Random Browser Ga... | [12] |
New monitor | [5] |
Whats up | [3] |
Whispers Guide To... | [1] |
upcoming changes
|
|
agrippa |
Posted on 24-01-2008 14:17
|
Posts: 367 Joined: 03.01.08 |
hopefully they will take the oppertunity to fix a few things as well. Facestabs, pathfinding with teleporters on inclines, a few maps still have clipping problems that are exploitable etc |
|
|
Ramini |
Posted on 24-01-2008 16:25
|
Posts: 340 Joined: 18.01.08 |
Yeah the huge outcries at the start about lack of radar and friendly fire, both would have made the spy class a whole lot different. Headshots I find it a bit silly that the stats tracker counts them for everyone but that would make it too much like CSS. And how exactly do you get a headshot with a grenade? |
|
|
militant camel |
Posted on 24-01-2008 21:18
|
Posts: 131 Joined: 06.01.08 |
Some new official maps will be good, getting a wee bit bored of some of the existing ones. |
|
|
Zap |
Posted on 25-01-2008 08:56
|
Posts: 399 Joined: 27.11.07 |
http://forums.steampowered.com/forums...p?t=647086 here is some more info so there'll soon be some tweaks for the soldier, but also the demoman and not forgetting that the pyro will be better against anengi hiding behind his sentry gun :uhoh: |
|
|
Ramini |
Posted on 25-01-2008 13:06
|
Posts: 340 Joined: 18.01.08 |
Pyros already massacre me and a level 2 sentry if they've got a medic healing them When I'm medic I tend to prefer pyros to heal unless the enemy is dug in with 2 or more level 3 sentries since they can not only kill loads of enemies but cause panic with their flames. If someone's set on fire they leg it for a health pack. I agree that 3 melee weapons is pointless but the melee weapon for all classes is meant to be a novelty and the shotgun is shared with most classes. The pyro also seems to be able to run down most classes... only thing I would suggest to change them is have burn do loads of damage at the start and slowly decrease as flames disappear. That way you'll get more kills before someone reaches a medikit, the burn damage will be even greater while you're spraying someone and the chaos will remain without having people moan about their damage more. Maybe the unlockables will add new functions to the pyro though. |
|
|
Megalomania |
Posted on 25-01-2008 16:50
|
Posts: 164 Joined: 07.10.07 |
Pyro definitely needs reworking... but I agree with Ramini they're already too effective against sentries and their engis.
|
|
|
Tim |
Posted on 25-01-2008 23:12
|
Posts: 130 Joined: 17.11.07 |
UPDATE! CTF_Well is out!!!!!!!!!!!!!!!!!!!!!!! changelog Quote Added new capture the flag map CTF_Well Added Spanish map descriptions Added new option to auto-save a scoreboard screenshot at the end of a map to the Multiplayer->Advanced dialog Added more particle optimizations for mid range and low end hardware Updated CP_GravelPit to fix all known exploits and changed the scoring method to score per capture rather than per round Updated "nextlevel" CVAR to trigger a changelevel at the end of the current round (not mini-round) Fixed SourceTV demo recording problem Fixed mp_stalemate_enable not preventing Sudden Death mode on some maps Fixed a couple cases where player stats were not being recorded correctly Fixed some log entries being truncated Fixed crash caused by trying to import a custom player spray Removed the "Reset Stats" button from the Player Stats screen Edited by Clever Idiot on 25-01-2008 23:14 |
|
|
Zap |
Posted on 25-01-2008 23:30
|
Posts: 399 Joined: 27.11.07 |
nice, should we add this to the server?
Edited by Zap on 25-01-2008 23:30 |
|
|
Tim |
Posted on 25-01-2008 23:33
|
Posts: 130 Joined: 17.11.07 |
it's already up! thanks free! |
|
|
Zap |
Posted on 25-01-2008 23:34
|
Posts: 399 Joined: 27.11.07 |
omg that was fast
|
|
|
jem58 |
Posted on 26-01-2008 00:26
|
Posts: 244 Joined: 10.01.08 |
Well seems pretty huge for ctf. It works really well though, and the number of routes around well mean things probably wont get that stalematey. It's going to be confusing going from one version to the other though with the slight differences |
|
|
Tim |
Posted on 26-01-2008 00:30
|
Posts: 130 Joined: 17.11.07 |
Yeah, I love it, works nicely. Think there'll be big battles for control of the centre, so that engineers can set up teleporters and sentries in preparation for a main attack on the intel. Great stuff. |
|
|
MESER |
Posted on 26-01-2008 02:48
|
Posts: 278 Joined: 18.11.07 |
when i first started beta testing tf2 there were alot of pyros and saw alot of negative comments on persistantly using pyro or too many and same when xmas noobs started ( we were all noobs once ). but there is skill to using pyro which comes with experience, pounce attack hiding behind enemy lines etc and ofcourse makes everyfucker run when ubered and when playing against experienced players healing all burn victims evenly and rapidly cancelling kill assist they get no points for alighting the whole team and causing massive upset and delaying their progress like alot of the classes solo efforts i like to see rewards for all in these hard to stat record situations. atleast we dont have class or weapon restrictions like that so became the norm soon after css release so many years ago (i feel old) maybe we could pre dertermine the fixes upgrades that will still remain class balanced. One i thought of through playing medic ( who me play med ) is when you have managed to charge a uber with out being backstabbed or crit'd is to use it as a weapon decreasing enemys hp at same decrease of charge only minor but could be effective and makes heal hose a weapon only in uber mode, as in bf2 when you could paddle charge to shock enemys to death. |
