Author Topic: Team Fortress 128  (Read 180937 times)

Re: Team Fortress 128
« Reply #150 on: June 28, 2012, 01:14:18 AM »
Update is out, it's a little over 400 mb
« Last Edit: June 28, 2012, 01:16:13 AM by Master Bigode »

Re: Team Fortress 128
« Reply #151 on: June 28, 2012, 01:25:23 AM »
Source Engine Changes (TF2, DoD:S, HL2:DM)
- Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow server admins to control the maximum RCON packet size and whether or not users get banned for exceeding that limit. The defaults reflect the existing behavior.
- Fixed not being able to import custom spray images on Macs
- Fixed Macs cancelling http map downloads that take longer than 30 seconds
 
Team Fortress 2
- Added Pyrovision!
- Added new game mode Special Delivery and map Doomsday!
- Friendly players glow when carrying the flag
- Fixed rare cases where flag could fall out of the world
- Fixed cases where the Payload HUD looked like the cart is still on a hill when it isn't
- Fixed cases where some clients didn't receive broadcasts about long continuous particle effects being started or stopped
- Updated the HTML renderer for displaying server MOTD
- Votes created by a dedicated server no longer trigger a failed vote cooldown
- Fixed map triggered annotation events not working on dedicated servers
- Fixed the game crashing if tempents are created that use invalid materials
- Using a Name Tag while in game notifies everyone of the name change
- Fixed Strange Part: Projectiles Reflected not tracking grenade and sentry rocket deflections
- Added new items
       * City on Fire item sets
       * Pyroland weapons and cosmetics
       * Community-contributed cosmetic items for all classes
       * Mysterious treasures have been incinerated, but are now craftable
       * Added crafting recipe for Pile of Ash
       * Scorched Keys are now available in the store for a limited time
       * New promo item
- Weapon balancing changes
       * Gloves of Running Urgently
               * Removed self-damage over time penalty
               * Heavy takes mini-crits while active and for 3 seconds after switching away
               * Attack damage penalty reduced from -50% to -25%
       * Tomislav
               * Spin-up speed bonus reduced from +40% to +10%
       * Quick-Fix
               * Medic mirrors blast jump of their heal target
       * Crusader's Crossbow
               * Reload speed time reduced by +40%
       * Cozy Camper
               * Regenerates 1 heath per second
               * Reduced movement penalty from -90% to -80%
       * Sticky Jumper and Rocket Jumper
               * Added 'flying' sound to blast jumps
       * The Concheror
               * Changed rage building source from "damage done and damage received" to only "damage done"
               * Increased the rate at which Rage builds for this item by +25%
       * The Equalizer
               * Removed player move speed modification and added it to a new item named The Escape Plan
               * All owners of the Equalizer will be automatically granted The Escape Plan
       * Crit-a-Cola
               * Added +25% increased movement speed while active
               * Increased duration from 6 to 8 seconds
       * Atomic Bonk
               * Increased duration from 6 to 8 seconds
       * All Flamethrowers
               * Increased base damage by +10%.
       * Backburner
               * Removed +10% damage bonus attribute
               * Note: Because of base damage increase, damage remains unchanged
       * Degreaser
               * Added -10% damage penalty attribute
               * Note: Because of base damage increase, damage remains unchanged
       * Phlogistinator
               * Damage defense while taunting reduced from -90% to -75%
- Item bug fixes
       * Fixed sentry sometimes spawning in shielded mode while the Wrangler was equipped, but not deployed
       * Improved visual and audio cues for when the Manmelter is ready to fire
       * Fixed Manmelter being able to earn crits via friendly Pyro self-damage
       * Fixed Scotch Bonnet's blue team skin not showing
       * Fixed Unarmed Combat's taunt not working
       * Unarmed Combat's color now matches the team using it
       * Fixed the Apparition's Aspect showing a burning texture in DX8

Messiah

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Re: Team Fortress 128
« Reply #152 on: June 28, 2012, 01:30:26 AM »
Quote
* Removed self-damage over time penalty
               * Heavy takes mini-crits while active and for 3 seconds after switching away
               * Attack damage penalty reduced from -50% to -25%

More useful for FF2 :V

Quote
* The Equalizer
               * Removed player move speed modification and added it to a new item named The Escape Plan
               * All owners of the Equalizer will be automatically granted The Escape Plan

Dang, that's quite a turndown for many users. It's good that the damage input is still the same but I can't run fast and do quite the damage as soldier anymore :(


And it's funny how I saw many people asking to a pyro nerf, and he gets a buff :V
« Last Edit: June 28, 2012, 01:32:07 AM by Messiah »
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Re: Team Fortress 128
« Reply #153 on: June 28, 2012, 01:38:41 AM »
And it's funny how I saw many people asking to a pyro nerf, and he gets a buff :V

These people should quit multiplayer games.

