Announcement Meet Your Match Day 2 Thread

Mister36

Poster Extraordinaire
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As information gets released I will update this post.

New Taunts!

[ame="https://www.youtube.com/watch?v=VxzwyBoaxXw"]https://www.youtube.com/watch?v=VxzwyBoaxXw[/ame]


[ame="https://www.youtube.com/watch?v=R_plMGc5o8w"]https://www.youtube.com/watch?v=R_plMGc5o8w[/ame]


[ame="https://www.youtube.com/watch?v=VElUGO7W0fc"]https://www.youtube.com/watch?v=VElUGO7W0fc[/ame]

[ame="https://www.youtube.com/watch?v=_yF_IOHKbYw"]https://www.youtube.com/watch?v=_yF_IOHKbYw[/ame]

The Day Two Page is Here:
http://www.teamfortress.com/meetyourmatch/war.php


- After the update when you start the game you vote for Heavy or Pyro. Points you get go to that class, whoever wins gets balanced FIRST (It's not only the one who wins like the page says).

- Taunts

- Starter Class Packs and Keyless class crates.

- New crate with new strange weapons and parts

- Weapon Viewmodel options and Mouseover previews.

UPDATE NOTES:
- Added Casual and Competitive Matchmaking modes
- Additional information available on the website ( http://www.teamfortress.com/meetyourmatch/ )
- Casual mode replaces Quickplay
- Added the Heavy vs. Pyro war
- Additional information available on the website ( http://www.teamfortress.com/meetyourmatch/war.php )
- 3 new community maps
- Sunshine
- Metalworks
- Swiftwater
- Added 3 new community taunts
- The Balloonibouncer (Pyro only)
- Disco Fever (Spy only)
- The Fubar Fanfare (Soldier only)
- Added 1 new official taunt
- The Carlton (Scout only)
- Added the Perfect Stranger crate

# General
- Reworked the main menu
- All play-related buttons are now accessible by clicking the "Find a game" button
- Moved the Workshop and Replay buttons down the bottom group of mini-buttons
- Enemies killed by energy weapons now play a special sound as their body dissolves
- Improved stopwatch UI to help better communicate game state
- Added new sound vo files for Competitive Mode
- Added sounds to all attacks where the target player resisted a part of the damage
- Added Prinny promo items for purchasing Disgaea: Prinny Hat, Prinny Pouch, and Prinny Machete
- Added AsiaFortress Cup Mercenaries Cup Season 7 medals
- Added TF2Maps 72hr TF2Jam Summer Participant medal
- Added Random Acts of TF2 medals
- Added check to prevent players with P-REC loaded from participating in matchmaking
- Prevents P-REC crashing which results in players receiving abandon penalties
- Updated the Demo Support feature
- Added an option to only record matches that are played using Tournament mode (mp_tournament)
- Added an option to auto-delete matches that don't have any events recorded
- Fixed a bug where tickcount values were being noted incorrectly
- Options can be set using the Adv. Options menu
- Updated model/materials for the Bonk Boy, Dr's Dapper Topper, The Sole Saviors, and The Dark Falkirk Helm
- Updated the localization files
- PASS Time update
- No longer in Beta!
- New Items Available
- An Early Participation Pin will be awarded to everyone who played PASS Time during beta
- Two new achievements with item rewards
- Tune Merasmus's Multi-Dimensional Television
- Jackpot!
- Map Changes
- All maps are tweaked, polished, and out of beta
- Renamed pass_pinewood to pass_timberlodge
- Renamed pass_warehouse to pass_brickyard
- Added a new city-themed map, pass_district
- An updated pass_template for level designers will be released on http://www.escalation.com/news
- Game Mode Changes
- Changed the score limit from 3 to 5
- Tweaked various JACK throwing parameters
- Pack Running
- The JACK no longer heals the player carrying it
- A player carrying the JACK with no nearby teammates is marked for death
- Teammates near a player holding the JACK will be slowly healed, and can run as fast as the fastest nearby teammate
- JACK Power
- Passing the JACK increases a power meter
- The power meter will decay over time
- Filling the power meter unlocks a special goal worth extra points
- Art Changes
- New view model animations
- The HUD provides more information about goal type and status
- Player pips for Spies will reflect cloak and disguise status
- Misc Details
- Added cvar tf_passtime_scores_per_round
- Added tf_glow entity that can be used to enable the glow effect on any entity
- Updated trigger_passtime_ball FGD entry to hide unimplemented features, temporarily
- Spawnflag added to func_passtime_goal to indicate to the HUD that a goal is unlocked by JACK power