|
|
jem58 |
Posted on 26-01-2008 11:12
|
Posts: 244 Joined: 10.01.08 |
meser thats an cool idea, using the mediray to sap health instead while you're locked onto the person. And if you ubered with the deathray then you'd just have to run around frantically locking onto people lol. You'd probably get even more suicidal medics than you already find though |
|
|
militant camel |
Posted on 05-02-2008 20:30
|
Posts: 131 Joined: 06.01.08 |
Goldrush out within the month. http://www.eurogamer.net/article.php?...e_id=92074 |
|
|
Cold |
Posted on 07-02-2008 18:12
|
Posts: 774 Joined: 28.08.06 |
am i sorted out as an 'admin' on tf2? if there is such a thing... |
|
|
Clever Idiot |
Posted on 08-02-2008 02:19
|
Posts: 538 Joined: 30.07.06 |
sadly no , sick will have to do it , ive reformatted and lost all my admin bookmarks |
|
|
Tim |
Posted on 13-02-2008 23:19
|
Posts: 130 Joined: 17.11.07 |
Quote Updates coming tomorrow, guys! Exciting! New map, Badlands! Source Engine Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly Optimized some particle systems to improve performance on some hardware configurations Player stats are now sent up as they change, rather than when the player dies Improved playback of sub-frame sounds Fixed a crash caused by alt-tabs during map load Eliminated unnecessary temporary memory allocation in scenefilecache Team Fortress 2 Badlands released Changes to Dustbowl Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip Fixed a gap behind stage 1, cap 1 house Fixed a high perch on stage1 cap1 house roof Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier) Fixed a few places where rockets/demoman pipes could pass through non-solid models Sealed up a gap over stage1 lower startgate Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them Changes to Capture the Flag Well Fixed trains not starting on map spawn Removed cap association from red spawns that were spamming console Changes to Granary Removed spawn timing advantage from the middle (from -3 to 0) Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe) Fixed a few places where players could get stuck between containers and silos Adjusted playerclips on red container that made it appear like players were floating Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events Added flamethrower "sizzle" sound when the Pyro is hitting a target Updated explosion debris to be a bit darker Fixed idle players not being kicked from the server if mp_allowspectators was set to 0 Added ctf_well to the default mapcycle.txt file Added ctf_well to the default motd.txt file Fixed floor tile material type Fixed some weapon damage info missing from TF2 game stats Made some small changes to the Demoman viewmodel that were causing performance problems Added exec'ing a .cfg file on the client when you select a class to play. Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions. Added server log entry for buildings destroyed by their owner Fixed sentry gun shadows being clipped Updated glass material SourceTV SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it Fixed Pyro's flamethrower flames not showing up in SourceTV Edited by Clever Idiot on 14-02-2008 00:39 |
|
|
jem58 |
Posted on 14-02-2008 00:00
|
Posts: 244 Joined: 10.01.08 |
Sounds awesome. I was just thinking, the changes in respawn times for granary would have helped us a hell of a lot if they'd introduced them like a fortnight ago lol. |
|
|
Clever Idiot |
Posted on 14-02-2008 02:12
|
Posts: 538 Joined: 30.07.06 |
Quote One of the things that customers have been consistently requesting from us a better method of finding game servers with the specific settings that they like. Some players want servers with friendly-fire on, or TF2 birthday mode, or 24/7 Dustbowl, and so on. Other players specifically want none of these, asking us how they can find servers with no changes. At the same time, we've watched as server operators have increasingly filled out their server names with descriptions of their custom settings. We've been working on a solution to these problems that we hope will make sense, solving the player's desire to search for specific settings, and the server operator's desire to have better descriptive tools for their server. The concept is similar to web page metatags, where server operators can specify descriptive tags in any manner, and clients can search for servers by specifying the tags they're interested in. Some tags are automatically filled in, based on server convars. For example, in TF2 we've removed the restrictions on a variety of server options (like friendly fire & respawn wave times), and now the tag system will automatically add a tag when they're changed, so that customers who want to play on these servers can easily find them. Click here: http://www.steamg...erTags.jpg for a screenshot of the new server browser interface that players will have. As you can see, we've put a new tab onto it called "Custom". Servers with tags will appear in this list, where the player can specify a list of tags they're interested in. The "Add Common Tags" button will give them a list of the top 20 tags in use across all the servers, so they're able to easily choose the popular tags. Untagged servers will show up in the old Internet games list. Jason Quote I should also point out that we're planning on releasing this to you guys first, with clients having to opt-in to a beta to see the custom UI. Jason right click icon setting > account > opt into beta > restart Edited by Clever Idiot on 14-02-2008 02:14 |
|
Jump to Forum |