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Author Topic: New Changes coming to Team Fortress 2: Two Cities update!  (Read 7535 times)
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CeeKay
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« Reply #40 on: December 13, 2009, 08:14:43 PM »

Crafting is on it's way.
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« Reply #41 on: December 15, 2009, 03:42:49 PM »

the Demo Man is apparently getting some new stuff.
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« Reply #42 on: December 16, 2009, 05:20:08 AM »

the soldier is getting some new toys too.
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« Reply #43 on: December 17, 2009, 05:07:23 PM »

wow, the newest Demo man toy[url] sounds sick.
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« Reply #44 on: December 17, 2009, 06:11:29 PM »

Quote from: CeeKay on December 17, 2009, 05:07:23 PM


Valve makes up awesome achievement names.
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« Reply #45 on: December 17, 2009, 07:54:41 PM »

I still think they should bring back grenades, infections, and the detpack. The detpack may not be as useful as it once was but grenades and infection rocked. they made TF more fun. The engineer had the best grenade with the impulse or ion type that detonated ammo and such and sticky bombs. The dizzy grenades were fun too though I much preferred the engi's ones. they were great for sentry destruction too. then we had the medic's infection that was spreadable. I loved that. Infect a fool and watch him stand in their spawn and beg for a medic while infecting everyone else. It made you have a medic on your team. The most fun with it was in Quake TF when you used your axe for infecting folk hehe.whackwhackwhack
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« Reply #46 on: December 18, 2009, 07:06:22 AM »

apparently they are also having a free weekend that's already started, and it's also their weekend deal.
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« Reply #47 on: December 22, 2009, 04:29:40 PM »

bots! for those who like to play with themselves or don't want to PUG it but don't have enough people for a full game.
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« Reply #48 on: January 14, 2010, 03:32:36 AM »

you can now submit stuff for possible inclusion into the game!
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« Reply #49 on: March 03, 2010, 03:56:23 PM »

a bit about the upcoming engineer update.
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« Reply #50 on: March 03, 2010, 04:34:55 PM »

Quote from: CeeKay on March 03, 2010, 03:56:23 PM

a bit about the upcoming engineer update.

Less links more info please smile  I am at work and lazy.
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« Reply #51 on: March 19, 2010, 12:00:56 AM »

there was a new update today with a bunch of community made items and weapons.
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« Reply #52 on: April 21, 2010, 02:09:12 PM »

they've changed the drop system.  items are going to be more readily available up to a point but after that point you won't get anymore until the next week.
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« Reply #53 on: April 29, 2010, 01:12:50 AM »

they just released a massive patch:

Quote
    New Content:

  # Added new community map cp_freight.
  # Added missing physics models for several items.
  # Added jiggle bones to the Sam & Max items, and The Buff Banner.
  # Added Crit-a-Cola.

    Dedicated Server:

  # Linux optimizations.
  # Fixed Linux servers not relisting correctly after a master server restart
  # Fixed a case where servers could have "ghost" players consuming player slots

    Engine:

  # Marked the "snd_show" convar as a cheat

    Gameplay Changes:

        * Pyro Changes:

              o Flamethrower direct damage reduced 20%.
              o Burn duration reduced (10 -> 6 seconds).
              o Airblast re-fire delay reduced by 25%.
              o Airblast ammo usage reduced by 20%.
              o All reflected rockets/grenades/arrows now mini-crit.
              o Airblasting enemies into environmental deaths now awards the death credit to the Pyro.

        * Heavy Changes:

              o Minigun spin-up/down time reduced by 25%
              o Minigun firing movement speed increased to just under half-normal (from 80 to 110).
              o Throwing a sandvich to a teammate now earns a full bonus point (was half a point).

        * Bonk! Changes:

              o Post-use movement penalty removed.
              o Now has a re-use cooldown time, like The Sandman.

        * The Chargin' Target Changes:

              o Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
              o Capped the turn rate from +left and +right while charging.

        * The Huntsman Changes:

              o Removed restriction that arrows need to be aimed before they can be lit by a Pyro.
              o Bow can now be lowered without losing the lit arrow.
              o Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground.
              o Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow.

        * Backpack Changes:

              o Moved Crafting button out to the root class/backpack selection panel.
              o Dragging and dropping items in your backpack now makes appropriate sounds.

        * Bot Changes:

              o Bots don't retreat to gather health as readily if they are in combat.
              o Bots no longer retreat when moving to block a point capture.
              o Bots should now equip an appropriate combat weapon and fight while moving to collect health.
              o Bots who are roaming the map and hunting now chase down their victims, following them around corners.
              o Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves.
              o Soldiers bots now switch to their shotgun after firing all four rockets when engaging an enemy.
              o Added a few more bot names from community suggestions.
              o Fixed a behavior loop with Engineer metal gathering.

        * The Sandman Change:

              o Added a slight speed reduction to stunned players.

        * Community Requests:

              o Added ConVars log_verbose_enable and log_verbose_interval to report player positions in the server log at regular intervals:

                    + log_verbose_enable default: 0
                    + log_verbose_interval default: 3 secs

              o "Last-weapon" initialization on respawn now sets itself to be the melee weapon if you don't have a selectable secondary weapon (like The Razorback).