# Bug fixes
- Fixed being able to repeatedly activate taunts before the current one had ended while underwater
- Fixed disguising with the Conniver's Kunai while spotted by a Sentry causing the Sentry to ignore the Spy
- Fixed class change notifications appearing to the enemy team for a period of time after teams swap sides in Competitive Mode
- Fixed a case where players would sometimes see other players carrying the wrong weapon(s)
- Fixed a bug where the Engineer couldn't remove the Sapper from a linked teleporter if was building (not active)
- Fixed a bug where the Engineer was able to heal a linked teleporter while it was building. This now matches the behavior for the other buildings.
- Updated several hats to fix the Sniper not removing them while taunting
- Fixed hiding the Pyro's head when using the second style of the Fear Monger
- Fixed using the wrong ozfortress medals for divisions other than Premier
- Fixed a few UGC tournament medals using the wrong names
- Fixed the Engineer's missing pelvis hitbox
- Thanks to Justin G., aka sigsegv, for these reports
- Fixed airblasts sometimes sending reflected projectiles toward friendly players, buildings, and projectile shields
- Fixed demo record/read stringtables not writing/reading past 512kb
- Fixed inconsistency between items that use mini-crit buff (TF_COND_ENERGY_BUFF)
- Fixed multiple Mann vs. Machine bugs caused by bot AI functions being executing after the bots have died
- Fixed a bug related to lunchbox items, where the ammo bar can be drained in cases when it shouldn't be
- Fixed Medics sometimes instantly reviving players in Mann vs. Machine

# Performance
- Fixed several cases of loading and rendering hitches that would cause abrupt changes in FPS
- Improved Flamethrower flame performance in Mann vs. Machine on clients and servers by up to +500%
- VGUI .res files are now cached after loading, reducing framerate hitches. Custom HUD authors can disable this by setting vgui_cache_res_files to 0.
- Improved rendering performance of zombies
- Improved VGUI font performance

# Custom HUD Versioning
- In order to reduce crashing and broken UI elements after updates, custom HUDs now must explicitly specify the version of the TF UI with which they are compatible
- Custom HUD files must now be installed as add-ons under the tf/custom/ folder. Loose .res files extracted to the game directory will not be loaded
- Custom HUDs must now contain a file named "info.vdf" in their root folder, with the key "ui_version" set to the TF UI version with which they are compatible
- The current TF UI version is 1
- Non-HUD add-ons under tf/custom/ will continue to work without an "info.vdf" file, but may not load .res files

# Mann Co. Store
- Added the Competitive Matchmaking Pass
- Added new class starter packs
- Added new key-less cosmetic crates
- Revamped main store pages
- Added a spotlight item
- Added ability to mouse over and preview items in a bundle/crate/collection
- Adjusted some weapon prices for consistency

# Maps

### cp_granary
- Added new ammo pack locations in final and yard areas
- Clips and blockbullets added to stairs

### cp_badlands
- Final cap point capture time increased to 2 seconds (from 1 second)
- Clips and blockbullets added to stairs

### cp_foundry
- Reduced ammo kit in final cap entry room (attackers' side) to medium
- Slightly reduced attacking team's spawn time when working on final

