Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Added "Custom" tab to the server browser
Servers can now specify metatags describing the custom rules they've adopted
Players can use tag filtering to find servers running the custom rules they want to play
Added options for servers who want to become custom games: Disable critical hits (tf_weapon_criticals), eliminate respawn times (mp_disable_respawn_times), and raise maxplayers above 24
Initial release of Tournament mode (mp_tournament)
UI for handling team naming, ready mode, and win results
Disables team player limits, autobalancing, and intermission
Class balancing
Reduced Soldier's maximum rocket reserve ammo from 36 to 16
Reduced Demoman's maximum sticky bomb reserve ammo from 30 to 16
Reduced Demoman's maximum grenade launcher reserve ammo from 40 to 24
General
Added protection against voice command spamming. Dramatic reduction in teleporters needed
Fixed mp_timelimit ending the map during the middle of a round on maps like Dustbowl and GravelPit
Fixed "lastdisguise" command not remembering if you were disguised as your own team
Added "Toggle Disguise Team" binding in Options->Keyboard to toggle the disguise team for the Spy's PDA
Changed PDA menus to accept keys bound to "slot1", "slot2", etc., and "slot10" cancels
Fixed Spectator targetID not using team colors
Changed team autobalance code to not balance the teams when the active round timer shows less than 60 seconds
Fixed "-maxplayers" on the command line not correctly setting the maxplayers value for the server
Fixed Badlands never having Sudden Death triggered
Fixed Engineer being able to detonate buildings that are being sapped
Changed Engineer buildings to detonate when a player disconnects instead of blinking out
Fixed potential client crash for players being healed by a Medic or dispenser
Made several improvements to server-side stat reporting (not related to individual player stats)
Personally, I welcome it and support the changes.
The Steam forums are full of whiners complaining that the Soldier and Demo "nerfs" have "ruined the game".
I don't think there'll be that much struggle for ammo. Primarily, it will reduce Demo/rocket spam, which I am fine with. I play Demo a lot and felt it was somewhat overpowered. Same applies to Soldier really.
I like how it actually makes dispensers even more important. There's now much more incentive for engineers to build dispensers in forward-thinking locations. People complaining its hard on the defense, but seriously, how often is there no dispeners around?
Besides, the amount of ammo you can get from weapon drops anyway means I don't think you're going to be struggling for ammo all the time at all. It just means you cant sit in one place and keep spamming a zone with bombs/rockets.
What are your thoughts, TF2 players?