Team Fortress 2 Classless update

My TF2 is broke. :(

Every time I join a server I get disconnected 20 seconds later (box in the top right saying "connection problems" then counts down from 30). It used to only happen with every 4-5 servers I joined but now it happens with all of them. :/

I had this problem then I remembered its the router I changed the IP of the machine and forgot to remap the steam games profile to it (which is a set of 3 ranges of inbuilt port forwarding).
 
They nerfed the FaN :<<<<<<<<

Do not swear!!

Not sure about the new sandman forfeit, rather than losing double jump you lose 30 max hp...

Hmm so thats..95hp? not sure could be bad, but double jump?

Will have to give it a go.
 
I see they have also added in a misc item slot for medals, I was hoping they would be drops or for special achievments but from what i was told 11111 have been given out to those who go to the hidden link on the tf2 website, meaning mostly the US since the website is updated according to the US timezones.

If medals are only given to the fastest people to find a hidden link on a website (and their friends who have been told where to find it), then it is bit of a pathetic system tbh.
 
New Content:
Added King Of The Hill game mode.
Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them.
Added lots of new hats.
Added koth_Viaduct.
Added ctf_Sawmill
Added community map Arena_Offblast
Added community map Cp_Yukon
Additions / Changes:
Added "Auto Reload" option to the multiplayer advanced options.
Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.
Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.
Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.
Significantly reduced the amount of network traffic being sent.
Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.
Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).
Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps.
Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating.
Added an "Inspect" key that allows you to look at items being carried by your team mates.
Backpack improvements:
- Added drag & drop to move items around. Item positions are maintained on the backend.
- Added multi-select, allowing you to delete multiple items at once.
- Added a new key to the key binding page that opens your inventory directly to your backpack.
- Fixed mouseover panel being incorrectly position when the backpack first appears.

Cloaked Spies standing in valid backstab positions no longer raise their knife.
Added current map name and gametype to the bottom right of scoreboard.
Added class icons to tips on the loadout and loading screens.
Improved visuals around flags when they're being carried by a player.
Improved critboosted visuals, making it much clearer when an enemy has critboost.
Updated the loading panel to show the game type under the map name during level transition.
In-game chat dialog now supports full Unicode characters.
Added BLU main menu background.
Added response caching for some server queries to help reduce the CPU load from DOS attacks.
Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.
Map Changes:
Update PLR_Pipeline
- Increased the starting advantage in the third round if a team has won the first two rounds.
- Fixed carts not continuing to the second round if they're capped at the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in the first round.
- Fixed being able to open the doors in the first round before the setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the map boundaries.
- Fixed other minor bugs and exploits.

Update Arena_Sawmill
- Fixed DirectX8 bug where some models would not be visible.
- Fixed exploit with building teleporters outside of the map.

Updated CP_Granary
- Made a few changes to improve balance based on competitive community feedback.

Item Reworks:
The Force of Nature
- The enemy knockback now only `works in close range and behaves more like the Pyro's air blast.
- Enemies cannot be juggled by the FaN's effect.
- The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards.
- Knockback is now scaled by damage done.

The Sandman
- A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.
- Stunned players now take 75% of all incoming damage instead of 50%.
- Übercharged players can no longer be stunned.
- Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
- The minimum distance to stun a target has been reduced.
- The negative attribute has changed from "no double jump" to "-30 max health".

Fixes:
Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs.
Fixed an exploit that allowed players to work around sv_pure.
Particle files are now protected by sv_pure.
Fixed critboost effect getting stuck on when you die while critboosted.
Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players.
Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife.
Fixed an exploit where you could reload The Huntsman faster than intended.
Fixed Heavy "civilian" exploit.
Fixed a set of exploits using the DXSupport config files.
Fixed r_screenfademinsize and r_screenfademaxsize exploits.
Fixed sentries firing at a fully cloaked Spy if they're still the closest target.
Community requests:
Added a HUD element for hybrid CTF & CP maps.
- Supports 1 or 2 flags, and any number of CPs.
- Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it.

Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards.
Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
Added new "medic_death" event for server logs
Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
- healing is the amount the Medic healed in that life
- ubercharge (1/0) is whether they died with a full charge

Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it.
 
Hmm a bit annoying how they removed:
Übercharged players can no longer be stunned from the sandman, so you can no longer stun an ubered enemy, damn thats a bit of fun gone!
 
My TF2 is broke. :(

Every time I join a server I get disconnected 20 seconds later (box in the top right saying "connection problems" then counts down from 30). It used to only happen with every 4-5 servers I joined but now it happens with all of them. :/

You with o2 or BeBroadband or have a router like this?

Command Prompt>Telnet 192.168.1.254 (I think), User+Password (If O2 Username is SuperUser Password is O2Br0ad64nd ) type connection bindlist look for a line that says GAME(UDP) then type Connection Unbind Application=GAME(UDP) port=27010-27011 (Or whatever ports are shown in your list.

Then go try. Works perfectly for me. Occasionally have to redo it if my router resets.

Edit.

The TF2 Update list doesn't list everything. The Force a Nature now fires 50% faster instead of 60%, has -10% damage rather than -25%, and has 20% more bullets per shot rather than 25%. Sandman actually reduces health by 30, not 25 like the list says. With Sandman equipped throwing the ball is done by secondary fire so you can still primary fire to melee.

Edit 2.

Phal's post says The Sandman reduces health by 30. In my update list it says 25. Maybe they altered it just before he got updated; I got it almost immediately as it was released.
 
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You with o2 or BeBroadband or have a router like this?

Command Prompt>Telnet 192.168.1.254 (I think), User+Password (If O2 Username is SuperUser Password is O2Br0ad64nd ) type connection bindlist look for a line that says GAME(UDP) then type Connection Unbind Application=GAME(UDP) port=27010-27011 (Or whatever ports are shown in your list.

Then go try. Works perfectly for me. Occasionally have to redo it if my router resets.

Edit.

The TF2 Update list doesn't list everything. The Force a Nature now fires 50% faster instead of 60%, has -10% damage rather than -25%, and has 20% more bullets per shot rather than 25%. Sandman actually reduces health by 30, not 25 like the list says. With Sandman equipped throwing the ball is done by secondary fire so you can still primary fire to melee.

Edit 2.

Phal's post says The Sandman reduces health by 30. In my update list it says 25. Maybe they altered it just before he got updated; I got it almost immediately as it was released.

Yeah, I have Be. Thanks, I'll try that. :)
 
Woo! Now I can sap TWO tele's at once :p

Yes, but now the ENG can remove the sapper at the entrance just by hitting the exit. meaning now spies cant sneak to the main spawn and take out the entrance as the ENG at the exit will just keep it sapper free.
 
Yes, but now the ENG can remove the sapper at the entrance just by hitting the exit. meaning now spies cant sneak to the main spawn and take out the entrance as the ENG at the exit will just keep it sapper free.

Also means spam. A spy can go to the enemy team's base and just spam sappers on the tele for points, cus the Engie is gonna keep knocking them off.
 
Yes, but now the ENG can remove the sapper at the entrance just by hitting the exit. meaning now spies cant sneak to the main spawn and take out the entrance as the ENG at the exit will just keep it sapper free.

very good addition imo, but the spy can still spam the entrance, gives the engie a change to ask someone else to kill the spy
 
Unless the exit is near the dispenser it might be hard for the engy to keep up :P

Then again, if the entrance is outside the spawn it increases the likelyhood of someone spawning and coming out of their spawn and finding a spy there lol
 
The spy cant spam the entrance with sappers for long or someone will spawn and kill him. And if you sap the entrance and run like you used to be able to do, it will just get de-sapped from the other side. Rather than spamming saps you may as well just shoot the damn thing :P
 
The sapper thing sounds interesting, what happens if they just damage the teleporter with weapons, would you still be able to repair it from the other side of the tele?
 
Also means spam. A spy can go to the enemy team's base and just spam sappers on the tele for points.

Just how long will the average spy last with constant Tele entrance zapper spam with people coming out spawn to use Tele, not very long at all imo.
 
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