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| Team Fortress 2 - General Discussion General discussion for Team Fortress 2 |
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#1 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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TF2 Update for July 29th
Fixed team switches on Attack/Defense maps spamming the console Whoo hoo. The ragdolls are fixed a few lines down.
Fixed the Kritzkrieg not working on servers with crits turned off Interesting move. I like the idea of no RANDOM crits, but some will surely rage about this and then they will get a mod. Fixed some clipped localized strings in various in-game dialogs Fixed several cases where files were synchronously loaded while the game was running Interesting issue. Might be something that only affects systems with poor hard drives. Fixed a shutdown crash in the material system Could this be the fix for mat_queue_mode 2? Cached rendering of item model panels to improve performance, in particular while weapon selection was visible Added a gear symbol behind the health bar for Engineer buildings, in both target IDs and freeze panels I remember seconding that suggestion. Good ears, Valve. Players killing themselves will now give a kill credit to the last enemy who damaged them My seppuku, no! Fixed grenades, rockets, and flamethrower being able to fire through grates at round starts I'm curious how this was implemented. Fixed players being killed and creating ragdolls during team switches Fixed various exploits and performance problems in CP_Badlands, CP_Well, and CP_Fastlane Never noticed them... Removed health bonus from the Backburner Epic.
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#2 (permalink) |
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Join Date: Jan 2008
Posts: 516
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Re: TF2 Update for July 29th
It was like a community update or something like that. And no-crits players tended to whine about the KK not working. They don't seem to like randomness. And can Snipers still shoot through the gates?
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#3 (permalink) |
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Join Date: Apr 2007
Posts: 17
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Re: TF2 Update for July 29th
They removed the health bonus from the Backburner!?!?
Nice, I guess they read your letter, Magna. A lot of the mouse1+w people will be pouting over this. ![]()
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Also Special 'Lympics '83 in TF2 |
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#5 (permalink) | |
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Join Date: May 2008
Posts: 187
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Re: TF2 Update for July 29th
Quote:
No thats more for the competitive scene. They won't rage about it, they've actually been asking for it for a while. Thing is, if you disable crits on your server, kritzkrieg becomes useless since it does absolutely nothing, which means theres no point in swapping it for your uber ability.
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#6 (permalink) |
![]() Join Date: Apr 2007
Location: Pittsburgh
Age: 21
Posts: 1,031
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Re: TF2 Update for July 29th
Also, the kritzkrieg becomes more useful on a no-crit server since it increases the proportion of crits by a greater amount relative to a standard shot.
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|TG-3rd|Razcsak ![]() Proud to have been an Irregular!
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#7 (permalink) |
![]() Join Date: Apr 2007
Location: NY
Posts: 3,225
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Re: TF2 Update for July 29th
Magna, I'm logging on steam right now. If you lied to us about the backburner, I'm going to burn your house down.
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|TG-6th|Skud BMT Graduate - 320th Training Squadron, Flight 024 - MSgt Romero - "Kids no more!" 30 weeks Keesler AFB, 1W031 - Weather |
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#9 (permalink) |
![]() ![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 5,160
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Re: TF2 Update for July 29th
Valve gave into overwhelming whiners. Who woulda thunk it?
By the way, the pyro is still just as effective. Ask skud, I was wrecking everyone with the backburner tonight. Snipers still fall before me when I charge head on.
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#11 (permalink) |
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Join Date: May 2008
Posts: 187
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Re: TF2 Update for July 29th
I can only assume that part of the message is directed at me. I have far less pyros surviving a headon encounter with me now. It just takes a headshot and noscope/smg spray to take out a pyro, not every smg clip at my disposal while frantically running away.
Flanking and ambushing pyros kill me no problem. But thats no problem, since they're playing the class as intended.
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