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 Post subject: Latest TF2 update
PostPosted: 03 Feb 2009, 03:07 
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Has no REAL life! (1156)
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Quote:
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

Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab

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

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

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:

Base chance is now 2% (was 5%).

Bonus range based on damage done changed from 0%-15% to 0%-10

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
Looks really good :4


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 03:45 
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Added Viewmodel FOV slider to advanced multiplayer options
Added a hide viewmodel option to advanced multiplayer options


What zeh feck are viewmodels?

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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 03:53 
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YES flare damaged is up, crit chance is more performance based.


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 07:09 
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Some really nice stuff in there :D


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 08:20 
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Unexpected, but sounds nice. :4

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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 09:09 
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I'm just waiting for the config updates from etf2l that disables the random damage spread and the dominated icon. I'm pretty sure they're gonna use those options.

It's great that Valve takes care of the competitive scene like this.


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 10:12 
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next scout update :D :4


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 10:24 
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Nice set of updates their

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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 10:37 
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[SpA]Johnny wrote:
next scout update :D :4
Yes! Yes! Yes! :mrgreen: :mrgreen: :mrgreen:

on: nice updates. Less crits, less random dmg and more rawckets. And FOV...if we ever thought we needed to feel like in Quake 2 again.

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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 10:50 
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Less crits?! :cry:
But nice update, keep em coming! 8)

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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 11:41 
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Best update ever :4

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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 13:13 
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[SpA]Vögelchen wrote:
Added Viewmodel FOV slider to advanced multiplayer options
Added a hide viewmodel option to advanced multiplayer options


What zeh feck are viewmodels?

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You are all. A bunch of faggots


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 13:37 
feels good man
vÖÖÖÖÖgel viewmodels are the guns you see


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 13:46 
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viewmodel_fov 70 is teh pwn :4
Quote:
Less crits?! :cry:
Its not less crits, its less crits if you play bad but more (even more than before the update) if you play good.
That means Moosey can now fire 8 crit rockets in a row without Kritzkrieg :P

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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 14:09 
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Thanks cookie!

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You are all. A bunch of faggots


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 14:14 
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Nerdish, tbh. (455)
I dont know about the crit rate thinghy: I'm a medic and will never ever get the damage increase bonus.
I need those crits agains pesty scouts and spies

like the remove hud model option .!!

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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 14:17 
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[SpA]Relentless wrote:
viewmodel_fov 70 is teh pwn :4
Quote:
Less crits?! :cry:
Its not less crits, its less crits if you play bad but more (even more than before the update) if you play good.
That means Moosey can now fire 8 crit rockets in a row without Kritzkrieg :P
I could do that anyway with my superbly amazing hacks... Yesterday I didn't realise there was an update and I was critting all over the place (I had done ~35 kills without a death, so I think it was justified) so maybe this will be awesome for me :D

Also doesn't these mean that demo's can't instagib anymore? :o

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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 14:19 
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Quote:
Also doesn't these mean that demo's can't instagib anymore?
Lets hope it does.


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 14:20 
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[SpA]Minimoose! wrote:
Also doesn't these mean that demo's can't instagib anymore? :o
if the right commands are turned on yeah, hope the leagues will add this in the configs :D


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 14:43 
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[SpA]futari wrote:
if the right commands are turned on yeah, hope the leagues will add this in the configs :D
I'm sure that they will :)


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 19:13 
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Guy on steampowered did some research and found, that 50 shots with stickies generated maximum damage of over 160 3 times, which is far more than before update. But thats not the worst part - 67% of those 50 shots generated damage enough to instagib 125hp class.
Code:
104 123 94 135 122 135 132 145 167 103 153 124 94 114 131 142 157 111 101 112 154 112 150 121 165 116 120 153 158 142 144 152 145 142 139 133 121 137 134 147 131 117 126 153 141 155 134 111 107 153

Minimum: 94 Maximum: 167 Average: 132.3
:shock: :o :evil:


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 20:18 
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Has no REAL life! (3017)
That can't/shouldn't be right.
I also read the topic and some of the arguments are hilarious. Like saying that a beneath the feet sticky happens rarely so 125hp classes shouldn't fear the instagib. Seems like some people only play against demomen who can't aim, heh. :lol:

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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 20:53 
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But if beneath the feet can do over 160, so sticky on the wall next to someone can easily do 125. Played few hours ago vs a demoman, who could easily kill me multiple times when I was at above 120-130hp with a pyro with single sticky in mid-air not direct at my feet :|


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 Post subject: Re: Latest TF2 update
PostPosted: 03 Feb 2009, 22:34 
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Bartg wrote:
But if beneath the feet can do over 160, so sticky on the wall next to someone can easily do 125. Played few hours ago vs a demoman, who could easily kill me multiple times when I was at above 120-130hp with a pyro with single sticky in mid-air not direct at my feet :|
Moi? :mrgreen: My special stickies to thousands of damage

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 Post subject: Re: Latest TF2 update
PostPosted: 04 Feb 2009, 13:57 
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The damages mentioned at that topic seems ok from the fast tests i did yesterday. To instagib a 125hp class it has to stand exactly on the sticky. It's almost a garrantied kill though :mrgreen:
You can't instagib 125hp classes with 1 nade anymore...


I bet scout update for next weekend 8)


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 Post subject: Re: Latest TF2 update
PostPosted: 04 Feb 2009, 14:25 
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etf2l wrote:
Anyway, we’ll be publishing a post with a new config shortly, untill then, use the old one. (with the new features disabled)
8) 8)
Great~


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 Post subject: Re: Latest TF2 update
PostPosted: 04 Feb 2009, 15:02 
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Are there any regulations as to what fov you can use in etf2l?

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 Post subject: Re: Latest TF2 update
PostPosted: 04 Feb 2009, 16:54 
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Suiclider wrote:
Are there any regulations as to what fov you can use in etf2l?
Probably just the default slider fov settings in TF2, otherwise people with dual/triple monitor set ups could have fov at 150 or something :S

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 Post subject: Re: Latest TF2 update
PostPosted: 04 Feb 2009, 17:08 
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[SpA]Minimoose! wrote:
Suiclider wrote:
Are there any regulations as to what fov you can use in etf2l?
Probably just the default slider fov settings in TF2, otherwise people with dual/triple monitor set ups could have fov at 150 or something :S
Can you even set the FOV past 90 using only the in-game cvars?

*fixed*

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Last edited by dckjns on 04 Feb 2009, 19:14, edited 2 times in total.

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 Post subject: Re: Latest TF2 update
PostPosted: 04 Feb 2009, 18:31 
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I thought there was a slider in the options that let you have 90 :?

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