### pl_upward
- Fixed an exploit where players could sometimes build sentries in the cliffside by capture point 3

### pl_thundermountain
- Fixed the first and second cap points of stage 3 each awarding 2 points to the capturing team instead of 1

### Mannpower
- All official maps now set Mannpower mode without requiring the use of the tf_powerup_mode convar

# Game Balance

### Scout
- Crit-A-Cola
- Added Marked-for-Death debuff for 2 seconds after the buff effect expires
- The Soda Popper
- Added "On hit: build Hype"
- Removed "build hype by running around"
- Shortstop
- Added an Alt-fire attack -- reach out and shove someone!
- Removed +healing bonus
- Reduced pushback vuln to +20% (from +40%)
- Sun on a stick
- Take 25% less damage from fire while deployed

### Soldier
- The Righteous Bison
- Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly
- Per-shot damage has been increased to compensate, resulting in slightly more damage on average
- Point-blank deals 54 damage (previously 20-80)
- Maximum range deals 24 damage (previously 14-56)
- Slowed projectile by 30%
- Projectile damage reduced by 25% for each enemy penetrated
- Updated projectile impact sound
- The Disciplinary Action
- Reduced duration of speed bonus on teammates to 2 seconds (from 3)
- The Rocket Jumper
- Updated model/materials and sound

### Sniper
- Cozy Camper
- Now requires a full charge to gain flinch resistance
- The Sydney Sleeper
- When fully charged, or when making a headshot, now applies Jarate in a radius
- Scoped shots now extinguish teammates
- The Cleaner's Carbine
- Removed hidden +10% damage taken multiplier while under the effects

### Heavy
- Natascha and Brass Beast
- 20% damage resistance now only applies when spun up and below 50% max health
- Huo-Long Heater
- Added -10% damage
- Added +25% increased damage vs. burning players
- Reduced ammo drain to -4/sec (from -6)
- Reduced pulse damage from Ring of Fire to 12 (from 15) due to increased damage vs. burning
- Buffalo Steak Sandvich
- Fixed "damage taken" multiplier accidentally being +10%, instead of the listed +25%

### Spy
- Base
- Max speed increased to 320 (from 300)
- Enforcer
- Attacks pierce resist and absorb effects from all sources

### Pyro
- All Flamethrowers
- Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%
- Medics hear a "healing interrupted" sound when this is happening to their heal target
- The Manmelter
- Removed (hidden) 20% fire rate penalty

### Medic
- Base
- All Mediguns allow the Medic to match the speed of their heal target
- Previously only available on The Quick Fix
- Quick Fix
- ?berCharge rate reduced to +15% (from +25%)
- Overdose
- Increased movement speed bonus to +20% (from +10%)
- Increased damage penalty to -15% (from -10%)
- Dropped Mediguns
- Stored ?berCharge begins to decay over time after coming to rest

### Demoman
- Base
- All boots now require a shield to activate any move speed bonus listed on the item
- The Iron Bomber
- Decreased the fuse time to 1.4 seconds (from 2.0)
- The Quickiebomb Launcher
- Increased charge time reduction to -70% (from -50%)
- Increased damage bonus for (max) charged shots to +35% (from +25%)
- Increased clip size penalty to -50% (from -25%)
- Removed "Stickybombs fizzle 4 seconds after landing"
- The Sticky Jumper
- Updated model/materials and sound

### Engineer
- Base
- Level 1 teleporters now cost 50 metal (previously 125)
- Widowmaker
- Damage increased +10% when attacking the same target as your sentry
- Eureka Effect
- Reduced "50% less metal from Dispensers and Pickups" to 20%
- Added "Teleporters cost 50% less metal"
- The Short Circuit
- Base projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf)
- The Pomson
- Fixed an exploit with shooting through your own buildings
- Increased close-range damage to 72 (from 62)
- Reduced long-range damage to 32 (from 42)
- Updated projectile impact sound

***

Rumor has it:

* Size is close to 800 MB - data capped users should be on alert
 
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- All Mediguns allow the Medic to match the speed of their heal target

@_@ That's going to be weird to deal with.

