TF2 Update - 2/2

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Tattis

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From Steam News:

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

New client features

* Added Viewmodel FOV slider to advanced multiplayer options
* Added a hide viewmodel option to advanced multiplayer options
* Added custom crosshair support
o Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab
o Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings
* Added "open_charinfo_direct" command that opens the loadout directly to the class you're currently playing
o Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it


New server features

* Added "tf_damage_disablespread" convar to disable the 25% damage spread on all damage
* Added class limit support to tournament mode
o Set the "tf_tournament_classlimit_X" convars to the max number of class X allowed
* Added "tf_tournament_hide_domination_icons" convar, that allows a tournament mode server to force clients not to display domination icons over their nemeses


Gameplay changes

* Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based:
o Base chance is now 2% (was 5%).
o Bonus range based on damage done changed from 0%-15% to 0%-10
o Damage range required for bonus changed from 0-1600 to 0-800
* Reduced random damage spread applied to all player damage from +-25% to +-10%
* Slight reduction (improvement) of the minigun's spread
* Increased flare direct hit damage from 20 to 30
* Rewrote Natascha's slowdown code to be more consistent
* Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits)
* Stealthed spies are no longer able to pickup the intelligence. They must uncloak first
* Increased soldier primary ammo count from 16 to 20


Bugfixes

* Fixed crash when running in tools mode
* Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" CON_COMMAND scripts to prevent clients issuing the commands
* Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values
* Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff)
* Fixed Medic UberCharge percentage in minimal-HUD mode
 
alright 4 more rockets!
that's a whole clip!
and no more spy tapping...

guess miniguns are more deadly now, especially in combination with the crits thing
 
Awwwww, spy has to uncloak to get the intel? Now I can't go and just sneak in and touch the intel indefinitely! Oh wait... I guess that was the point of the update. :D

Otherwise, the rest of the update isn't that game changing for me. Well, maybe the crit calculations, but I don't crit that often anyways.
 
* Stealthed spies are no longer able to pickup the intelligence. They must uncloak first
* Increased soldier primary ammo count from 16 to 20

Lame!!
 
Awesome, awesome update. We can cut weapons out of sight, so they don't take up 25% or more of the screen, and this makes aiming easier, since the crosshairs is the only thing there. The custom crosshairs can be used on the Sniper Rifle, making it much more deadly for Noscopes. CTF games are even slower, which is probably bad, but also more stable for defenders.
Heavy gets another, needed buff. Minigun is now a hazard at medium range, and quite annoying, at least. Random damage is decreased, no more 1 hit kill pipes on 125 hp classes (in theory), fewer critical hits, a few more support elements for competetive play, and the option to get Kritz Sniper, and not involving SMG. (Really, it can work. Kritz engineer once killed half the other team in a Warpath game. I was the medic. Mind you, only 12 players on, but a heavy, medic, and demo isn't too shabby.
 
kritz sniper rife doesnt change the game too much due to its low rate of fire even with hip shots(non-zoomed shots).
 
I'm scared they might nerf the demo and lessen the ammo load!
PLEAAAAAASE VALVE I BEG OF YOU DO THAT!~ DOOO THAT!! I SWEAR IF YOU DO THAT...I will become your personal pet lab monkey and you can test all your crappy video games on me valve :`( PLEAASE NERF THE DEMO D:<
 
Com'on, I want the Scout update! Stop tormenting me with these updates. :eek:
 
PLEAAAAAASE VALVE I BEG OF YOU DO THAT!~ DOOO THAT!! I SWEAR IF YOU DO THAT...I will become your personal pet lab monkey and you can test all your crappy video games on me valve :`( PLEAASE NERF THE DEMO D:<

Neverrrr! for this remark I will hunt you down till you are dominated!
feel the demomans power! >=)

but the demoman can even be better if they make the reload time faster, I am loading all the time or need to bottle people since I am out of ammo, that is the weakness of the demoman
 
they already nerfed the demo man. they gave him less ammo and stickies are destructable. he doesnt need a third nerf. then no one would use him anymore
 
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