New Tf2 Update! Love and war!

UnderCoverSpy16

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Oct 14, 2013
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Love & War Update
Added 5 new weapons, 15 new taunts, and 43 cosmetic items for the Love & War update
Partner Taunts can now be performed with the opposing team
Added a new Taunt Loadout with 8 slots so multiple taunts can be equipped at the same time
Taunts are no longer equipped in the Action Slot
Pressing the Taunt key in game now brings up the new Taunt Selection menu
Pressing the taunt key while the Taunt Selection menu is open performs a weapon taunt, or joins a partner taunt
Mann Co. Store
Added 15 new taunts and a taunt bundle
Added 5 new weapons and a weapon bundle
Added 44 new cosmetics and a cosmetic bundle
Added "Taunt" category into the store
Added Mann Co. Stockpile Crate Key
The "Hats" and "Misc" categories have been merged into "Cosmetics"
Items
Added the Mann Co. Stockpile Crate to the droplist
Each Mann Co. Stockpile Crate can be repeatedly shuffled to contain a set of 4 possible items
Added the Mann Co. Audition Reel. Contains taunts and a rare chance at an unusual taunt
Updated Mann Co. Crates to display which Unusual Series they can potentially output
Added Bread Box Special Crafting Recipe. This recipe will no longer be available after July 9th, 2014. Items from the Bread box have a chance to be strange.
Added crafting recipes for newly added weapons
Added Killstreak Kits to MvM for newly added weapons
Added OzFortress Season 11 tournament medals
Weapon changes and updates
With The Hitman's Heatmaker, pressing ‘reload’ now activates focus when it is full
The Axtinguisher now does mini-crit damage from the front and full crit damage from behind to burning targets
The Bushwacka can no longer randomly crit
All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing.
All Demoman stickybombs now have damage ramp up. Full damage is reached 2 seconds after firing.
Updated Loch-n-Load reload animation
Sentry bullets are now affected by damage falloff outside of sentry scan range
Sentry bullet damage has been changed so it calculates damage based on the sentry's position, not the Engineer's
Misc Changes
Updated the Halloween holiday to automatically be enabled when the server runs an _event map
Added a check to prevent achievement announcement spam
Converted several weapon models to use the c_models system
Updated the localization files
Bug Fixes
Fixed an exploit where charging Demoman could turn more than allowed
Fixed a bug where Halloween spellbooks were overriding PDAs and Disguise Kits
Fixed The Director's Vision taunt not playing both variations for the Pyro
Fixed the Pyro's spell audio not sounding like the rest of the Pyro's audio
Fixed a bug that would sometimes cause items to unequip themselves
Fixed a dedicated server crash related to using 'mp_forcecamera 0' with one player on the server
Fixed a regression with the trigger_gravity entity not correctly applying its settings
Fixed another exploit where Engineer buildings could build up a large amount of health
Fixed a server performance issue related to the item_teamflag entity
Fixed the itemtest command
Fixed cosmetics shared between multiple classes not rendering correctly
Updated the cosmetic item list to sort by name
Map Fixes
Updated cp_granary
Removed collision from lights and small props protruding from walls
Fixed collision on fences
Fixed the tire props near Blu's forward spawn so players may no longer jump up to the spawn door platform
Fixed players shooting through gaps around forward spawn doors
Fixed door protruding through roof on Red's forward spawn
Fixed a collision bug that gave players access to the roof above Red's spawn door
Prevented players from building inside spawn room doors
Adjusted area portals to improve rendering and performance
Updated koth_harvest_final
Added metal panel prop to Blu building, which now mirrors the jump up on the Red side
Small performance increase through prop fade adjustments
Players can no longer build inside spawn doors
Updated pl_upward
Fixed physics debris triggering the payload cart’s finale explosion

The Back Scatter (Level 1 Scattergun)

Minicrits targets when fired at their back and at close range

-34% clip size

No random critical hits

20% less accurate

The Tide Turner (Level 1 Shield)

25% fire damage resistance on wearer

25% explosive damage resistance on wearer

Full turning control while charging

Kills while charging refill 100% of your charge meter

The B.A.S.E. Jumper (Level 1 Parachute)

Press 'JUMP' key in the air to deploy.

Deployed Parachutes slow your descent.