Re: Team Fortress 128
« Reply #154 on: June 28, 2012, 01:39:11 AM »
Very happy with the balance adjustments as a whole, though I lol'd that phlog got nerfed (this thing was already trash, why nerf it?).

They're years late on the Equalizer nerf honestly, fucking Robin and his being a Soldier main >_>

anywho, time to finish updating then tweak items_game.txt to play with the new toys BV

And it's funny how I saw many people asking to a pyro nerf, and he gets a buff :V
i

what

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Re: Team Fortress 128
« Reply #155 on: June 28, 2012, 01:48:27 AM »
Actually, now it makes a difference between degreaser and normal flamethrower with damage it takes now since the others have a +10% damage increase :(

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Re: Team Fortress 128
« Reply #156 on: June 28, 2012, 01:51:56 AM »
Equalizer nerf T_T

BUT....
Quote
Fixed Macs cancelling http map downloads that take longer than 30 seconds
YES. Now Mac users on our server won't have problems with custom maps!
C:DOS> ayayaya.mid
Bad command or file name

C:>_

Re: Team Fortress 128
« Reply #157 on: June 28, 2012, 01:59:39 AM »
Curses. I was late. Pocket Pistol craft number 169.

Ah well, I'm still happy to get one.

Re: Team Fortress 128
« Reply #158 on: June 28, 2012, 02:02:06 AM »
- Added new items
       * City on Fire item sets
       * Pyroland weapons and cosmetics
       * Community-contributed cosmetic items for all classes
       * Mysterious treasures have been incinerated, but are now craftable
Some of those values were getting pretty high; I have to wonder how that's going to go over...
       * Crusader's Crossbow
               * Reload speed time reduced by +40%
<--- (really would've preferred projectile speed...)
       * Crit-a-Cola
               * Added +25% increased movement speed while active
               * Increased duration from 6 to 8 seconds
That'll get some use.  :3


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Re: Team Fortress 128
« Reply #160 on: June 28, 2012, 02:18:36 AM »
Got a #444 pistol \o/ (probably be an idiot and rename it 44.4 magnum as a joke).
May try one of the crate keys, but not till I'm sure what it drops (also on that note, anyone want a scorched cheese wheel? It's free)
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Re: Team Fortress 128
« Reply #161 on: June 28, 2012, 02:21:11 AM »
Messing around with Scorch Shot.

It's even worse than I expected, and I already expected it to be one of the worst weapons in the game.

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Re: Team Fortress 128
« Reply #162 on: June 28, 2012, 02:27:00 AM »
I crafted 3 sets of Ashes. I got a Lollichop and 2 46s. I bought some keys, unboxed a Strange Rainblower and a Gentleman's Ushanka.
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Re: Team Fortress 128
« Reply #163 on: June 28, 2012, 02:48:57 AM »
I crafted 3 sets of Ashes. I got a Lollichop and 2 46s. I bought some keys, unboxed a Strange Rainblower and a Gentleman's Ushanka.
Wow

I got a fucking strange Rainblower too.

I guess I can trade off my regular one now if anyone wants it

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Re: Team Fortress 128
« Reply #164 on: June 28, 2012, 03:00:14 AM »
Rainblower taunt = AoE flame explosion.  :V :V :V :V
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Re: Team Fortress 128
« Reply #165 on: June 28, 2012, 03:03:33 AM »
Whoaaaaa, Pyrovision looks so cool. Rocket trails are bubbles and everyone is happy and shit.
Speaking of rockets, I got the new burst-fire one, ineffective but tons of fun.
They think I'll think that they'll do (A) so they'll do (B) because I wouldn't think they'd think of that but then because they might think I know what they're thinking they'll do (A) after all because I wouldn't think they'd think that way.

Re: Team Fortress 128
« Reply #166 on: June 28, 2012, 03:07:36 AM »
Scorch Shot demonstration if anyone's curious.

Whoaaaaa, Pyrovision looks so cool. Rocket trails are bubbles and everyone is happy and shit.
Speaking of rockets, I got the new burst-fire one, ineffective but tons of fun.
Does it shoot the rockets consecutively, or simultaneously?

