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Team Fortress 2: Meet Your Match Update (Competitive Mode)

Crazy how the game is nearly a decade old and is still being updated with such a big update. Granted Valve hasn't really made all too many other titles since then.
 
One lucky class is going to get a full-fledged class pack in a future update! New weapons! New balancing! New achievements! It could be Heavy. Or it could be Pyro. But it's not gonna be both!

Here's how it works. The next time you start the game, you'll be asked to pick a side. (Choose wisely, because you only get to pick once.) From then on, every point you score in a Competitive or Casual match will count towards either Team Heavy or Team Pyro. Which class deserves it more? Vote with your bullets, and we will listen to those bullet-votes with our computers.

I guess that's more fair than trying to do it like the first War, but kinda boring.
 
Anyone know when the update goes live?

Also, someone on r/tf2 pointed this out, but on the scale at the end of the day 2 page, there are beans wearing sunglasses. Why would they be there, you ask?

Because they're cool beans. And cool beans is the same as neato.
 
I'm curious if the Vita-Saw, Sharpened Volcano Fragment and Sun on a Stick are included in those class boxes.

All three have unique stats, but due to issues, none of them have ever been sold on the store before.
 

fhqwhgads

Member
Anyone know when the update goes live?

Also, someone on r/tf2 pointed this out, but on the scale at the end of the day 2 page, there are beans wearing sunglasses. Why would they be there, you ask?

Because they're cool beans. And cool beans is the same as neato.
It'll be either later today or tomorrow, that's how it usually goes. They'll have a blog post to declare when the patch happens so everyone knows.
 
D

Deleted member 102362

Unconfirmed Member
I had a lot of fun with FLOOR_MASTER's TF2Lobby, but that was a long time ago. Hope this is a lot of fun for those who play it!

Also, it only took how many years and releases for Swiftwater to get officially in the game in some capacity?
 
I had a lot of fun with FLOOR_MASTER's TF2Lobby, but that was a long time ago. Hope this is a lot of fun for those who play it!

Also, it only took how many years and releases for Swiftwater to get officially in the game in some capacity?

Swiftwater's like 7 years old now, and I remember people asking for it get it in the game for pretty much that long.
 
D

Deleted member 102362

Unconfirmed Member
Swiftwater's like 7 years old now, and I remember people asking for it get it in the game for pretty much that long.
Next map on the server rotation: pl_swiftwater_final_rc_36b
 

Randdalf

Member
How did pl_cashworks never end up in an update, that map was huge Back in the Day.

It wasn't that good and had quite bad performance issues. I don't really think Swiftwater is that remarkable either, despite its enduring popularity. There are better custom PL maps out there, but I think its hard to get that kind of engagement in a map nowadays.
 

Guess Who

Banned
It wasn't that good and had quite bad performance issues. I don't really think Swiftwater is that remarkable either, despite its enduring popularity. There are better custom PL maps out there, but I think its hard to get that kind of engagement in a map nowadays.

I mean, the stuff in your first sentence has never stopped Valve before, haha.
 

Randdalf

Member
I mean, the stuff in your first sentence has never stopped Valve before, haha.

Totally. Some of the maps added have been... strange choices, and some in hindsight, have been bad choices. Steel is an awesome map though, they got that one spot on. I haven't played TF2 in the last few updates where they've added quite a few community maps for the contracts, so there's a bunch I haven't played too.
 
I played Gold Highlander Heavy several years ago.

That's why I'm qualified to say that Heavy is the most boring class. Team Pyro.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Update Live yet? I want my Disgaea items. >:|
 
The onslaught of insane bullshit is inevitable at this point and not worth getting annoyed about. Still worried about 2 things:
1. Optimization. Is it a hopeless dream?
2. So Valve servers are essentially gone? That is not exactly good news considering the limited selection of 24 player, standard respawn, standard rules and map modes servers.
 

Bluth54

Member
Patch notes:

We've released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3528598.

