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[PC] GFF Team Fortress 2 Crew!
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RacinReaver
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Old Feb 4, 2009, 04:14 AM Local time: Feb 4, 2009, 02:14 AM #26 of 255
Has anyone played around with the new changes to the Heavy? I've been busy the past few days and haven't gotten to see what they're like yet.

Also, while browsing around the TF2 website, I hit this article on their blog that described info on the medigun that I had wondered about and never actually knew the mechanics behind: Team Fortress 2

Quote:
The rate of healing actually ramps up based on the amount of time since the heal target was last injured. If it's been greater than 10 seconds since the target was hurt, the heal rate is increased. The amount of increase ramps linearly up to 3 times the base heal rate at 15 seconds since the target was hurt. So if you're healing a target who's been hurt less than 10 seconds ago, you'll only be getting the base heal rate of 24 health a second. If the target was hurt 12.5 seconds ago, you'll be healing at 48 health a second. If the target hasn't been hurt for over 15 seconds, you'll be getting the maximum heal rate of 72 health a second.
Also, here's a changelist of what happened in the patch two days ago:

Quote:
New client features

* Added Viewmodel FOV slider to advanced multiplayer options
* Added a hide viewmodel option to advanced multiplayer options
* Added custom crosshair support
o Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab
o Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings
* Added "open_charinfo_direct" command that opens the loadout directly to the class you're currently playing
o Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it


New server features

* Added "tf_damage_disablespread" convar to disable the 25% damage spread on all damage
* Added class limit support to tournament mode
o Set the "tf_tournament_classlimit_X" convars to the max number of class X allowed
* Added "tf_tournament_hide_domination_icons" convar, that allows a tournament mode server to force clients not to display domination icons over their nemeses


Gameplay changes

* Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based:
o Base chance is now 2% (was 5%).
o Bonus range based on damage done changed from 0%-15% to 0%-10
o Damage range required for bonus changed from 0-1600 to 0-800
* Reduced random damage spread applied to all player damage from +-25% to +-10%
* Slight reduction (improvement) of the minigun's spread
* Increased flare direct hit damage from 20 to 30
* Rewrote Natascha's slowdown code to be more consistent
* Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits)
* Stealthed spies are no longer able to pickup the intelligence. They must uncloak first
* Increased soldier primary ammo count from 16 to 20


Bugfixes

* Fixed crash when running in tools mode
* Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" CON_COMMAND scripts to prevent clients issuing the commands
* Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values
* Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff)
* Fixed Medic UberCharge percentage in minimal-HUD mode


There's nowhere I can't reach.
RacinReaver
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Old Feb 19, 2009, 07:01 AM Local time: Feb 19, 2009, 05:01 AM #27 of 255
Scout patch info 2 was announced today. Apparently one new arena map with lots of large open vertical spaces and a CP map along the lines of gravelpit. I'm looking forward to the latter.

This thing is sticky, and I don't like it. I don't appreciate it.
RacinReaver
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Old Feb 24, 2009, 06:40 PM Local time: Feb 24, 2009, 04:40 PM #28 of 255
Team Fortress 2 - The Scout Update

New shotgun for the scout. Double-barreled and very slow reload. Apparently it will also launch you in crazy ways if you use it while jumping, so get ready for lots of map-breaking excitement when combined with the sandman.

It looks like they're also not linking achievements into unlockables now (check the bottom of the page). Apparently it's going to be timed unlocks where everyone in the game gets them at the same time.

Also, new dustbowl-style map (yes!) announced yesterday in addition to an update to fastlane.

Team Fortress 2 - The Scout Update

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RacinReaver
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Old Feb 25, 2009, 02:43 PM Local time: Feb 25, 2009, 12:43 PM #29 of 255
Haha, best voice actor ever.

Also, apparently the voting was to determine which weapons would be attached to 10, 15, and 20 achievements. Totally want to play tonight and just build SGs, play as pyro with the attention getter, or heavy it up.

I was speaking idiomatically.
RacinReaver
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Old May 13, 2009, 03:43 PM Local time: May 13, 2009, 01:43 PM #30 of 255
Also, for anyone that hasn't noticed.

Team Fortress 2 - The Sniper Update

What kind of toxic man-thing is happening now?
RacinReaver
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Old May 15, 2009, 11:05 AM Local time: May 15, 2009, 09:05 AM #31 of 255
New game mode look pretty crazy, definitely gonna be the best on 32 person servers. The shield thing for the sniper is interesting, though the achievement that's ELECTROCUTE 300000 SPIES will be ridiculous.