EDIT: oh dear what
« Last Edit: June 28, 2012, 03:12:49 AM by Esoterica »

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Re: Team Fortress 128
« Reply #167 on: June 28, 2012, 03:34:47 AM »
Does it shoot the rockets consecutively, or simultaneously?
Consecutively. Starts out with zero rockets in the clip, holding it down will load rockets, releasing will fire them. When you load all three rockets, you have just about one second to fire them or else they'll explode in your face.
The spread makes it hard to hit a single target but it's good for hitting and breaking up crowds. Seems like it's for people who like to play the artillery.
Btw, since you have to load rockets to fire, rocket jumping will be considerably harder.

EDIT: Oh sweet, something for Demoman? I pray that whatever it is will help against Scouts and Pyros.
They think I'll think that they'll do (A) so they'll do (B) because I wouldn't think they'd think of that but then because they might think I know what they're thinking they'll do (A) after all because I wouldn't think they'd think that way.

Re: Team Fortress 128
« Reply #168 on: June 28, 2012, 03:39:31 AM »
Consecutively.
Christ.  This is going to be hell for Pyros...

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Re: Team Fortress 128
« Reply #169 on: June 28, 2012, 06:13:21 AM »
Liking the silly bulletin boards and slideshow presentation in Doomsday quite a bit. Not surprisingly bots are unable to play effectively on this map after nav generation.

Also got a S. Escape Plan and a Vintage one. No, I won't be trading them, but it is interesting to see the original Equalizer item qualities get carried over to the Escape Plans.

Lastly SourceMod broke predictably, and assuming an update we'll announce a Doomsday (and possibly Reimu) meeting for this weekend.
« Last Edit: June 28, 2012, 06:14:54 AM by ロリ陽蜂 Vocal Absurdity »
C:DOS> ayayaya.mid
Bad command or file name

C:>_

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Re: Team Fortress 128
« Reply #170 on: June 28, 2012, 07:12:30 AM »
I, however, don't plan on using my S. Equalizer anymore, so both it and my S. Escape Plan are up for bidding.  :V Alongside a Sight for Sore Eyes and possibly a Dillinger's Duffel.

And man did the pocket pistol get crafted fast. I was late to the crafting by less than a minute, yet I ended up with craft number 1165.
« Last Edit: June 28, 2012, 09:10:24 AM by InfernalExuro »
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Re: Team Fortress 128
« Reply #171 on: June 28, 2012, 07:28:50 AM »
Trade ate up my new heavy misc, other person had the same happen to their item. What do?

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Re: Team Fortress 128
« Reply #172 on: June 28, 2012, 08:24:14 AM »
Wait until the item server sorts itself out.

A lot of those rebalances were a long time coming, and they made the Quick-Fix a bit more viable with the bungee cord-like feature. Good times.

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Re: Team Fortress 128
« Reply #173 on: June 28, 2012, 09:08:29 AM »
Yeah, the item servers have been screwy all day. Some of my items migrated outside of my normal BP capavity while still equipped. :V
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Re: Team Fortress 128
« Reply #174 on: June 28, 2012, 10:19:56 AM »
EDIT: Oh sweet, something for Demoman? I pray that whatever it is will help against Scouts and Pyros.

A good Demo already has no counter, and is overpowered. The last thing it needs is something for Scouts and Pyros, who are pretty much the only classes with half a chance against a good demo. [And a very good Demo will hit Scouts anyway, and Airburst to kill Pyros...]


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Re: Team Fortress 128
« Reply #175 on: June 28, 2012, 10:53:38 AM »
Guess I will have to master RJumping to make a use of the Market Gardener or else follow the path of the samurai  :3
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Re: Team Fortress 128
« Reply #176 on: June 28, 2012, 01:46:29 PM »
A good Demo already has no counter, and is overpowered. The last thing it needs is something for Scouts and Pyros, who are pretty much the only classes with half a chance against a good demo. [And a very good Demo will hit Scouts anyway, and Airburst to kill Pyros...]
You're talking about b4nny, right ?

Re: Team Fortress 128
« Reply #177 on: June 28, 2012, 03:27:54 PM »
You're talking about b4nny, right ?
Naw, b4nny just looks at his keyboard and the other team dies. BV

Re: Team Fortress 128
« Reply #178 on: June 28, 2012, 03:28:45 PM »
A good Demo already has no counter, and is overpowered.

Please tell me this is sarcasm

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Re: Team Fortress 128
« Reply #179 on: June 28, 2012, 10:14:23 PM »
Unboxed an Unusual Searing Plasma Engineer's Cap last night.

Might trade it for a bubbling one though.