-Eric

------------------------------------------------------------

The Meet Your Match Update has arrived!
- Added Casual and Competitive Matchmaking modes
- Additional information available on the website ( http://www.teamfortress.com/meetyourmatch/ )
- Casual mode replaces Quickplay
- Added the Heavy vs. Pyro war
- Additional information available on the website ( http://www.teamfortress.com/meetyourmatch/war.php )
- 3 new community maps
- Sunshine
- Metalworks
- Swiftwater
- Added 3 new community taunts
- The Balloonibouncer (Pyro only)
- Disco Fever (Spy only)
- The Fubar Fanfare (Soldier only)
- Added 1 new official taunt
- The Carlton (Scout only)
- Added the Perfect Stranger crate

General
- Reworked the main menu
- All play-related buttons are now accessible by clicking the "Find a game" button
- Moved the Workshop and Replay buttons down the bottom group of mini-buttons
- Enemies killed by energy weapons now play a special sound as their body dissolves
- Improved stopwatch UI to help better communicate game state
- Added new sound vo files for Competitive Mode
- Added sounds to all attacks where the target player resisted a part of the damage
- Added Prinny promo items for purchasing Disgaea: Prinny Hat, Prinny Pouch, and Prinny Machete
- Added AsiaFortress Cup Mercenaries Cup Season 7 medals
- Added TF2Maps 72hr TF2Jam Summer Participant medal
- Added Random Acts of TF2 medals
- Added check to prevent players with P-REC loaded from participating in matchmaking
- Prevents P-REC crashing which results in players receiving abandon penalties
- Updated the Demo Support feature
- Added an option to only record matches that are played using Tournament mode (mp_tournament)
- Added an option to auto-delete matches that don't have any events recorded
- Fixed a bug where tickcount values were being noted incorrectly
- Options can be set using the Adv. Options menu
- Updated model/materials for the Bonk Boy, Dr's Dapper Topper, The Sole Saviors, and The Dark Falkirk Helm
- Updated the localization files
- PASS Time update
- No longer in Beta!
- New Items Available
- An Early Participation Pin will be awarded to everyone who played PASS Time during beta
- Two new achievements with item rewards
- Tune Merasmus's Multi-Dimensional Television
- Jackpot!
- Map Changes
- All maps are tweaked, polished, and out of beta
- Renamed pass_pinewood to pass_timberlodge
- Renamed pass_warehouse to pass_brickyard
- Added a new city-themed map, pass_district
- An updated pass_template for level designers will be released on http://www.escalation.com/news
- Game Mode Changes
- Changed the score limit from 3 to 5
- Tweaked various JACK throwing parameters
- Pack Running
- The JACK no longer heals the player carrying it
- A player carrying the JACK with no nearby teammates is marked for death
- Teammates near a player holding the JACK will be slowly healed, and can run as fast as the fastest nearby teammate
- JACK Power
- Passing the JACK increases a power meter
- The power meter will decay over time
- Filling the power meter unlocks a special goal worth extra points
- Art Changes
- New view model animations
- The HUD provides more information about goal type and status
- Player pips for Spies will reflect cloak and disguise status
- Misc Details
- Added cvar tf_passtime_scores_per_round
- Added tf_glow entity that can be used to enable the glow effect on any entity
- Updated trigger_passtime_ball FGD entry to hide unimplemented features, temporarily
- Spawnflag added to func_passtime_goal to indicate to the HUD that a goal is unlocked by JACK power

Bug fixes
- Fixed being able to repeatedly activate taunts before the current one had ended while underwater
- Fixed disguising with the Conniver's Kunai while spotted by a Sentry causing the Sentry to ignore the Spy
- Fixed class change notifications appearing to the enemy team for a period of time after teams swap sides in Competitive Mode
- Fixed a case where players would sometimes see other players carrying the wrong weapon(s)
- Fixed a bug where the Engineer couldn't remove the Sapper from a linked teleporter if was building (not active)
- Fixed a bug where the Engineer was able to heal a linked teleporter while it was building. This now matches the behavior for the other buildings.
- Updated several hats to fix the Sniper not removing them while taunting
- Fixed hiding the Pyro's head when using the second style of the Fear Monger
- Fixed using the wrong ozfortress medals for divisions other than Premier
- Fixed a few UGC tournament medals using the wrong names
- Fixed the Engineer's missing pelvis hitbox
- Thanks to Justin G., aka sigsegv, for these reports
- Fixed airblasts sometimes sending reflected projectiles toward friendly players, buildings, and projectile shields
- Fixed demo record/read stringtables not writing/reading past 512kb
- Fixed inconsistency between items that use mini-crit buff (TF_COND_ENERGY_BUFF)
- Fixed multiple Mann vs. Machine bugs caused by bot AI functions being executing after the bots have died
- Fixed a bug related to lunchbox items, where the ammo bar can be drained in cases when it shouldn't be
- Fixed Medics sometimes instantly reviving players in Mann vs. Machine

