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Posted: February 22nd, 2008, 15:37
by Nickface
My favorite so far has been the Heavy's little song number when he's kicking ass.

Posted: February 22nd, 2008, 16:05
by deject
Nickface wrote:My favorite so far has been the Heavy's little song number when he's kicking ass.
COME SING WITH ME DOO DOOOOO DODO DOO :lol:

Posted: February 29th, 2008, 7:41
by Gunslinger42

Code: Select all

Added "Custom" tab to the server browser

    * Servers can now specify metatags describing the custom rules they've adopted
    * Players can use tag filtering to find servers running the custom rules they want to play
    * Added options for servers who want to become custom games: Disable critical hits (tf_weapon_criticals), eliminate respawn times (mp_disable_respawn_times), and raise maxplayers above 24


Initial release of Tournament mode (mp_tournament)

    * UI for handling team naming, ready mode, and win results
    * Disables team player limits, autobalancing, and intermission


Class balancing

    * Reduced Soldier's maximum rocket reserve ammo from 36 to 16
    * Reduced Demoman's maximum sticky bomb reserve ammo from 30 to 16
    * Reduced Demoman's maximum grenade launcher reserve ammo from 40 to 24


General

    * Added protection against voice command spamming. Dramatic reduction in teleporters needed
    * Fixed mp_timelimit ending the map during the middle of a round on maps like Dustbowl and GravelPit
    * Fixed "lastdisguise" command not remembering if you were disguised as your own team
    * Added "Toggle Disguise Team" binding in Options->Keyboard to toggle the disguise team for the Spy's PDA
    * Changed PDA menus to accept keys bound to "slot1", "slot2", etc., and "slot10" cancels
    * Fixed Spectator targetID not using team colors
    * Changed team autobalance code to not balance the teams when the active round timer shows less than 60 seconds
    * Fixed "-maxplayers" on the command line not correctly setting the maxplayers value for the server
    * Fixed Badlands never having Sudden Death triggered
    * Fixed Engineer being able to detonate buildings that are being sapped
    * Changed Engineer buildings to detonate when a player disconnects instead of blinking out
    * Fixed potential client crash for players being healed by a Medic or dispenser
    * Made several improvements to server-side stat reporting (not related to individual player stats)
NOT GOOD

Posted: February 29th, 2008, 8:10
by Dog Pants
Haaaaaaaar! It's a good day to be a Heavy!

Posted: February 29th, 2008, 8:33
by Hehulk
I can't say I understand the need for half of those changes...

Posted: February 29th, 2008, 8:40
by Dr. kitteny berk
Hehulk wrote:I can't say I understand the need for half of those changes...
Which half would that be?


The only ones that are in some way questionable are the Class balance ones, which I suspect are part of the bigger changes they mentioned a while back.

Not to mention the changes will stop a lot of spamming.

Posted: February 29th, 2008, 10:51
by Gunslinger42
If they're going to reduce the ammo for the demoman and soldier (which I don't mind, I never seem to run out as is) then surely the need for teleporters (to get back to the action after you die from running out of ammo) and dispensers is increased which justifies the constant calls for them, but nooo, they have to limit the voice menu as well. Pfft.

Posted: February 29th, 2008, 11:31
by spoodie
Two of my favourite classes. :(
Oh well, more call for my favourite class with his dispenser.

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* Added protection against voice command spamming. Dramatic reduction in teleporters needed
Is the last part a joke about people constantly spamming things like "Need a dispenser here"? If not I don't get it.

Also I suspect the voice spamming change will only stop people repeatedly saying the same thing, like above, and will not effect more sensible calls for resources/assistance.

Posted: February 29th, 2008, 11:39
by spoodie
spoodie wrote:Is the last part a joke about people constantly spamming things like "Need a dispenser here"? If not I don't get it.
Evidently it is, I'll laugh later.

