Fun Stuff > CLIKC
The Mann-Conomy Update
JD:
ok, it's officially out though it is a bitch to update. FYI
JD:
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 features
Added The Force-A-Nature, The Sandman, and Bonk!
Added 35 new Scout achievements
Added crit boosted on/off sound effects
Added new sounds for upgraded teleporters
Added new sound for a fully charged medic dying
Add bonus points section to scores
Scouts earn a bonus point for killing Medics who are actively healing a target
Added several new speech concepts, mostly hooked up to new Scout lines
Added new "Remember last weapon between lives" option to the Multiplayer Advanced dialog
Spies can now control which weapon the enemy team sees them holding. Hitting the "last disguise" key while disguised updates the disguise to show the Spy's currently held weapon
Added several new Arena mode announcer speech events.
Added "First Blood" to Arena mode
Removed 2x item respawn times in arena
Changed backstab handling to fix facestabs
Spies disguised as enemy team can now see player IDs for enemies
New maps
Added community maps: cp_egypt, arena_watchtower, and cp_junction
Updated cp_fastlane with Arttu's new version
Mapmaker requests
Added new input for forward speed modifier to FuncTrainTrain
Added TeleportToPathTrack input to func_tracktrain
Bugfixes
Fixed a bug where players would sometimes gib from non-gib damage kills
Fixed stat screen showing an entry for a class called "map."
Fixed item model panels not using team skins
- Fixed obscure bug where spectators were able to carry the flag
no more triple posting I promise
bicostp:
"Spies can now control which weapon the enemy team sees them holding. "
I like how they just slipped that in there. That should make the "waah disguises are useless" spies happy.
JD:
Actually, It feels a bit like a nerf because people always check you. Havent earned the weapons yet, servers are so clogged with scouts.
bicostp:
"Gee, it sure is scout around here" is the best way to describe practically every server now. Oh well, more noob scouts running around to light on fire. :-D
Thoughts on the new unlocks:
Sandman: It's fun to knock people out with it, but I wish alt-fire hit the ball and normal fire swung the bat. How else are you supposed to bat enemy stickies? Also, the ball's hitbox for picking it up should be bigger. Right now it likes to roll into inaccessible places like under the boxcars in Well. Also, the knockout time should be halved on ubered enemies. It takes long enough for a medic to build that up, just to have some scout half a map away make it useless. (Never mind multiple Sandman-wielding scouts.) I'm not saying take the counter-uber away completely, just shorten it. I've heard people liken it to the pyro's compression blast, but at least when they're doing that you can kill them.
Force A Nature: Whee, extra jumps! But I think the knockback is overpowered; if it's made to do more damage up close, isn't sending your target 20 feet away counterintuitive? I got it, played with it for a bit, and went back to the scattergun. It does roughly the same amount of damage, but with a higher clip capacity.
Bonk!: Another fun toy to play with, but so far I find the pistol more useful.
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