all updated, and I'll need a TF2 break sooner or later.
Let's do a quick comparison, medic updates vs pyro updates.
Stock weapons: Medic gets nothing, pyro gets the compressed air blast.
Primary weapon upgrade: Medic gets 100% crits after a charge, but no invincibility; pyro gets a weapon that gets 100% crits from behind and had a health boost.
Secondary weapon upgrade: Medic gets a gun that adds 3 health for every hit, but has no crits; pyro gets a long-range weapon to replace the shotty.
Tertiary weapon upgrade: Medic gets a saw that fires 20% slower and causes less damage, but builds 25% uber if it hits a target; pyro gets an axe that is a guaranteed crit if the subject's on fire.
Pyro's secondary weapon upgrade was pretty meh, but you got a default upgrade AND the backburner and axtinguisher, which far outweigh the medic's, imo. 100% crits from behind didn't need the extra health TOO. That said, I didn't mind the extra (mostly because I didn't notice it, I suppose), but I don't OMGWTFHATE them for removing it.
I thought the extra health was unnecessary as well. It's just too strong of a combo without the drawbacks that you would find in the medic update. Maybe there will be fewer pyros now, which should make weezer happy.
Comments
Quoted for awesomeness.
Re-quoted for re-awesomeness.
Freaking Zebie had 54 points in a round as a pyro today. What a whore.
:wow:
Team Fortress 2 Update Released
July 1, 2008, 2:00 pm - Jason Ruymen - Product Update
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2
http://www.shacknews.com/onearticle.x/53419
I would like to say that I am excited, but that does not transfer the sheer anticipation I am feeling.
Awesome. They seem to be finally starting to really move through the classes. Almost like they have a better handle on what needs to be done and how to then get it done in a fairly reasonable time frame.
As for the Heavy updates, AWESOME. I cant wait. And yes, there will be more stabs for Weezer!
Here's to hoping the unlockable melee weapon is brass knuckles.
And a baby launcher.
Here's a really cool website I came across. Funny pic too.
Some cool TF2 stuff.
In a month I'm going to LA for the ACM SIGGRAPH conference. I working of a lot of animation work, mostly VFX, so I can update my reel and have a strong presence at the conference.
I'll keep you all updated, and I'll need a TF2 break sooner or later.
couldnt agree more. the health bonus was the best "update" to the pyro.
Stock weapons: Medic gets nothing, pyro gets the compressed air blast.
Primary weapon upgrade: Medic gets 100% crits after a charge, but no invincibility; pyro gets a weapon that gets 100% crits from behind and had a health boost.
Secondary weapon upgrade: Medic gets a gun that adds 3 health for every hit, but has no crits; pyro gets a long-range weapon to replace the shotty.
Tertiary weapon upgrade: Medic gets a saw that fires 20% slower and causes less damage, but builds 25% uber if it hits a target; pyro gets an axe that is a guaranteed crit if the subject's on fire.
Pyro's secondary weapon upgrade was pretty meh, but you got a default upgrade AND the backburner and axtinguisher, which far outweigh the medic's, imo. 100% crits from behind didn't need the extra health TOO. That said, I didn't mind the extra (mostly because I didn't notice it, I suppose), but I don't OMGWTFHATE them for removing it.
Pyro's are great, but 5 on a team is teh suck.