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Team Fortress 2 |OT4| Official Halo Thread of Polearms and High Fashion

Sajjaja

Member
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?

W7N6fut.png


idk either lol
 
Thanks. I was overwhelmed to see how many new versions of items there are, and all of the effects and stuff you can add to them. Unusual taunts? lol
 
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.
 
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.

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.
 
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.

It goes from 2% to 12% for ranged weapons.

His argument was that "Crits fundamentally change the risk-vs-reward balance of the default strategies, and thus require a competent player to adapt", and that they're no more unfair than turning a corner and getting ambushed by a Soldier. He then compared TF2 to Poker, and began arguing that they make the game more competitive.

No, really.
 

Blizzard

Banned
If any of the occasional-TF2 crew wants to join me and Java in trying Orion Prelude, maybe tomorrow, it's currently on sale. You can get a 4-pack for less than $2.
 

Blizzard

Banned
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.
 

Spaceb0y

Neo Member
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.

What Blizzard said. I meant to mention this earlier, but forgot/was busy/<excuse#513>.

UT2004 is still some good old school fun, what with the vehicle driving and other shenanigans. It'll be part of the variety that is going to be offered.
 

Blizzard

Banned
I might have some time after 10 tonight or later this weekend for UT2004 or other stuff. Some of us have Orion Prelude now, and I also have gift copies of Dino D-Day Beatdown if we can get together a crowd for some cheesy dino action.
 

Blizzard

Banned
Sorry I missed it! :( I got home 2+ hours later than I expected to. I'll be free in the evenings tomorrow and Sunday if anyone wants to play again.
 

Bluth54

Member
guys, does anyone know off-hand if they'll be transitioning TF2 onto Source 2?

When the competitive TF2 players visited Valve to talk about competitive match making they asked about Source 2 and were told it wasn't happening anytime soon because the TF2 team didn't see a need for Source 2 right now.

We were also told a lot of newer Valve employees work on TF2 so you would think moving TF2 over to Source 2 would be a high priority just so they don't have to retrain new employees on Source 2 after they move off TF2 but what do I know?

My guess is that it will probably happen eventually, along with CSGO so all current in development Valve games are on Source 2 and employees can easily move between projects without having to move between different versions of Source, but my guess is that A) they are waiting for the final version of Source 2 and B) It would be a lot of work since TF2 is an 8 year old game and the code is probably like spaghetti.
 

Sajjaja

Member
The Gun Mettle Update
http://www.teamfortress.com/gunmettle

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.
 
Oh dear. We've gone full weapons skins with CSGO wear levels.

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*

Excellent.

So many buffs in general, can't wait to try it out.

You can't fire into a group of people and get all your health back now though.

The more interesting thing is that you'll now be able to switch weapons with ones that your enemy has dropped. So if I'm running flare pyro and I kill an engie, I can switch out my flare for his shotgun. But even more significantly, imagine if a medic pops a kritz and then finds a dropped medigun and switches to that without having to go to resupply.
 

ExMachina

Unconfirmed Member
Also, no more weapons acting as ammo pickups means no more shooting them towards you... Boo. The weapon pickups will be fun but I'll miss that.
 
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