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Author Topic: TF2 Update  (Read 22927 times)
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Teatime


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Still rubbish after all these years


WWW
« on: January 06, 2010, 10:57:10 PM »

January 6, 2010

Server Browser (for TF2 and DoD:S)
Added a client-side server blacklist
Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range
Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)

Balance changes
Reduced the health penalty on The Sandman
The Force-A-Nature knockback on target now
   Only applies to hits that deal more than 30 damage and are in close range
   Factors in the firer's angle of attack when determining the knockback direction
   Has less of an effect on grounded targets
The Dead Ringer now
   Reduces cloak to 40% when uncloaking early
   Has a 35% cap on the amount of cloak it can gain from an ammo pack
   Has a quieter de-cloak sound


Changes / Fixes
Fixed a performance & stability issue with AMD processors
Improved the stability of the game server -> item backend connection
Fixed a rare server crash related to dispensers
Added min/max values to viewmodel_fov convar to match the settings in the slider
Reduced the number of moons in ctf_doublecross, sadly  Shocked
Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content
Fixed a crash related to sv_pure and the wireframe_dx6 shader
Players can no longer shoot while stunned
Fixed a bug that caused movement speed reductions to not work on stunned players
Soldier Rage bar no longer resets when touching a resupply cabinet

Achievement fixes
Fixed the "Second Eye" Demoman achievement
Fixed a bug in the "Play Doctor" Medic achievement
Changed the requirements for the "Medals of Honor" Soldier achievement
Updated description for the "Blind Fire" Demoman achievement to better explain the requirements
Fixed an issue that affected several achievements requiring the use of the Equalizer

Community requests
Added "skip_next_map" server ConCommand to skip the next map in the map cycle
Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu
Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution
Added a "show_htmlpage" command to allow server operators to display custom web pages to clients

Changes to the TF Bots
In KOTH mode, Bots are now
   More likely to roam around and hunt enemies if there is lots of time left
   Become more likely to push for the point as time runs down, or their teammates start to capture it
Medic bots now
   Opportunistically "overheal" nearby friends when they can
   Prioritize healing of injured nearby friends more
   Don't focus on Heavies quite so exclusively
   Don't spam their Medigun continuously at round start
   Won't choose cover far below their heal target so much (koth_nucleus)
   Fight back with their syringe-gun appropriately
Various improvements to combat behaviors
General bot improvements
   They no longer stand still on the point when capturing or defending it
   They choose more varied routes now
   They choose better defensive spots around captured points
   They fall back to another weapon when they entirely run out of ammo
   They adjust their FOV when using zoomed in sniper scope
   They treat in-range Sentries as the most dangerous threat
   They fire their weapons is more realistic bursts
   Engineers use their shotgun properly
Added a "virtual mousepad" concept to rework how bots track enemy players
   They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"
   After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"
   Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge
   Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues
Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue
Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag
Added more bot names as suggested by the TF community



Reminds me that I haven't tested the bots yet
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CruelCow
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Move along. Nobody suspicious is here.


« Reply #1 on: January 06, 2010, 11:02:03 PM »

Hmm, dead ringer rebalanced, gotta test that.

About everything else: HELL YEAH!
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Hzza
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« Reply #2 on: January 06, 2010, 11:03:25 PM »

God damn, another Sandman/FaN fix! Just get shot of them and be done with it!
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Power


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I like... babies?


« Reply #3 on: January 06, 2010, 11:04:48 PM »

Some interesting changes in there.

Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu

*bing* *bing*   *bingbingbing* must be fun to play with this on as a heavy or a pyro.
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CruelCow
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Move along. Nobody suspicious is here.


« Reply #4 on: January 06, 2010, 11:06:49 PM »

Satisfying is probably the better word Wink
UT04's TAM had such a great sound for headshot, the damage you dealt through it got secondary Cheesy
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scroggage
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« Reply #5 on: January 06, 2010, 11:12:08 PM »

Dead Ringer sounds like it's been nerfed beyond usefulness.... unless the decloak sound is proper quiet.

