I'm really behind on a lot of items that have been added to the game. I've noticed some cosmetic items have strange versions. What do they keep track of?
idk either lol
I'm really behind on a lot of items that have been added to the game. I've noticed some cosmetic items have strange versions. What do they keep track of?
Any points you've earned in matches.I'm really behind on a lot of items that have been added to the game. I've noticed some cosmetic items have strange versions. What do they keep track of?
idk either lol
I'm really behind on a lot of items that have been added to the game. I've noticed some cosmetic items have strange versions. What do they keep track of?
I just got into an argument on the Steam Discussion forums with a guy who is 100% convinced that random critical hits are a skill-based mechanic.
What about random headshots?I just got into an argument on the Steam Discussion forums with a guy who is 100% convinced that random critical hits are a skill-based mechanic.
Where do you guys play nowadays?
You get a higher chance for a crit based on the amount of damage you've previously dealt within a certain span of time. I'm not sure of the math but it is a thing.
But crits are the devil and have no place in a competitive game regardless.
I want to go there.in the seventh circle of hell where tf2 was banished so many years ago
The patterns observed suggest that bear body size and population densities are influenced by seasonal availability of protein an energy, likely due in part to nutritional influences on mass gain and reproductive success.
The writer of the TF2 comics says Miss Pauling is gay
https://twitter.com/jaypinkerton/status/612113790750961664
rip scoutxpauling
For anyone who wants to play on SpaceB0y's UT2004 server, don't forget the Steam sale is ending soon and it will no longer be $3.74.
guys, does anyone know off-hand if they'll be transitioning TF2 onto Source 2?
Introducing the Gun Mettle Campaign[www.teamfortress.com], new to TF2 and releasing tomorrow, which succeeds in every area where the army fails: Rare guns! Mystery boxes! Skill-based prizes! Buying a $5.99 Campaign Pass lets you test your TF mettle against a series of weekly challenges, and gives you the chance to earn <b>one-of-a-kind weapons</b> to keep or trade with your friends. A portion of the sales from Campaign Passes will go towards our hardworking TF2 community mapmakers. Find out more about the new campaign herehttp://www.teamfortress.com/gunmettle/, and don't forget to read the comic[www.teamfortress.com]!
Now, say you're the sort of person who's thinking, "You know what's more exciting to me than the Gun Mettle Campaign? Having six dollars." Don't worry, frugal guy, we've got you covered too! A new Valve map! Three new community maps! Taunts! A new way to equip new weapons in-game for free! Loads of class and weapon changes! Check out the details here[www.teamfortress.com]. You guys, this is a big update. And it lands tomorrow, so check back.
GAME PLAY CHANGES
New feature : Weapon exchange and pick up. Weapons dropped by killed players can no longer be picked up for ammo. Killed players will now also drop a medium ammo box. Players that can normally equip the dropped weapon (proper class) can look at the weapon and press the 'action key' to exchange it with what they have equipped. The player's equipped weapon will be dropped on the exchange.
Inspect Target has been changed to Inspect Target or Item. While having a decorated weapon deployed with no target under the cross hair and then pressing the bound inspect key (+inspect) , an interruptible view model animation will play.
Random Damage Spread is off by default (ConVar tf_damage_disablespread is set to 1).
Auto reload is on by default (ConVar cl_autoreload 1). Existing users will still use their currently set value. This setting can be changed under Advance Options or through the developer console.
Updated various weapon descriptions to better detail the weapon's features.
Class and Weapon Changes
SPY
Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
In the disguise menu, pressing 'reload' will also toggle the disguise team.
While invisible, Spy receives 20% less damage from all damage sources
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective)
Spy-cicle
Changed fire immunity for 3 seconds to fire immunity for 1 second and 7 seconds of afterburn immunity
Removed silent killer attribute
Spy-cicle recharge timer can now be reduced by picking up ammo boxes
Enforcer
Changed +20% damage bonus while undisguised to +20% damage bonus while disguised
Big Earner
Added 3 second speed gain on kill
Kunai
Health penalty reduced from -65 to -55 (70 Health total)
Minimum Health gain of 75 on kill
Maximum overheal from Kunai increased from 195 to 210
Cloak and Dagger
Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up
Dead Ringer
Triggering Feign Death instantly removes 50% cloak meter
Changed increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50 cloak meter for triggering Feign Death
Decreased cloak regen rate from +80% to +50%
When Feign Death is triggered, the Spy receives a 3 second speed boost
Initial attack that triggers feign death has its damage reduced by 50%
Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
Feign Death stealth has no bump shimmer for 3 seconds
3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
Can no longer pick up ammo for cloak meter while cloaked
ENGINEER
Construction boosts (wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
On Wrench equip change, buildings no longer self-destruct unless the building type is changed (i.e. Only Sentry explodes when switching from Wrench to Gunslinger)
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%
Gunslinger / Minisentry
Mini Sentries can now be repaired
Mini Sentries can now be wrench construction boosted
Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.
Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%
Metal gibs from destroyed Mini Sentries no longer grant any metal
Pomson 6000
Uber and Cloak drain decreases over distance from target. Decreases start at 512 Hammer Units (Hu) from target and reach 0 drain at 1536Hu
Wrangler
Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. Previously Engineer death caused disable state for only 1 second
Jag
With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
Added +15% swing speed.
Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.
The Short Circuit
Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
Cannot pick up buildings when the Short Circuit is deployed
Eureka Effect
Previous penalties have been removed and replaced with the following
Construction hit speed boost decreased by 50%
50% less metal from pickups and dispensers
SCOUT
Baby Face's Blaster
Added Boost reduction on taking damage.
Increased amount of Boost lost on air jump
Short Stop
No longer uses secondary ammo and now uses primary ammo instead
Healing and knockback passives are only active when weapon is deployed
Pretty Boy's Pocket Pistol
Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed
Removed +15 max health passive
Added up to +3 health per hit
Changed damage vulnerability from +50% fire to +20% all sources while active
Fan O' War
Now crits whenever it would normally mini-crit
Reduced damage penalty from -90% to -75%
SOLDIER
Airstrike
Removed clipsize penalty
Reduced radius penalty from -15% to -10%
Reduced damage penalty from -25% to -15%
Rocket jump blast damage reduction reduced from -25% to -15%
Equalizer and Escape Plan
Changed no healing penalty to 90% less healing from Medics while active
Blackbox
Changed +15 health on hit to +20 health on hit per attack
Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.
i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health.
Liberty Launcher
Now has +25% clip size
Battalions Backup
Fixed an issue that caused rocket jumps to be decreased when it was active.
DEMOMAN
Tide Turner
Self damage will no longer decrease charge when charging
Fall damage will no longer decrease charge when charging
Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage
Bootlegger / Ali Baba's Wee Booties
Added +10% movement speed bonus
Changed 25 charge on charge kill to 25 charge on melee kill
The Claidheamh Mòr
Changed 25 charge on charge kill to 25 charge on melee kill
Loch-n-Load
Changed +20% damage bonus to +20% damage against buildings
Iron Bomber
Removed damage penalty on self-detonate
Reduced radius penalty from -20% to -15%
Quickiebomb Launcher
Damage is now increased based on charge amount when the bomb is fired
Ullapool Caber
Reduced explosion base damage from 100 to 75
Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.
PYRO
Flaregun
Added text to describe 100% critical hits on burning targets
Scorch Shot
Reduced damage penalty from -50% to -35%
Now has increased knock back on burning targets
Increased the blast radius from flares from 92Hu to 110Hu
Hits and explosions always minicrit burning targets
Detonator
Added text to describe 100% minicrits on burning targets
Slightly increased blast jump height when doing a Detonator jump
Increased blast radius from 92Hu to 110Hu
Detonated explosions now also minicrit burning targets
Increased damage penalty to -25%
Increased self-damage penalty from +25% to +50%
MEDIC
Vaccinator
Fixed a bug that gave Vaccinator patients full crit immunity.
Vaccinator base resist does not grant any crit resistance.
Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
Added Penalty of 66% decreased uber build rate while healing a overhealed patient
Solomn Vow
Added 10% attack speed penalty
SNIPER
Sydney Sleeper
Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)
Bazaar Bargain
No longer lose heads on miss
Collecting a head requires a headshot kill and not just a headshot
Each head boosts charge rate by 25% up to 200%
Charge rate penalty changed from -20% to -50%.
Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate
Bushwacka
Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active
HEAVY
Minigun damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%
Natascha
Added 20% damage resistance while spun up
Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu
Brass Beast
Added 20% damage resistance while spun up
Tomislav
Now 20% more accurate (less spread)
Increased spin up bonus from 10% to 20%
Family Business
Now has +15% increased attack speed
Warriors Spirit
Now has +10 health on hit
Eviction Notice
Now has 3 second speed boost on hit
Dalokoh's Bar
Now has 10 second cool down on use
Can now overheal up to 400hp
Can be thrown (alt-fire) as a small medkit for other players to use
Lunchbox items
Updated description to note that these items can be thrown (alt-fire) to supply players with a medkit.
MULTI-CLASS
Panic Attack
Base Fire rate increased (from 15% to 30%)
Base reload speed increased (from 33% to 50%)
Added increased switch to speed by +50%
*laughs*THEY BUFFED BLACKBOX?????
*laughs*
Excellent.
So many buffs in general, can't wait to try it out.