    Bug Fixes:

  # Fixed an case where The Gunboats didn't apply their damage reduction properly.
  # The amount count in the HUD now flashes red when you're low on ammo.
  # Extinguishing a burning teammate now earns a full bonus point (was half a point).
  # Fixed a permanent overheal exploit involving dispensers.
  # Fixed a bug in spectator mode where the user aborted out of freezecam, setup a spec mode (like IN_EYE), and would then have the setting stomped after the freezecam timer expired.
  # Fixed bug with disguised spy sometimes seeing his own name in the disguise status HUD.
  # Fixed a client crash that could result from players with arrows embedded in them.
  # Fixed items that can be worn by any class having the wrong model when worn by a disguised Spy.
  # Added missing map prefixes to server browser game types.
  # Killing yourself with your own sentry no longer increments the sentry's kill counter.
  # Fixed dropped hats sometimes having the wrong team color.
  # Fixed crit-boosted players not getting critical hits if their weapon has custom no-crit behavior.
  # Fixed the achievement dialog taking a long time to pop up, and completed achievements now sort to the bottom of the list.
  # Fixed Spies disguised as Medics hearing the autocaller sound
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« Reply #54 on: April 29, 2010, 04:11:38 PM »

That's a pretty heavy Pyro nerf this late in the game.
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« Reply #55 on: April 30, 2010, 02:24:00 PM »

whoah... 119 patches.  and action figures!
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« Reply #56 on: May 04, 2010, 04:03:35 AM »

Quote from: CeeKay on April 30, 2010, 02:24:00 PM


here's prices for said action figures.
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« Reply #57 on: May 06, 2010, 02:11:09 AM »

the Engineer cometh?
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« Reply #58 on: May 06, 2010, 02:56:34 AM »

For the engineer I'd like to see a new turret. An anti-spy flame turret. High damage, low range, only attacks spies..cloaked or not. You  have to choose this turret or the normal one. You'd need 2 engis to build a normal one and a flame one to either protect that one or a pathway.
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« Reply #59 on: May 06, 2010, 03:29:15 AM »

Quote from: Daehawk on May 06, 2010, 02:56:34 AM

For the engineer I'd like to see a new turret. An anti-spy flame turret. High damage, low range, only attacks spies..cloaked or not. You  have to choose this turret or the normal one. You'd need 2 engis to build a normal one and a flame one to either protect that one or a pathway.

that would be pretty retarded really.  how exactly is the other team supposed to deal with a cluster of these?  may as well just let everyone use bots to play the game for them.
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« Reply #60 on: May 06, 2010, 04:01:04 AM »

I wonder if they'll have the jet powered wrench....
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« Reply #61 on: May 12, 2010, 03:26:14 PM »

Team Portress.

no, it doesn't involve porn.
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« Reply #62 on: May 14, 2010, 11:58:59 PM »

a week in the life of the TF2 team.
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« Reply #63 on: June 10, 2010, 11:43:30 PM »

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« Reply #64 on: July 07, 2010, 04:14:07 AM »

the Wrangler, part of the upcoming Engineer update!
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« Reply #65 on: July 09, 2010, 01:17:06 AM »

well the Engineer update is finally out today.  so, who's left to update?  the spy?
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« Reply #66 on: July 09, 2010, 01:25:23 AM »

No, the spy already got his update.  I believe the Engineer was the final class to get an update, though I can certainly see them wrapping around to re-address the first classes since they have done quite a bit since those were first launched.
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« Reply #67 on: July 09, 2010, 01:31:29 AM »

Quote from: EngineNo9 on July 09, 2010, 01:25:23 AM

No, the spy already got his update.  I believe the Engineer was the final class to get an update, though I can certainly see them wrapping around to re-address the first classes since they have done quite a bit since those were first launched.

wow, missed that one.
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« Reply #68 on: July 09, 2010, 02:11:45 AM »

full update details.
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« Reply #69 on: July 10, 2010, 06:52:50 AM »

Why didn't the engineer get  a cool video with his update? I was looking forward to one for him.

And LOWERING the pyro's direct flame damage? They already sucked. I love my Pyro but Valve doesn't seem to want anyone to play them.
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« Reply #70 on: July 10, 2010, 06:56:06 AM »

Quote from: CeeKay on July 09, 2010, 02:11:45 AM


I like the pick up and move option they put in.  should add some interesting moments.
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« Reply #71 on: October 01, 2010, 12:14:39 AM »

now you can buy stuff in game!  so this was what the Steam Wallet was put in place for.  on the plus side you can seel stuff you get too and use that money for purchasing other stuff on Steam.
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« Reply #72 on: October 01, 2010, 12:29:29 AM »

Not a big fan of microtransaction at all but the bit about being able to seel items and buy other steam stuff with it makes it much more pallatable.  That's actually damn cool of them considering the inherient greediness behind the concept.
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« Reply #73 on: October 22, 2010, 01:09:58 AM »

the Contribute Program pays!
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« Reply #74 on: October 28, 2010, 02:12:25 PM »

TF2 celebrates Halloween!
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« Reply #75 on: December 04, 2010, 10:30:02 PM »

owners of TF2 can now help beta test changes.
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« Reply #76 on: December 18, 2010, 06:08:50 PM »

Austrailian X-Mas!
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« Reply #77 on: December 18, 2010, 07:48:28 PM »

The new map is hilarious. It changes all chat to medieval speak. Saying "gg" changes to "verily I dost speaketh, gg!" (as an example).
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« Reply #78 on: January 21, 2011, 05:30:22 PM »

interesting little song with Scout and Pyro (mostly scout)
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« Reply #79 on: February 08, 2011, 08:21:56 AM »

figurines!
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