The Classic (Level 1 Sniper Rifle)

Charge and fire shots independent of zoom

No headshots when not fully charged

-10% damage on body shot

The Air Strike (Level 1 Rocket Launcher)

Increased attack speed while blast jumping

Clip size increased on kill

-25% damage penalty

-25% clip size

-15% explosion radius
 
partnertaunts_zps7465014a.jpg


I HAVE WAITED SOOO LONG FOR THIS
 
I just finished reading the patch notes.

"All Demoman stickybombs now have a damage ramp up. Full damage is reached 2 seconds after firing."

Ho.
Le.
-Explitive removed-

I honestly never thought they'd nerf the STOCK weapons that have been the same for all of time! This is huge! Wonder if people playing tournys will change that back to the old stuff.
 
I just finished reading the patch notes.

"All Demoman stickybombs now have a damage ramp up. Full damage is reached 2 seconds after firing."

Ho.
Le.
-Explitive removed-

I honestly never thought they'd nerf the STOCK weapons that have been the same for all of time! This is huge! Wonder if people playing tournys will change that back to the old stuff.

That sucks :/
 
No no no, the sticky nerf does NOT suck. Not at all. I absolutely HATE sticky spammers.

You know what nerf I AM sad with? The bushwacka. I WANT MY RANDOM CRITS DERNIT

(Also, everyone is downloading this update at the same time. I WANT TO PLAY NOW)
 
I just finished reading the patch notes.

"All Demoman stickybombs now have a damage ramp up. Full damage is reached 2 seconds after firing."

Ho.
Le.
-Explitive removed-

I honestly never thought they'd nerf the STOCK weapons that have been the same for all of time! This is huge! Wonder if people playing tournys will change that back to the old stuff.

I respect the nerf, It will just make things a little more difficult. But in the fun way I believe.
 
I'll just be buying things immediately, thank you.

Sent from my anything using whatever
 
the update broke my TF2 install. I had to delete it from my folder and registry and redownload the all 13 GB again.

on another note, did anyone notice the servers were all full last night?
 
I'm going to go ahead and guess that the Sticky Launcher nerf will be reversed in a future update. In other news, the Axetinguisher plus Backburner will mean Pyros will never want to attack from the front again as part of Valve's ongoing commitment eventually to fuse the Pyro and Spy into one class, and the Bushwacka functions the way it was probably meant to all along.
 
No no no, the sticky nerf does NOT suck. Not at all. I absolutely HATE sticky spammers.

You know what nerf I AM sad with? The bushwacka. I WANT MY RANDOM CRITS DERNIT

(Also, everyone is downloading this update at the same time. I WANT TO PLAY NOW)

It is about time they remove random crits on it when it already gaurantee's a crit
 
I'm going to go ahead and guess that the Sticky Launcher nerf will be reversed in a future update. In other news, the Axetinguisher plus Backburner will mean Pyros will never want to attack from the front again as part of Valve's ongoing commitment eventually to fuse the Pyro and Spy into one class, and the Bushwacka functions the way it was probably meant to all along.

It at least needs to end up somewhere in between this nerf and its prior state. Right now it feels almost useless for what has been its primary purpose forever and ever.

Also, this update really hurt the Medic indirectly. Demo is now worse at defending immediate threats, Heavy's Minigun spin-up was nerfed, Soldier is now even more of an aerial threat, and Scout has a weapon that can do serious damage from behind. Those are all things that significantly impact Medic's ability to survive.
 
It at least needs to end up somewhere in between this nerf and its prior state. Right now it feels almost useless for what has been its primary purpose forever and ever.

Also, this update really hurt the Medic indirectly. Demo is now worse at defending immediate threats, Heavy's Minigun spin-up was nerfed, Soldier is now even more of an aerial threat, and Scout has a weapon that can do serious damage from behind. Those are all things that significantly impact Medic's ability to survive.

My initial reaction was to say that the Medic has always been subject to these problems - strafing Scouts, rocket jumping Soldiers, and having substandard Demo pockets are nothing new to the litany of woes that a Medic faces - but then I started thinking about the impact of the ramp-up time for sticky bombs and miniguns. Does anyone know if there is a ramp-up time for these weapons even when charged with a Kritzkrieg? If so, that's what hurts the Medic the most: not other classes being more of a threat, but the fewer viable options that the Medic has to be fully effective.
 

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