Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
Fuck.
So they fixed exploits and stupid game mechanics. I fail to see how that warrants a triple fuck.
I don't want to be the type to tell people how to play, and I think I've said this a billion million times already, but spies: your primary role is not to sneak in and get one backstab per life. Blow up sentries. Seriously, it's not that hard.
That second fix makes it more difficult to blow up sentries, hence the "fuck".
Now you can't sap and blast the shit out of it to get a quicker kill, since you'll be doing less damage. It's aggravating because backstabs are a mess and now the sappers are getting fiddled with as well.
* Sudden Death mode is now a server option (a convar) and defaults to OFF
* Sapped buildings now take slightly less damage from the Spy who sapped them
* The Medic's Medigun now charges at an increased rate during Setup time, to remove the need for self-damage grinding
* Fixed an rcon/console command that could cause server crashes
* Prevented players from playing the "civilian" class
* Prevented players from hiding their name in the scoreboard
* Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
* Fixed decals not being correctly applied to the world in some cases
* Fixed critical bullet tracers not being visible to players other than the firer
* Fixed first person spectator view of the Spy watch not showing the correct cloak value
* Fixed the teleporter's player shaped particles not drawing
* Fixed the flamethrower stuttering when firing directly into a building
* Fixed a rare crash that can happen when a player being healed leaves the server suddenly
* Fixed rocket trail effects sometimes existing permanently in world
* Added effects to players when they earn an achievement, visible to other players nearby
* Tweaked achievement HUD fonts and color palette for more readability
* Improved stat gathering for map play times to increase accuracy
* Improved stat gathering around draws to better understand why they're occurring
* Fixed occasional misreporting of syringe gun & fireaxe damage distances to the stats system
* Fixed an occasional crash caused by an achievement not being found during a game announcement
Dustbowl
* Now waits until either team wins fully before changing to another map on server timelimit expiring
* Teams now score a point per captured control point, rather than per sub round
* Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point
* Fixed gaps in stage gates that allowed snipers to kill defenders during setup
* Fixed several model and brush perch exploits in stage three
* Added stair access to the upper area in stage three after the first cap
* Limited line-of-sight at the first control point in stage 3 to remove a griefable sniper spot
Full change list, some good stuff, some bad. Bolded for the good of mankind. The new spot they're speaking of, when you go around the corner on 3-1, where the sentry in the window usually is, there's a staircase up onto the higher area opposite the spawn exit. Also, even though its no longer an issue, a guy named Sol-Badguy was repeatedly shooting through the gate in setup.
I do enjoy playing Spy. I'm not too hot at it (a few tales of epic espionage aside), but I enjoy playing. As such, I am quite upset that Valve saw fit to further beat the Spy into uselessness against competent opponents. Pre-patch, whenever I was playing Spy there were few times when I wasn't aware that I would be better served playing any other class. Now I fear that the Spy's sole use is suicide runs to disable sentry guns in tangent with offensive pushes, as depending on the damage hit there may be very few, very special Engineers who would lose a manned sentry gun to a skilled Spy.
Don't misunderstand me; suicide runs are useful, and as long as the Electro Sapper powers down structures, the Spy will have a place in Team Fortress 2. That place is unfortunately getting less fun with each Spy update.
Does that second one mean that the uber will still be active while the weapon is switched? That could make for some epic bonesawing.
No. The Übercharge will continue to count down at its normal rate, but the Medic will not be invincible. With storing Übercharges and weapon juggling out of the game, the only advanced technique left to Medics is Übercharging multiple allies. I do hope that does not disappear, too.
Also: Demomen can no longer fire over buildings in Dustbowl.
Seems a fairly pointless change to me, that sapper one. I guess they want to encourage team co-ordination, so that combat classes rush the SGs while they're disabled, but it's not like spies have been wiping the floor with engineers recently.
What, understanding what you expect them to do or actually doing it? Because actually doing it can be pretty damn difficult if the opposition is taking the time to help guard their engineers' SGs.
Whenever I start up TF2 it resets my video settings to the suggested values. This is unacceptable, how do I make it so it retains my settings permanently?
Do you have a -dxlevel command in your shortcut? If, yes: remove it. The game will still run in the specified version of DX until it's told to use another one.
That appears to have worked perfectly, thank you very much.
Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
Hm, that seemed like a good tactic. And it's not like it was overpowered. You switched and you wouldn't have full uber when you went back. Seems like something they should have left in
Added stair access to the upper area in stage three after the first cap
* Now waits until either team wins fully before changing to another map on server timelimit expiring
* Teams now score a point per captured control point, rather than per sub round
* Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point
* Fixed gaps in stage gates that allowed snipers to kill defenders during setup
* Fixed several model and brush perch exploits in stage three
* Added stair access to the upper area in stage three after the first cap
* Limited line-of-sight at the first control point in stage 3 to remove a griefable sniper spot
I'm not happy with the spy nerf, but I guess this update isn't all bad.
Edit: What do they mean by "upper area in stage three"? The part accessible from the red spawn room?
* Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons (1)
* Fixed the flamethrower stuttering when firing directly into a building (2)
Dustbowl
* Teams now score a point per captured control point, rather than per sub round (3)
Full change list, some good stuff, some bad. Bolded for the good of mankind.
1) wasn't aware that this was seen as an exploit, it just seemed like a good idea. Had no idea that it wasn't intended.