Performance
- Fixed several cases of loading and rendering hitches that would cause abrupt changes in FPS
- Improved Flamethrower flame performance in Mann vs. Machine on clients and servers by up to +500%
- VGUI .res files are now cached after loading, reducing framerate hitches. Custom HUD authors can disable this by setting vgui_cache_res_files to 0.
- Improved rendering performance of zombies
- Improved VGUI font performance

Custom HUD Versioning
- In order to reduce crashing and broken UI elements after updates, custom HUDs now must explicitly specify the version of the TF UI with which they are compatible
- Custom HUD files must now be installed as add-ons under the tf/custom/ folder. Loose .res files extracted to the game directory will not be loaded
- Custom HUDs must now contain a file named "info.vdf" in their root folder, with the key "ui_version" set to the TF UI version with which they are compatible
- The current TF UI version is 1
- Non-HUD add-ons under tf/custom/ will continue to work without an "info.vdf" file, but may not load .res files

Mann Co. Store
- Added the Competitive Matchmaking Pass
- Added new class starter packs
- Added new key-less cosmetic crates
- Revamped main store pages
- Added a spotlight item
- Added ability to mouse over and preview items in a bundle/crate/collection
- Adjusted some weapon prices for consistency

Maps
- cp_granary
- Added new ammo pack locations in final and yard areas
- Clips and blockbullets added to stairs
- cp_badlands
- Final cap point capture time increased to 2 seconds (from 1 second)
- Clips and blockbullets added to stairs
- cp_foundry
- Reduced ammo kit in final cap entry room (attackers' side) to medium
- Slightly reduced attacking team's spawn time when working on final
- pl_upward
- Fixed an exploit where players could sometimes build sentries in the cliffside by capture point 3
- pl_thundermountain
- Fixed the first and second cap points of stage 3 each awarding 2 points to the capturing team instead of 1
- Mannpower
- All official maps now set Mannpower mode without requiring the use of the tf_powerup_mode convar

Game Balance
- Scout
- Crit-A-Cola
- Added Marked-for-Death debuff for 2 seconds after the buff effect expires
- The Soda Popper
- Added "On hit: build Hype"
- Removed "build hype by running around"
- Shortstop
- Added an Alt-fire attack -- reach out and shove someone!
- Removed +healing bonus
- Reduced pushback vuln to +20% (from +40%)
- Sun on a stick
- Take 25% less damage from fire while deployed

- Soldier
- The Righteous Bison
- Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly
- Per-shot damage has been increased to compensate, resulting in slightly more damage on average
- Point-blank deals 54 damage (previously 20-80)
- Maximum range deals 24 damage (previously 14-56)
- Slowed projectile by 30%
- Projectile damage reduced by 25% for each enemy penetrated
- Updated projectile impact sound
- The Disciplinary Action
- Reduced duration of speed bonus on teammates to 2 seconds (from 3)
- The Rocket Jumper
- Updated model/materials and sound

- Sniper
- Cozy Camper
- Now requires a full charge to gain flinch resistance
- The Sydney Sleeper
- When fully charged, or when making a headshot, now applies Jarate in a radius
- Scoped shots now extinguish teammates
- The Cleaner's Carbine
- Removed hidden +10% damage taken multiplier while under the effects

- Heavy
- Natascha and Brass Beast
- 20% damage resistance now only applies when spun up and below 50% max health
- Huo-Long Heater
- Added -10% damage
- Added +25% increased damage vs. burning players
- Reduced ammo drain to -4/sec (from -6)
- Reduced pulse damage from Ring of Fire to 12 (from 15) due to increased damage vs. burning
- Buffalo Steak Sandvich
- Fixed "damage taken" multiplier accidentally being +10%, instead of the listed +25%
- Spy
- Base
- Max speed increased to 320 (from 300)
- Enforcer
- Attacks pierce resist and absorb effects from all sources

- Pyro
- All Flamethrowers
- Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%
- Medics hear a "healing interrupted" sound when this is happening to their heal target
- The Manmelter
- Removed (hidden) 20% fire rate penalty