FELIPE NO
RacinReaver
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Old May 15, 2009, 07:06 PM Local time: May 15, 2009, 05:06 PM #32 of 255
OHSHI. Spy + Sniper update at the same time is going to be hilariously bad. I wonder if one of these is going to replace the spy's electrozapper. The feign death is also a rad feature I was missing from TFC.

What, you don't want my bikini-clad body?
RacinReaver
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Old May 21, 2009, 04:22 PM Local time: May 21, 2009, 02:22 PM #33 of 255
Jarate seems to not quite be an April Fool's joke. I'll be curious to see what the cool-down time is. Also, neat how you can't use it on yourself to put a fire out. Would also be an interesting tweak to make it so the damage boost also happened to your teammates when you use it on them to put a fire out.

Also, for anyone on here that doesn't already have TF2 and is reading this thread for unknown reasons, this weekend is free to play for anyone. Naturally they choose the worst time when everyone's going to be playing spy/sniper for shitty achievements, but it's still free!

Jam it back in, in the dark.
RacinReaver
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Old May 22, 2009, 02:47 PM Local time: May 22, 2009, 12:47 PM #34 of 255
No achievement servers for me and I have all the unlocks for pyro, heavy, and medic (still haven't managed any for scout since I'm lame and only play on dustbowl).

Also, since nobody posted it, here's the changes they put in with the new game. I'm going to bold the ones I find most exciting/interesting.

Quote:
New Maps:

# Added new map, Pipeline. Pipeline is the first map in a new game mode named payload race, which uses two carts in each map instead of only one like traditional payload maps
# Added new arena map Sawmill
# Added new arena map Nucleus
# Added new community payload map Hoodoo
# Updated Dustbowl to fix not being able to jump into the window in the first building of the second stage

Sniper Changes:

# Added new sniper rifle replacement, The Huntsman. Instead of a sniper rifle, you have a bow that allows you to move around faster while firing, and fire more quickly than the sniper rifle. Works better at medium range than the standard rifle
# Added new SMG replacement, Jarate. If thrown on an enemy they will take more damage for short period of time. Also extinguishes flames on yourself or allies
# Added new SMG replacement, The Razorback. Will protect you against a single spy backstab, and stun the spy for a short period of time. Comes with a 15% move speed penalty for the wearer
# Standard sniper rifle now shoots through friendly players
# Added 54 new Sniper voice lines
# Added 35 new Sniper achievements

Spy Changes:

# Added new revolver replacement, The Ambassador. First shot is very accurate and will cause a critical hit if it hits an enemy's head. Accuracy is poor for a period after that
# Added new watch replacement, the Dead Ringer. When armed, you will appear in all ways to die to the first damage you take from an enemy. You'll be cloaked for 8 second after taking this damage. Upon de-cloaking you'll make a loud, distinct sound
# Added new watch replacement, the Cloak and Dagger. Your cloak meter is only depleted when you move, so you can stay invisible indefinitely if you're standing still
# Spy name tags now show up properly when disguised as their own team
# Fixed a bug that would cause spectators to see disguise weapons incorrectly
# Fixed a bug where enemy spies disguised as friendly spies would have cigarettes that didn't burn
# Fixed a bug where overhealing disguised spies would show the wrong overhealing amount to the medic
# Made it more obvious on first person view model when your motion cloak is out of juice and you are partially visible
# Also made it more obvious on first person view model when you're bumped while cloaked
# Improved the way your disguise weapon is determined to make it clearer and fix a couple of rare issues
# Spies disguised as enemy spies now get a random mask to help complete the disguise, and their target id will be set appropriately
# Spies disguised as medics now have an Ubercharge: line in their disguise target info
# Spies outward facing "disguise health" now matches their disguise target when they first apply the disguise
# Spies can now pick up health kits for their "disguise health", even when uninjured
# Disguise UI doesn't show up in minimum UI mode (hud_minmode)
# Spies that disguise as a player using an unlockable now show that unlockable in hand
# Spies can now use enemy teleporters
# Added 70 new Spy voice lines
# Added 34 new Spy achievements

Scoreboard Changes:

# Dominations no longer get wiped when teams switch sides
# Dead players draw slightly darker in scoreboard
# Converted class labels to class icons
# All players now display the total number of people they are dominating

General Changes:

# You now find new and old items as you play, instead of through achievements
# A range of fetching hats are now available for each class.
# Fixed a bug that would cause the scout's ball to regenerate at inappropriate times
# Demomen can now detonate their stickies while taunting
# Flamethrower's air burst now extinguishes fire on friendly targets
# Grenades and rockets deflected by a pyro under the effects of Kritzkrieg will now be criticals
# The Heavy and Sniper now have new custom death animations
# Fixed payload HUD not updating properly if you join in the middle of a match and the cart isn't moving
# Engineer's dispensers now give 20%, 30%, or 40% of player's max_ammo (for each ammo type) on each use, based on the level of the dispenser
# Added -sillygibs commandline parameter which will allow the non-violent gibs to be enabled
# Added a new taunt for the Kritzkrieg, which also heals for 10 points
# Improved the deathcam camera handling used when a player plays a custom death animation
# Added missing chalkboard and serverbrowser images for community maps shipped in previous updates
# Removed "Final" from map names in the serverbrowser quick list

