Tf2-Update Released

TheZaw

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February 16, 2009 - Team Fortress 2 And Day Of Defeat: Source Update Released
Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2

Pipebombs (STICKIES) now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)
Ultimately reduces damage done by pipebombs to enemies <512 units from the Demoman
Moved the unlockable system over to the new item backend:
Added a warning dialog to the loadout screen telling clients when the server they're on could not get their loadout
Made "tf_damage_disablespread" a replicated convar, so clients can see the value of it on the server they're connected to
Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to better explain its function now that stalemate is optional
Fixed muzzle flashes & shell ejections still playing when viewmodels are hidden
Server tags can now be used to include or exclude servers from the list

Team Fortress 2 and Day of Defeat: Source
Protected several more commands from client exploitation

http://store.steampowered.com/news/

Update servers please :(.
 
pipebombs (stickies) now get a reduced close range damage ramp up (like rocket launcher & syringe gun)
ultimately reduces damage done by pipebombs to enemies <512 units from the demoman

aw.. thats no good :(
 
Hmm. Without specifics, I won't know for sure how much of a depression they've got on the rampup for damage. I like the idea in that Demoman is supposed to be away from the action. You put some death over THERE, so if I'm all up in your face, you need some close range team support (Scout, Pyro, Heavy maybe) to bat me off.

I think it will have a good effect on encouraging people to play as a... I don't know, TEAM.

Still, it's not Pipes that scare me as an Engie, but the winbombs.
 
Soldier takes more skill to use as effectively as the demo.

In my opinion, they should boost the rocket jump to add more distance if it's a crit at the cost of slightly more damage.

Just my opinion, though.
 
In my opinion, they should boost the rocket jump to add more distance if it's a crit at the cost of slightly more damage.

Just my opinion, though.

Rocket jumps should do more damage regardless. I'm tired of a lone soldier getting wounded, rocket jumping up onto the battlements and getting nailed with a pipe bomb and survive.
 
Anything that puts their pipe bombs on the same level as rockets and syringes is a good fix imo.
 
Bah!!! LoL...I find a good sniper more annoying than a great demo...that's just me I guess.
 
F10 no longer instantly closes the game. Now it just brings up a window asking if you want to stop playing.
 
To all demo complainers there ya go...


Keep in mind: Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)

* Ultimately reduces damage done by sticky bombs to enemies <512 units from the Demoman


This applies to stickybombs only not pipebombs, 2 different guns.


If anything this is better, now demomen with more skill will be playing more rather than random sticky launcher only noobs :)
 

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