Team Fortress 2 Update: 1/6/10

Sgt. McAwesome

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From Steam's Website

Server Browser (for TF2 and DoD:S)

* Added a client-side server blacklist
o Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range
o Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)


Balance changes

* Reduced the health penalty on The Sandman
* The Force-A-Nature knockback on target now
o Only applies to hits that deal more than 30 damage and are in close range
o Factors in the firer's angle of attack when determining the knockback direction
o Has less of an effect on grounded targets
* The Dead Ringer now
o Reduces cloak to 40% when uncloaking early
o Has a 35% cap on the amount of cloak it can gain from an ammo pack
o Has a quieter de-cloak sound


Changes / Fixes

* Fixed a performance & stability issue with AMD processors
* Improved the stability of the game server -> item backend connection
* Fixed a rare server crash related to dispensers
* Added min/max values to viewmodel_fov convar to match the settings in the slider
* Reduced the number of moons in ctf_doublecross, sadly
* Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content
* Fixed a crash related to sv_pure and the wireframe_dx6 shader
* Players can no longer shoot while stunned
* Fixed a bug that caused movement speed reductions to not work on stunned players
* Soldier Rage bar no longer resets when touching a resupply cabinet


Achievement fixes

* Fixed the "Second Eye" Demoman achievement
* Fixed a bug in the "Play Doctor" Medic achievement
* Changed the requirements for the "Medals of Honor" Soldier achievement
* Updated description for the "Blind Fire" Demoman achievement to better explain the requirements
* Fixed an issue that affected several achievements requiring the use of the Equalizer


Community requests

* Added "skip_next_map" server ConCommand to skip the next map in the map cycle
* Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu
* Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution
* Added a "show_htmlpage" command to allow server operators to display custom web pages to clients


Changes to the TF Bots

* In KOTH mode, Bots are now
o More likely to roam around and hunt enemies if there is lots of time left
o Become more likely to push for the point as time runs down, or their teammates start to capture it
* Medic bots now
o Opportunistically "overheal" nearby friends when they can
o Prioritize healing of injured nearby friends more
o Don't focus on Heavies quite so exclusively
o Don't spam their Medigun continuously at round start
o Won't choose cover far below their heal target so much (koth_nucleus)
o Fight back with their syringe-gun appropriately
* Various improvements to combat behaviors
* General bot improvements
o They no longer stand still on the point when capturing or defending it
o They choose more varied routes now
o They choose better defensive spots around captured points
o They fall back to another weapon when they entirely run out of ammo
o They adjust their FOV when using zoomed in sniper scope
o They treat in-range Sentries as the most dangerous threat
o They fire their weapons is more realistic bursts
o Engineers use their shotgun properly
* Added a "virtual mousepad" concept to rework how bots track enemy players
o They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"
o After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"
o Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge
o Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues
* Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue
* Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
* Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
* Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag
* Added more bot names as suggested by the TF community


I'm liking a lot of this stuff. =D
 
Now this update makes me mad for many reasons

This is not how the Sandman was created....the first concept with the no double jump and real stun was good enough....this is just aweful now

and also the dead ringer!!! it is supposed to be loud!!!!!
 
Great, like I didn't hate the Dead Ringer before.

Also, the old sandman that stunned ubers needs to be brought back. I hate this new stun effect as well, where stunned people can MOVE.
 
I agree, the dead ringer is supposed to be loud. if it isnt, people might be more willin to use it, thus more people might want to play spy >:(

also why didn't they fix any of the equalizer achievements for the soldier :(
 
* Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu

I was happy to see this. But the sound is REALLY loud
 
* Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu

I was happy to see this. But the sound is REALLY loud

i'm happy to see if but seeing your post kind of makes me wonder >.>

i guess i dont need it with the damage indicator.

the DR updates are okay, the sound isn't loud anymore, but since the sound usually gave you away its alright in my book (we'll see how it works in game) thing is, we're trading noticability with use, as it loses charge faster (40%??) and gains charge slower (only 35%? >.>)
 
More bot names sweet!!


* Soldier Rage bar no longer resets when touching a resupply cabinet
^This needed to be fixed.


Also so this means if people who get unhappy with bans from our servers can put our servers on a black list?? Wouldnt that be bad?
 
More bot names sweet!!


* Soldier Rage bar no longer resets when touching a resupply cabinet
^This needed to be fixed.


Also so this means if people who get unhappy with bans from our servers can put our servers on a black list?? Wouldnt that be bad?

Well, if they're banned, they won't be coming back anyway, soooooo...>_>
 
Cool, so the immortality [dead] ringer still has its 90% damage reduction in addition with its sound buff..Wow.
 
From Steam's Website




I'm liking a lot of this stuff. =D


fixed performance and stability issues with amd processors....



THANK THE GOOD (Lord, Jesus, Allah, Muhammad, Buddah or whatever you choose to worship) I'd better see an increase in both performance and stability now. Pre patch it was fine. I want it to be fine again. Will see tonight.
 
More bot names sweet!!


* Soldier Rage bar no longer resets when touching a resupply cabinet
^This needed to be fixed.


Also so this means if people who get unhappy with bans from our servers can put our servers on a black list?? Wouldnt that be bad?

The Black list is client side, not server. If a person blacklists our server and gives his txt file containing the blacklist to a friend, who gives it to a friend (and so on) could be an issue
 
Cool, so the immortality [dead] ringer still has its 90% damage reduction in addition with its sound buff..Wow.

Not quite my friend, I tested it out demoknight vs galkafisher, killed him 41 times, he killed me 4 times, but the deathringer is now lowered in ammo reuptake it wont contribute as much as normal, also when you hit the decloack button it wont be so high either anymore and requires good ammo to take it up, only the sound is more quiet but I can hear normal spies uncloack as well so I guess you wont have a problem with the sound either

Makes it easier to kill them if you ask me

So in my opinion they nerfed it

;)
 
Ha! I was just thinking earlier today about how there should be a way to blacklist servers :)
 
Not quite my friend, I tested it out demoknight vs galkafisher, killed him 41 times, he killed me 4 times, but the deathringer is now lowered in ammo reuptake it wont contribute as much as normal, also when you hit the decloack button it wont be so high either anymore and requires good ammo to take it up, only the sound is more quiet but I can hear normal spies uncloack as well so I guess you wont have a problem with the sound either

Makes it easier to kill them if you ask me

So in my opinion they nerfed it

;)
To the nerf
[ame]http://www.youtube.com/watch?v=P3ALwKeSEYs[/ame]

But STILL..Why did Valve lock viewmodel_fov at 70? I LIKED being able to see more of my weapon. It gives no advantage, and it was purely cosmetic. There was NO reason for them to remove it.

I play Soldier with a viewmodel_fov of 100. Geez.
 
You beat me to it. I had it copied and everything.

I'm glad they added sounds to hurting an enemy.
 
Yay for fixed achievements...All I really cared for in this update...
 

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