- Medic
- Base
- All Mediguns allow the Medic to match the speed of their heal target
- Previously only available on The Quick Fix
- Quick Fix
- ÜberCharge rate reduced to +15% (from +25%)
- Overdose
- Increased movement speed bonus to +20% (from +10%)
- Increased damage penalty to -15% (from -10%)
- Dropped Mediguns
- Stored ÜberCharge begins to decay over time after coming to rest

- Demoman
- Base
- All boots now require a shield to activate any move speed bonus listed on the item
- The Iron Bomber
- Decreased the fuse time to 1.4 seconds (from 2.0)
- The Quickiebomb Launcher
- Increased charge time reduction to -70% (from -50%)
- Increased damage bonus for (max) charged shots to +35% (from +25%)
- Increased clip size penalty to -50% (from -25%)
- Removed "Stickybombs fizzle 4 seconds after landing"
- The Sticky Jumper
- Updated model/materials and sound

- Engineer
- Base
- Level 1 teleporters now cost 50 metal (previously 125)
- Widowmaker
- Damage increased +10% when attacking the same target as your sentry
- Eureka Effect
- Reduced "50% less metal from Dispensers and Pickups" to 20%
- Added "Teleporters cost 50% less metal"
- The Short Circuit
- Base projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf)
- The Pomson
- Fixed an exploit with shooting through your own buildings
- Increased close-range damage to 72 (from 62)
- Reduced long-range damage to 32 (from 42)
- Updated projectile impact sound
 
Patch notes:

Holy shit. First things first:

Soldier
- The Righteous Bison
- Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly

I thought this was a feature? Anyways, it'll finally reduce the amount of annoying Bison players on pubs.

Secondly, they fixed the upward glitch, hooray! Spies now move faster! Medics match the speed of their targets meaning I can get that shitty Scout achievement for Medic! Sydney Sleeper is useful now! Pyros do stuff to medibeams now?

It looks good.
 
It only took them eight years to fix airblast we projectiles homing in on teammates.

Generally pretty happy with these updates. Only downside is that they haven't removed the GRU yet.
 
K3jfgdf.png


you were good son
real good
maybe even the best
 

jediyoshi

Member
The mini viewmodel is interesting. I see a lot of pro players just hide it altogether, I like this middleground.

Email? To devs? Or is there some secret TF2 mailing list I'm unaware of?

Probably the hlds list, for people who operate dedicated servers.
 

Bluth54

Member
I thought this was a feature? Anyways, it'll finally reduce the amount of annoying Bison players on pubs.

Yeah it was a feature, but this wouldn't be the first time Valve claimed a feature of the weapon was a glitch. When they removed the mini sentry deploying at full health the patch note said it was a glitch, despite the fact the engineer update page says it deploys at full health.
 

Zia

Member
- Pyro
- All Flamethrowers
- Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%
- Medic
- Base
- All Mediguns allow the Medic to match the speed of their heal target
- Engineer
- Base
- Level 1 teleporters now cost 50 metal (previously 125)

Yesssssssss.

Mann Co. Store
- Added the Competitive Matchmaking Pass

Uh, what?
 
But.... Why not 9v9? And why not at least some weapon restrictions? Godammit I've waited this long for matchmaking and they still manage to nerf it in ways I do not like.

50 for first transporter is a fucking godsend though.
 
But.... Why not 9v9? And why not at least some weapon restrictions? Godammit I've waited this long for matchmaking and they still manage to nerf it in ways I do not like.

50 for first transporter is a fucking godsend though.

If I remember from the beta, they wanted to focus on 6s so it's not as hard to match a game together. Weapon/Class restrictions are probably not entirely off the table for later, either.
 
If I remember from the beta, they wanted to focus on 6s so it's not as hard to match a game together. Weapon/Class restrictions are probably not entirely off the table for later, either.
Thank you- that's way more reassuring than their initial offering. I love TF2 to an extent it's just, you know, it feels like everything new is released and then left to die for ten months before someone says the mode is out of beta and then it's marginally balanced and abandoned to a grand total of like, three servers per coast.

Basically I'm salty that half their "newest" maps and events have been total stillborns and there's only one fucking Austrailium level to this day.
 
But.... Why not 9v9? And why not at least some weapon restrictions? Godammit I've waited this long for matchmaking and they still manage to nerf it in ways I do not like.

50 for first transporter is a fucking godsend though.

9v9 matches really aren't different from pub matches, tbh. It's simply too many people to have any sort of real coordination going on.
 
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