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Old 18th December 2009, 12:45 PM   #1
cAPTAIN^k cAPTAIN^k is offline
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Team Fortress 2 Update - 18/12/2009

This is gonna be huge!

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from Jason Ruymen <jasonr@valvesoftware.com>
date Fri, Dec 18, 2009 at 12:32 PM
subject Team Fortress 2 Update Coming

A required update for Team Fortress 2 is coming later today.

Jason
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Old 18th December 2009, 12:54 PM   #2
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I want it now!
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Old 18th December 2009, 01:02 PM   #3
wug_ wug_ is offline
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my oldest is at home waiting for the update so hopefully I will have at least 1 unlock by the time I get home from work
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Old 18th December 2009, 01:26 PM   #4
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I want it now!
Thats what she said, HAH~!
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Old 18th December 2009, 02:14 PM   #5
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Originally Posted by Rambo View Post
Thats what she said, HAH~!
OH SNAP! *high fives*
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Old 18th December 2009, 02:25 PM   #6
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SO EXCITED
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Old 18th December 2009, 02:27 PM   #7
RogueNZ RogueNZ is offline
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wet pants
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Old 18th December 2009, 02:32 PM   #8
bonez bonez is offline
Stop fucking spamming support jimmy

gg demo noobs
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Old 18th December 2009, 02:33 PM   #9
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BL demos. Time for some Gunboats
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Old 18th December 2009, 02:41 PM   #10
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someone get these nerds a towel ...

Quote:
from Jason Ruymen <jasonr@valvesoftware.com>
date Fri, Dec 18, 2009 at 2:28 PM
subject Team Fortress 2 Update Available

A required update for Team Fortress 2 is now available. The specific changes include:

New Content
- Added new control point map Gorge
- Added new capture the flag map Double Cross
- Added item crafting
- Added work-in-progress TF Bots for beta testing in KOTH maps (blog post coming with more info)
- Added headshot death animations
- Added more backstab animations

Soldier
- Added 35 new Soldier achievements
- Added 4 new Soldier items
- Added new Soldier Domination lines

Demoman
- Added 35 new Demoman achievements
- Added 3 new Demoman items
- Added new Demoman Domination lines

Spy
- Now pretends to be carrying the weapons & wearables of the target he's disguised as
- Moved the Spy's camera-beard to the Misc loadout slot so he can equip it with a hat

Scout
- The Sandman now only stuns on a max range hit (when you hear the cheering)
- All shorter hits now force the enemy into the thirdperson fleeing state (also removed the damage reduction on them)

Minor changes
- Added new options to the Multiplayer->Advanced dialog:
- Combat text, which displays damage amounts you do to enemies.
- Medic auto caller, which automatically shows you nearby friends at low health.
- Heal target marker, which better highlights the target your medigun is locked onto.
- Alternative Spy disguise menu, which lets you choose disguises using just the 1-3 keys.
- Fixed being able to affect friendly pipes with airblast (they would unstick)
- Added recharge sound to abilities with a recharge bar
- Fixed attachable wearables not staying on ragdolls
- Players no longer see the wearables that are a part of a friendly spy's disguise, fixing various graphical glitches
- Added jiggle bones for Pyro's chicken hat
- Added 2 new game startup songs

Community Mapmaker requests:
- Implemented InputSetSetupTime() for team_round_timer (was in the .fgd but never implemented)
- Added "SetDispenserLevel" input to cart dispenser (1, 2, or 3)

Jason
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Old 18th December 2009, 02:56 PM   #11
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wow. huge update

crafting, medic auto-caller, medic targetting and sandman nerf ftw
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Old 18th December 2009, 03:03 PM   #12
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get in and get a error right away when trying to join a sever, particle/water_dx80.pcf

QQ

Anyone else getting this
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Old 18th December 2009, 03:03 PM   #13
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my tf2 updating
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Old 18th December 2009, 03:08 PM   #14
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probably un-updated servers loop
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Old 18th December 2009, 03:10 PM   #15
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Ah yea, cmon servers then
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Old 18th December 2009, 03:12 PM   #16
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so last week

they forgot to fix sv_pure again
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Old 18th December 2009, 03:14 PM   #17
Crowbar Crowbar is offline
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Epic update.
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Old 18th December 2009, 03:17 PM   #18
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"el patito de goma amarillo"

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Added jiggle bones for Pyro's chicken hat

THE ONLY HAT I HAVE GETS CUSTOM MOTHERFUCKIGN PHYSICS THINGS HELL YEAH
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Old 18th December 2009, 03:18 PM   #19
wug_ wug_ is offline
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never mind all that .. A NEW CP MAP! Medic auto caller is leet to, for people like TS who wait till they have 2H and are being chased by a scout to call for medic
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Old 18th December 2009, 03:19 PM   #20
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"el patito de goma amarillo"

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only 2 points dustobowl style?
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Old 18th December 2009, 03:22 PM   #21
wug_ wug_ is offline
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oh is it ... rude
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Old 18th December 2009, 03:29 PM   #22
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downloads going soooo slow :<
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Old 18th December 2009, 03:34 PM   #23
cAPTAIN^k cAPTAIN^k is offline
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wow mine was already done when I checked, leaving steam open ftw!
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Old 18th December 2009, 03:35 PM   #24
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Yeah same, auto update is very handy.
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Old 18th December 2009, 03:37 PM   #25
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Stop fucking spamming support jimmy

new rocketlaunchers pimp!
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Old 18th December 2009, 03:53 PM   #26
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How's the rj's everyone had a deep discussion about?
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Old 18th December 2009, 04:02 PM   #27
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im sure there will be a novel post on the steam forums complete with graphs shortly
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Old 18th December 2009, 04:30 PM   #28
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From said cesspit:

Quote:
Direct hit freaking rocks!

