Team Fortress 2 Update: 1/6/10

* Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
No they didn't. I caught myself doing this tonight. Oh wait...Bots! Oh. :glare:
 
The damage "ding" sound is a great addition!
Every hit feels so rewarding now xD

I heard that once and turned it back off. Thing was obnoxiously loud. :)

I'm glad they finally did something with that Play Doctor achievement though. I've been submitting occasional bug reports/emails about that one and a few other issues for months now, nice to see them finally address some of them
 
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I heard that once and turned it back off. Thing was obnoxiously loud. :)

I'm glad they finally did something with that Play Doctor achievement though. I've been submitting occasional bug reports/emails about that one and a few other issues for months now, nice to see them finally address some of them

Yeah, I had that ding sound on while playing pyro and the volume way up to hear spies and stuff and... OWWW!
 
I liked this update a lot it was worth getting off the servers to wait.
 
Considering that everyone can (usually) tell when a player has a Dead Ringer, lowering the sound's volume is not that big of a deal.

Pretty good overall though.
 
Ha Ha Frisky! Lets see you Blackmesa A now! :D

Of course, now I'm going to have to relearn it too...
 
The sound reduction on the DR was likely to compensate for the reduction in cloak amount you get from ammo boxes now, which is a critical fix. With enough ammo boxes a spy was essentially invulnerable before, now people actually have to think about what they're doing, rather than relying on the DR to get them through even heavy combat.

And it was way too loud before, even though plenty of people still used it.
 
The sound reduction on the DR was likely to compensate for the reduction in cloak amount you get from ammo boxes now, which is a critical fix. With enough ammo boxes a spy was essentially invulnerable before, now people actually have to think about what they're doing, rather than relying on the DR to get them through even heavy combat.

And it was way too loud before, even though plenty of people still used it.

Some people are good spycheckers, it doesnt make a difference of a loud or quiet uncloack, some people just never care for spies and never look, even if you would uncloack next to them. Quite easy to stab those then doesn't matter what kind of cloack you use.

Even then the deathringer has a lot of advantages, but now you wont stay unharmed that long, atleast not long enough to regain that cloack and that means it is going to be very painful for a lot of spies since hunting season is open now ;)

but it is awesome that the eyelander cuts of the head of deathringer spies and still count it for speed and health increase, that way you go up very fast in heads
 
If it werent for the AMD fix, I would have rage quitted life by now 'cause of the DR nerf. People use headphones and hear us anyways.
 
also, was hoping to see a close range damage nerf on the direct hit so that 125 hp classes aren't killed with 1 non crit shot. or on stairs... They nerfed the demos grenades so they couldn't 1 shot 125 hp classes, i don't see why they're not doing it with the DH also.
 
The DR change was a much needed balancing job. Bad spy checkers will have a harder time with the quieter alarm, but good spy checkers will be rewarded for making the decision to try to follow the spy.

The change to the buff banner was much needed. On defense, there was NO reason to use the buff banner unless you had multiple engies in one area. Now, a soldier can legitimately choose the buff banner if it fits his play style.

I am disappointed with this patch though. The one change I was looking for was not present. As far as I know, you can still use the targe's charge while carrying the intel. This is still a game-breaking issue, and I dare anyone to try to defend it. If I'm wrong and missed this being removed in some patch or another, please correct me.
 
As far as I know, you can still use the targe's charge while carrying the intel. This is still a game-breaking issue, and I dare anyone to try to defend it. If I'm wrong and missed this being removed in some patch or another, please correct me.

Not only that but the charge n targe in general (used with the eyelander) is over powered. Although its incredibly fun to play. :)
 
Not only that but the charge n targe in general (used with the eyelander) is over powered. Although its incredibly fun to play. :)

it is not that powerful, since a heavy, sniper, engineer pretty much destroys a demoknight with ease. Only the blast/fire weapons have it harder, and even then the soldier got that really powerful instant killing equalizer, pyros can just push the demoman away, or use the axe for a crit kill. Only demoman have it harder, I would just use the bottle that is the best

so I wouldnt say that much overpowered though
 
it is not that powerful, since a heavy, sniper, engineer pretty much destroys a demoknight with ease. Only the blast/fire weapons have it harder, and even then the soldier got that really powerful instant killing equalizer, pyros can just push the demoman away, or use the axe for a crit kill. Only demoman have it harder, I would just use the bottle that is the best

so I wouldnt say that much overpowered though


love the charge and targe demo when playing huntsman snipah. aim for the light maryanne! aim for the light!
 
though i was happy to see certain things in the changelog for this update, im sure like most big updates that valve does it will create more issues... in 12 hours of game time, maybe more, i havent gotten a single drop.

i want my damn boxing gloves back! grrrr!
 
QB speaks the truth

...you can still use the targe's charge while carrying the intel. This is still a game-breaking issue...
I couldn't agree more. I was stunned the first time I saw this happen and even more stunned that it has apparently remained in. You cannot cloak with intel, you cannot uber the intel carrier, the intel carrier cannot drink a Bonk, the intel carrier cannot use a teleporter, heck, if you enter a spawn point you automatically drop the intel. But pull that shield out and you are one SG dodging machine. I don't get it.
 
I couldn't agree more. I was stunned the first time I saw this happen and even more stunned that it has apparently remained in. You cannot cloak with intel, you cannot uber the intel carrier, the intel carrier cannot drink a Bonk, the intel carrier cannot use a teleporter, heck, if you enter a spawn point you automatically drop the intel. But pull that shield out and you are one SG dodging machine. I don't get it.

Yeah, it's made him, bar none, the best intel runner in the game.

Yes, the Scout is faster and more maneuverable, but he has significantly less HP and can't run through a sticky field or run past a flaming Pyro without as much as shrug.

I posted this on the Steam forums once and all I got was "pssh stickyjumping is even faster than that, newb", so they obviously didn't understand the point...-_-
 

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