Posted: February 29th, 2008, 11:45
by Fear

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Class balancing

    * Removed the scouts ability to become invincible by orbiting their enemy.
    * Removed the sniper class. 
Fix'd

Posted: February 29th, 2008, 14:27
by Baliame
Gunslinger42 wrote:

Code: Select all

    * Reduced Soldier's maximum rocket reserve ammo from 36 to 16
    * Added protection against voice command spamming. Dramatic reduction in teleporters needed
Fuck. You. Valve.

Posted: February 29th, 2008, 15:08
by fabyak
but...
but...

I...

NEED A DISPENSER HERE!

Posted: February 29th, 2008, 15:12
by buzzmong
Erugh.

Can't say I agree with the ammo changes though, not at all.

Especially not for the demo man, that's horrible, I pretty much always used loads of ammo.

Posted: February 29th, 2008, 15:15
by fabyak
buzzmong wrote:Erugh.

Can't say I agree with the ammo changes though, not at all.

Especially not for the demo man, that's horrible, I pretty much always used loads of ammo.
:above: :above:

Posted: February 29th, 2008, 15:18
by Dr. kitteny berk
Knowing valve, the ammo changes will probably last a week or so, then they'll go back a bit, so everyone's happy.

Posted: February 29th, 2008, 15:19
by Fear
Ammo never seemed to be a problem with the soldier or demo man. I've never liked the way a demo man could seal off a route of attack entirely without any risk on their part.

I still think the scout and especially the sniper are very imbalanced. They don't seem to have the same fun as the other classes, and are both just annoying cunts. They are the only ones that could be effectively aimbotted, and I have no doubt a lot of people have started doing this.

Posted: February 29th, 2008, 15:22
by Dr. kitteny berk
The sniper has been nerfed a bit since release, makes it less abusable, mostly useless on the maps it's used on though. Not a fan of the class, but it has its uses.


As far as the scout goes, I think it's a great class, massively underpowered, but can kill anything with a half decent player, yet can still be pwned by anyone who's played UT/Quake.

Posted: February 29th, 2008, 15:28
by spoodie
I can't say I remember ever running out of ammo when playing as a soldier or demoman, but then I'm a gung-ho type of player who runs into the middle of a fray and dies quickly. It's an effective method of resupply, well, it's a method.

Something that could be removed from the scout is the ability to stand on the enemy's head. Especially effective against heavies.

Posted: March 1st, 2008, 2:01
by Dr. kitteny berk

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Team Fortress 2

    * Fixed Internet and Custom tabs in the ServerBrowser not correctly displaying the server info when going back and forth between the two tabs

Posted: March 7th, 2008, 7:42
by Dr. kitteny berk
:roll: :bored:

Code: Select all

- Removed sv_alltalk from the list of convars that affect custom server
tags
- Fixed Demoman grenades not hurting the shooter if fired at point blank
range against a target
- Fixed critical modifier for explosive weapons (rockets, pipe bombs)
increasing critical chance more than intended
- Fixed Sudden Death "seconds have passed" string not including the
amount of seconds that have passed
- Fixed Internet and Custom tabs in the Server Browser not correctly
displaying the server information for servers when going back and forth
between the two tabs
- Updated the URL used for the "Click for more info on custom servers"
link on the Custom tab
- Fixed a crash for a sound channel getting created without wavedata
- Fixed Setup timer not showing the correct percentage in the circular
progress bar
- Fixed being able to enter a "spectate" command in the client console
to join team Spectator when mp_allowspectators is set to 0
- Fixed SourceTV servers not being displayed in the Spectate tab for
servers with custom server tags
- Fixed servers with maxplayers <= 24 that are running SourceTV having
the "increased_maxplayers" tag added for their server
- Added mp_tournament_restart command to be used with Tournament Mode
(mp_tournament). This can be used at any time to return to the "Waiting
for Teams" state
- When a tournament match ends it now returns to the "Waiting for Teams"
state