Servers Changes:

# Added "sv_allow_voice_from_file" convar, which defaults to 1. When set to 0, it'll prevent clients from using the "voice_inputfromfile" feature to broadcast wav files over voice
# Enabled "sv_allow_wait_command" convar, which defaults to 1. When set to 0, it'll prevent clients from using the "wait" command
So glad they turned off inputting sounds from .wav files. Now if only they'll do similar stuff for muting players and whatnot in L4D...

There's nowhere I can't reach.
RacinReaver
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Old Aug 15, 2009, 04:50 PM Local time: Aug 15, 2009, 02:50 PM #35 of 255
So notes on the new patch!

Quote:
# 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).


This thing is sticky, and I don't like it. I don't appreciate it.
RacinReaver
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Old Aug 17, 2009, 12:15 PM Local time: Aug 17, 2009, 10:15 AM #36 of 255
Yeah, I was pretty surprised they did that one. I'm pretty disappointed by their removal of methods for spy checking. Whenever I was wary I could always hit someone with my blautsauger to see if I got some health. I wonder if they made it so stabbing a spy with your ubersaw doesn't give you ubercharge?

I am a dolphin, do you want me on your body?
RacinReaver
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Old Sep 14, 2009, 02:42 PM Local time: Sep 14, 2009, 12:42 PM #37 of 255
Totally going to play some TF2 right now and wear my halo.

Then feeling crappy because I still haven't gotten any Scout unlocks.

I was speaking idiomatically.
RacinReaver
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Old Dec 11, 2009, 12:16 AM Local time: Dec 10, 2009, 10:16 PM #38 of 255
Patch came out with a whole bunch of special things the announcer lady says to you during warmup and at random points during the match when you're a demo/soldier. I played one round on Dustbowl where my team managed to stop the other team twice on the first point on the first stage and racked up eight kills for the demos and only died twice to soldiers. Playing as a soldier I got one or two kills without giving one up to a demo.

Also found the scout's hat!

What kind of toxic man-thing is happening now?
RacinReaver
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Old Dec 15, 2009, 12:55 PM Local time: Dec 15, 2009, 10:55 AM #39 of 255
The shield also gives resistance to fire and explosive damage, which should make it a little more interesting. Without stickies the demo is going to be a lot less useful against sentries, though, so I don't see myself using it a whole lot.

Edit: Also, demoman is a bit behind in the standings, and that's why their unlocks got revealed first. Be sure to check teamfortress.com out to read the two new comics they put up, too.

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RacinReaver
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Old Jan 6, 2010, 05:33 PM Local time: Jan 6, 2010, 03:33 PM #40 of 255
Jesus, those crafting recipes are bullshit.
3 weapons -> 1 scrap metal
3 scrap metal -> 1 reclaimed metal
3 reclaimed metal -> 1 refined metal
4 refined metals + 1 class token -> one hat

So you need 40 weapons to make one fucking hat?

Even just to make a specific gun you need a class token (4) + a slot token (4) + a piece of scrap metal (3)...eleven weapons!

Pretty much this whole thing is a giant waste of time unless they really up the drop rate. =\

What, you don't want my bikini-clad body?
RacinReaver
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Old Jan 7, 2010, 11:21 AM Local time: Jan 7, 2010, 09:21 AM #41 of 255
Whoops, forgot a factor of 3.

What bothers me about the crafting is that achievement_idle is now the most popular TF2 map and Valve seems pretty content about it. Why shouldn't they be? It makes it look like twice as many people are playing TF2 and for a heck of a lot more time. So these things that are supposed to be special, well, aren't. I mean, between the last two days I've played for around three hours and I got one item. From an achievement unlock. Prior to that I'd say I'm lucky if I find one item every two hours or so. So, if I were to play TF2 as a full time job for eight hours a day, it would take me 28 days to get one hat. That's what makes the system a bit absurd.



In TF2 update news, the buff banner now doesn't get reset when you hit a resupply cabinet.

I also found out if you go into the Advanced button under your Multiplayer menu they've added a ton of new options over the last few updates. I'm really liking the option where you have actual damage values pop up when you hurt someone. It's helped me figure out which weapon I should use at which distances and when it's worth possibly chasing someone down to kill them a few times now.

Jam it back in, in the dark.
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