- Dropped Mediguns
- Stored ?berCharge begins to decay over time after coming to rest

idk if this is a gift or curse for me... >_>
 
I'm fine with most of these changes but four of them stand out as completely ridiculous

- Medic healing interrupted by fire
- All medi guns match speed of targets
- Spy base speed increase
- Teleporters only 50 metal

Completely huge and unnecessary changes.
 
Using a list within in a list creates a sublist F.Y.I
 
I'm fine with most of these changes but four of them stand out as completely ridiculous

- Medic healing interrupted by fire
- All medi guns match speed of targets
- Spy base speed increase
- Teleporters only 50 metal

Completely huge and unnecessary changes.

What the...
 
Wow, let's hope the medic updates won't change the dynamics too much. Especially the pyro thing
 
- All Mediguns allow the Medic to match the speed of their heal target

@_@ That's going to be weird to deal with.

- Dropped Mediguns
- Stored ?berCharge begins to decay over time after coming to rest

idk if this is a gift or curse for me... >_>




Doesn't look too bad. The speed part is useful.
 
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5PuCGyH.png


Luckily, they are clearly showing what is and is not community servers.

Note that at the moment your custom HUD probably won't work.
 
Well this is a very nice update, except for this "Pyro: Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%" everything else is fine...... and the taunts are 10/10
 
My reaction to the tweaks as I go down them (the ones that catch my attention anyway):

The Soda Popper
Added "On hit: build Hype"
Removed "build hype by running around"
Okay good.

The Rocket Jumper
Updated model/materials and sound
Huh, cool. Will try this out.

The Sydney Sleeper
When fully charged, or when making a headshot, now applies Jarate in a radius
Literally what the hell are you thinking. This gun is now 100% more annoying.

Scoped shots now extinguish teammates
That's actually kind of cool though, even though I hate the weapon and will never use it. If I see you using the Sydney Sleeper and I know you see me on fire and you don't put me out I will hate you forever.


Spy
Base
Max speed increased to 320 (from 300)
LOL
THANKS
tfw nothing else gets touched (besides Enforcer but don't really care)


Pyro
All Flamethrowers
Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%
Honestly, wtf is this Valve. As if the damn flamethrowers don't do enough damage at point-blank range. Even when I'm being healed by a medic, I die so fast to those damn things. What an unnecessary and bs buff. Stop buffing the Pyro so damn much. Jeez I'm salty about this one.


Medic
Base
All Mediguns allow the Medic to match the speed of their heal target
Ooo, that's pretty cool. Maybe a bit OP, but nothing too major.


Dropped Mediguns
Stored ?berCharge begins to decay over time after coming to rest
Lol as if Jade didn't have a hard enough time trying to get her mediguns back lel

So, not many crazy things going on here. All the balances seem reasonable (besides the pyro one, I swear to god valve chill out with the pyro). I'm really glad they didn't touch the spy that much (appreciate the speed boost tho lel). As far as the taunts, they all look cool, however I'm probably only going to be getting the Disco Fever one (maybe Fubar Fanfare if I have enough, but jeez new taunts are expensive). Glad to see competitive finally out as well as Pass Time (I really liked Pass Time when it came out but there just wasn't enough people consistently playing. Hopefully that doesn't continue to be the case). I only saw the picture 36 posted about the new HUD so far and it looks pretty nice, however it doesn't matter to me anyways because I'll be going straight back to ToonHUD when it gets updated.

TL;DR: *long exhale of relief* (plus angry glare at pyro)
 
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My soda popper....

I'm kinda confused on the Medic thing
 
So far this update has been great for our servers. I'll be making a thread tomorrow with some more stuff regarding the update and how it affects our community.
 
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