2) Does this mean that now when i get all up in dat sentry it's gonna burn like it's supposed to?
3) I dunno about this one...seems like the ultimate goal is to take both CPs not just the first one. They gonna change gravelpit to be that you get a point for each CP you take so then offense would technically win the round 2-1 for taking A and B but not C?
That was a poorly structured sentence...but I don't care.
Yeah I dunno, the added cap points for getting them is kind of pointless, its not really showing who is winning. Also, explanation of the new stairs in my edited op. Again: Opposite the red spawn exit, there's a concrete wall that you can stand on above the choke point that originally could only be accessed from further back by the tunnel stairs, or by nade jumping onto it. Now there's a staircase facing where the blue team would be coming from 3-1.
Sapped buildings now take slightly less damage from the Spy who sapped them
means that sappers do less damage, right?
Yeah that kind of sucks. What made spy/engy camp encounters interesting was that it all depended on how the engy reacted. If he went after you with the shotgun right after you sapped you could backpedal and shoot the sentry with the revolver a couple of times and it would die. It was almost timed perfectly because any wasted time the engy spent trying to kill you meant that you could probably take the sentry down just in time. So yeah depending on the degree of lessened damage they implemented it could make the spy considerably less useful as already mentioned.
Sapped buildings now take slightly less damage from the Spy who sapped them
means that sappers do less damage, right?
Maybe I'm reading it wrong, but I assume it means that the sapper is still the same, but if a Spy decides to shoot/knife a building that he sapped, he'll do less damage.
I'm pretty sure the sapper thing means that sappers do the same amount of damage as before but you can't do additional damage with a pistol (or knife?) at the same rate.
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited December 2007
I'll miss the saved ubering, but it got me in trouble more than it was useful. I would try to save every possible second of it, when I could easily have gotten another uber in the time I'd saved it for. So I don't mind.
The increased ubercharge during setup? That's awesome. I'm jumping on to try it out right now.
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That second fix makes it more difficult to blow up sentries, hence the "fuck".
Now you can't sap and blast the shit out of it to get a quicker kill, since you'll be doing less damage. It's aggravating because backstabs are a mess and now the sappers are getting fiddled with as well.
Full change list, some good stuff, some bad. Bolded for the good of mankind. The new spot they're speaking of, when you go around the corner on 3-1, where the sentry in the window usually is, there's a staircase up onto the higher area opposite the spawn exit. Also, even though its no longer an issue, a guy named Sol-Badguy was repeatedly shooting through the gate in setup.
Don't misunderstand me; suicide runs are useful, and as long as the Electro Sapper powers down structures, the Spy will have a place in Team Fortress 2. That place is unfortunately getting less fun with each Spy update.
No. The Übercharge will continue to count down at its normal rate, but the Medic will not be invincible. With storing Übercharges and weapon juggling out of the game, the only advanced technique left to Medics is Übercharging multiple allies. I do hope that does not disappear, too.
Also: Demomen can no longer fire over buildings in Dustbowl.
What, understanding what you expect them to do or actually doing it? Because actually doing it can be pretty damn difficult if the opposition is taking the time to help guard their engineers' SGs.
That appears to have worked perfectly, thank you very much.
hm?
I'm not happy with the spy nerf, but I guess this update isn't all bad.
Edit: What do they mean by "upper area in stage three"? The part accessible from the red spawn room?
Huh, wonder what the effect will look like.
Awesome.
Although I don't mind storing the uber, but I won't miss it.
Working on it now give me a few minutes.
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1) wasn't aware that this was seen as an exploit, it just seemed like a good idea. Had no idea that it wasn't intended.
2) Does this mean that now when i get all up in dat sentry it's gonna burn like it's supposed to?
3) I dunno about this one...seems like the ultimate goal is to take both CPs not just the first one. They gonna change gravelpit to be that you get a point for each CP you take so then offense would technically win the round 2-1 for taking A and B but not C?
That was a poorly structured sentence...but I don't care.
That complicated one not bad.
But the other maps blow so hard.
Yeah that kind of sucks. What made spy/engy camp encounters interesting was that it all depended on how the engy reacted. If he went after you with the shotgun right after you sapped you could backpedal and shoot the sentry with the revolver a couple of times and it would die. It was almost timed perfectly because any wasted time the engy spent trying to kill you meant that you could probably take the sentry down just in time. So yeah depending on the degree of lessened damage they implemented it could make the spy considerably less useful as already mentioned.
Maybe I'm reading it wrong, but I assume it means that the sapper is still the same, but if a Spy decides to shoot/knife a building that he sapped, he'll do less damage.
edit:beated~
It just made sense to me. God dammit.
Also, even with a few nerfs, this whole patch is kick ass.
I guess if it sucks would depend on how much damage reduction were talking about here. If you can't do any that would kind of blow.
Sheer Gibberish looking rather dashing.
Flame on!
Vivi is ready for his close up...
Roland feels bad about killing me.
Just Plain Evil lives up to his name.
I wonder if anyone is in the air vents?
Oh crap.
Although it was very situational.
my eyes
While I'd love for that to happen, I think it means that the flamer won't turn itself off when you're up against a wall.
either way it works for me
Hopefully I don't hydroplane on the way home.
Nope.
Not at all.
The increased ubercharge during setup? That's awesome. I'm jumping on to try it out right now.