I've been enjoying the Cloak and Dagger recently at any rate, so you can probably say goodbye to undead Scroggage.
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hawt!
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« Reply #6 on: January 06, 2010, 11:24:21 PM »

WUT HAZ HAPPENED TO MY DEAD RINGER

CURSE YOU VALVE
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Tommy the Cat
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« Reply #7 on: January 06, 2010, 11:37:02 PM »

God damn, another Sandman/FaN fix! Just get shot of them and be done with it!
Something that flashes up NOOB with every shot made by them would be good.
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« Reply #8 on: January 06, 2010, 11:40:21 PM »

God damn, another Sandman/FaN fix! Just get shot of them and be done with it!
Something that flashes up NOOB with every shot made by them would be good.
Heeeeeyyyyy! Sad
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Officer Dibble
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« Reply #9 on: January 07, 2010, 12:06:07 AM »

Dead Ringer sounds like it's been nerfed beyond usefulness.... unless the decloak sound is proper quiet.

I've been enjoying the Cloak and Dagger recently at any rate, so you can probably say goodbye to undead Scroggage.

Hallelujah!
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hawt!
Guest
« Reply #10 on: January 07, 2010, 12:19:42 AM »

Dead Ringer sounds like it's been nerfed beyond usefulness.... unless the decloak sound is proper quiet.

I've been enjoying the Cloak and Dagger recently at any rate, so you can probably say goodbye to undead Scroggage.

 You disappoint me Scroggage
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scroggage
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« Reply #11 on: January 07, 2010, 12:53:16 AM »

Dead Ringer sounds like it's been nerfed beyond usefulness.... unless the decloak sound is proper quiet.

I've been enjoying the Cloak and Dagger recently at any rate, so you can probably say goodbye to undead Scroggage.

 You disappoint me Scroggage
Hehe. It's surprising how much fun being an invisible spy is after using the Dead Ringer for a while. And just as effective.

I've tested the "new" DR and have found that the sound is exactly the same as the old one... so all they've done is nerf it. Spies can now be killed again as long as you know where they're going during DR time because they can't recharge the cloak instantly with a metal pack.
You'll always have around 2 seconds to kill them, minimum. Which is more than enough.

Personally I would have just taken away the cloaked damage reduction (After first hit) and made the uncloak silent. But there you go.
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egg



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« Reply #12 on: January 07, 2010, 01:37:51 AM »

C&D is awesome....

Because everyone expects spies to have DR, being permanently invisible is alot better way to escape if found out.
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LtMama
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Meow?


« Reply #13 on: January 07, 2010, 02:23:16 AM »

I <3 this update.

In pub play, DR pisses me off, this is quite a hefty nerf for it. And as a career scout, means I can be more effective at chasing down DR spys and finishing them off, even if they do manage to get the ammo. 35% of the ammo does seem a bit harsh though. maybe 50-60% would be fairer, means if I've chased them down well, I have a good chance of finishing them, but if I'm "late" they have time to refill the their DR. Haven't played in a while so will see how this plays out when I get back.

Secondly, the FaN...oh how I hate the FaN...I approve of this nerf so hard it's unreal. The hp increase for sandman users doesn't bother me too much cos the sandman is so nerfed now that it isn't really that much of a threat anymore.
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scroggage
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« Reply #14 on: January 07, 2010, 02:34:21 AM »

Mama, if there was a 50-60% cap on it, you'd still be able to recharge to full (or pretty much full) after decloaking and going down to 40%... meaning you've essentially got the same watch as before, provided you don't stay cloaked for too long. I think this is an acceptable nerf (if they actually fix the fact the sound hasn't changed at all)

I also hate the FaN and endorse its slow demise.

The Sandman is beyond a joke now, it should just be taken out and replaced with something better thought-out. Also, please oh please Valve reconsider the Bonk drink... it really is ridiculously useless.
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