Anyone else use it yet? Its amazing, at medium range it doesn't quite kill 125hp classes but close up its insta-gib.

The rocket speed is just amazing, I can barely lead a target at medium range and nail them dead on. Minicrits on airborn targets do great damage, 1-hit killing most classes.

Also, rocket jumping is as I predicted, slightly higher than the normal RL. Doing the same jumps and as close of timing as I can reproduce, I can get up on a ledge (in tr_walkway) that a normal RL soldier cannot (he can get up high enough to shoot onto the ledge, but not actually land on it). Normal RJs send you slightly higher too. Distance jumping seems roughly the same but its too variable to easily reproduce to prove it being inferior or superior.
Quote:
I always had a hard time timing my rockets for airshots with the old RL, so much easier with the DH.

It works on all airborn enemies from what I can tell, using tr_walkway with that launch ramp, shotting enemies out of the air causes the minicrit and like 152 minimum damage (damage actually does increase with range, or its variable with minicrit for some reason).
Quote:
Also, you take a slightly higher amount of damage from DH rocket jumps, seemed to be around 50 minimum from DH RJs directly underneath you, while with the normal RL only hits you for around 45-50 directly underneath you (this is with jumping with the RJ, haven't taken note of actual splash damage but you seem to take much more due to the higher damage).
... pretty much what everyone expected
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Old 18th December 2009, 05:13 PM   #29
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w00t. Maybe now I can get middies that aren't random flukes...
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Old 18th December 2009, 05:22 PM   #30
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I'm thinking its something to do with Rocket / sticky Jumping, because they mention some weapon they were going to destroy because of what it did to Poopy Joe when he was meant to be launched into space. And... other reasons.. bah.. im going back to sleep

I also have about 2kg of painkillers inside me so I could have imagined half of that comic.
YEAH I WAS RIGHT.

Along with 824,952,751 other people.

IN YA FACE MINORITY WHO THOUGHT OTHERWISE
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Old 18th December 2009, 06:34 PM   #31
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the Equalizer!
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Old 18th December 2009, 07:32 PM   #32
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demo + shield = indestructible demos fucking me off

new rocket launcher is about 20times better than old one just from the speed boost

jumping boots are good but seem to only register about half the time, jumping off things like walls seems to do normal damage
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Old 18th December 2009, 08:19 PM   #33
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soo many bugs :S
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Old 18th December 2009, 08:57 PM   #34
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full crazed demoman is nuts as is a soli with a pickaxe coming at you, you almost dont want to shoot him as it ends up worse for you. update has seemingly changed the game completely .. on pubs at least. I guess we will see when the novelty wears off and we dont have 10 demo's / soli's per team.

new sticky bomb launcher is shit, you actually have to have a line of site to the stickes for them to blow up so you cant hide them or cover 2 doors you cant see (i.e. both doors on gran).

As far as scrim use goes I see the soli pickaxe being a no brainer and the RL being a straight upgrade for most. Havent seen the boots yet but cant see them being much use in a 6 v 6 unless you are greg wong and dont let trival things like health prevent a RJ. The back pack is interesting and coupled with an uber creates carnage, could be good in places.

Cant see any demo giving up stickies for the sheild unless you want a mele tank, the new stickey appears to be pretty shit as you have to be able to see (and look directly at) the stickies you want to blow up so cant see it being very popular. Havent used the soward yet so cant comment on it's usefullness but have been killed by it lots and it could be pretty effective?

ps) you cant be healed when you have the pickaxe out
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Old 18th December 2009, 09:07 PM   #35
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Quote:
Originally Posted by wug_ View Post
new sticky bomb launcher is shit, you actually have to have a line of site to the stickes for them to blow up so you cant hide them or cover 2 doors you cant see (i.e. both doors on gran).

ps) you cant be healed when you have the pickaxe out
i never had an issue with that, i was able to blow stickies from spawn when the sets where ages away behind several walls, u just gota aim directly at them thats the shitter
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Old 18th December 2009, 09:13 PM   #36
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9pm finish updating now :<
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Old 18th December 2009, 09:29 PM   #37
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Big toss up - Shotgun or boots.

I reckon 1 solly (primary with medic) without, and roaming with boots. So he can travel about, picking up health packs while the primary has the shotgun for protection of both him and the medic.

Just my div 2c
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Old 18th December 2009, 10:53 PM   #38
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Tbh, i think boots will rarely be used in scrims, as the bugle could rape up in a push
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Old 19th December 2009, 04:58 AM   #39
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Boots are shit. Especially seeing as wall jumps still do normal damage. The bugle however could be a useful tradein for the pocket soldier. Pickaxe is awesome, it's effectively the soldiers ubersaw.

I expect the Direct hit to get nerfed somewhat, as fun as it is, it's just too powerful.

The demo's shield is fucking fustrating. It will be better once everything gets back to normal, but atm, it's fucking op. Sword is fun, but without the buff from the shield it's not worth using, and as the shield will probably be banned in comp play, I can't see the sword being used either. Haven't tried the SR yet, but it looks cool.
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Old 19th December 2009, 08:30 AM   #40
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ok the new RL is fucking stupid, if you jump and get hit by it as a medic you are dead. I think they need to change it so you need to be X height off the ground for it to count as a middy.

need to wait until everything settles down though I guess, so buggy to i was on a server last night and a guy was getting 13 drops every time he died lol
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