New TF2 Update

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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?
 
mine updated last night - took ages [assumed servers were busy] so i played portal until it completed

i did notice a massive increase in speed in connecting to my fav servers

but didnt really have time to pick up on the details

hope the class balancing works better - didnt notice a difference last night as i was sniping ;)
 
The point was to reduce explosives spam. I really can't think of why anyone thinks there is a problem with scout ammo.


I do! spammy shotgun noobs!


bang bang bang bang bang bang reload bang reload bang reload bang reload bang......... till youre dead!

Whats the difference?





This update wont reduce spam, itll just make engineers get annoyed with Soldiers and Demomen who steal all the metal and empty their dispensers
 
I usually play as Medic so while the chances of getting hit with spam bombs/rockets should be reduced from an attacking point of view the players i'm healing will have reduced fire power so............swings and roundabouts
 
I wont change much, it will just mean people pay more attention to where the ammo refills are which will only **** off the engineers :|
 
Sounds intresting, I'm sure they've play tested this a lot. So it should play well.

The argument for scouts to have reduced ammo doesn't really stand up.
 
This update wont reduce spam, itll just make engineers get annoyed with Soldiers and Demomen who steal all the metal and empty their dispensers

Unlesss ive not read the patchnotes properly or missed something in a previous patch, people getting ammo and health from the dispenser dont reduce the amount of metal it has, only engineers do that.
 
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No but people will pickup the ammo crates laying around more often now and as an engi there is nothing more anoying than to see some random dude use a whole 200 metal crate jsut because he's a little low on ammo.

It won't stop spam imho. Any decent player will know exactly where and how far any dispensers or ammo crates are.
 
I do! spammy shotgun noobs!

bang bang bang bang bang bang reload bang reload bang reload bang reload bang......... till youre dead!

Whats the difference?

This update wont reduce spam, itll just make engineers get annoyed with Soldiers and Demomen who steal all the metal and empty their dispensers

Awww, Kids eh? :p

Welcome changes in my opinion- the explosive spamming is the only fault I have with TF2. It is nice to see Valve are recognising issues like this and (reasonably) swiftly making ammendments :)
 
i've got about 110 hours as a demoman and this update does'nt really change anything i just walk back two paces to the dispenser a little sooner while reloading then continue spamming, i like sitting just outside that door on dustbowl and nading anything that comes out even before the snipers on the walkway get a look-in, aaahahahaha :D
 
Awww, Kids eh? :p

Welcome changes in my opinion- the explosive spamming is the only fault I have with TF2. It is nice to see Valve are recognising issues like this and (reasonably) swiftly making ammendments :)


Awww kids?
 
Unlesss ive not read the patchnotes properly or missed something in a previous patch, people getting ammo and health from the dispenser dont reduce the amount of metal it has, only engineers do that.


Getting ammo from dispensers has always used metal from the dispenser :/

You can get health without using metal but ammo does use metal.
 
I actually like the changes, i think some of the steam forum whiners are forgeting to reload some of your ammo all you have to do is walk over a weapon or a piece of a destroyed deployable.

Initially there was a lot of spam in the game obviously coming from rocket and demo men, i think now it seems a bit more balanced. Anyone complaining about the changes clearly just relied on spam in the first place (ooh the skill).


One change id like to see is to do with engineers. If you help someone build a turret up why don't you get points for any kills it makes? Sort of makes sense to me if the medic gets points while healing a heavy whos killing people.
 
One change id like to see is to do with engineers. If you help someone build a turret up why don't you get points for any kills it makes? Sort of makes sense to me if the medic gets points while healing a heavy whos killing people.

Yeah or if you save it from death by repairing it whilst it is under heavy attack or remove a sapper.
 
Yeah or if you save it from death by repairing it whilst it is under heavy attack.

Yup, lost count of the amount of times ive done that, when im on engineer duty im flying around between turrets and dispensers trying to keep them up and running.

One other thing ive noticed is it seems that not that many people know that wrenching a deployable when its buiilding makes it build faster. Valve might want to put in some sort of hint pointing towards that.
 
One other thing ive noticed is it seems that not that many people know that wrenching a deployable when its buiilding makes it build faster. Valve might want to put in some sort of hint pointing towards that.

Yeah, I didn't find out about that until December, 3 months after it's release but it does give a huge speed boost compared to normal build times and with 2 engineers it gets super fast. The way I found out was through voice comms, a engineer who had just buit a dispenser said 'hey can you beat on my dispenser?' and I said 'what?' and he then explained that it helps it buld faster, even the PDF that you can view about turrets supplied with TF2 mentions nothing about it.
 
Yeah or if you save it from death by repairing it whilst it is under heavy attack or remove a sapper.

Thats a good idea.

Soldier and Demo are one of the least played so don't make that much difference to me as a class choice. Reduction in reserve is quite high. Be interesting to see how it affects game play.

Sniper machine gun IMO, is useless.
 
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