Mammoth TF2 Update Released!
Check this stuff out :D.
Quote:
General
- Added an option to the advanced multiplayer menu to select left or right handed view models
- Fixed a bug where a spectator's wearable items could be seen floating around the player they were spectating
- Fixed a bug where a fake Spy hand would appear on the screen of other players
- Custom death animations now only play 25% of the time
- Fixed teleporters not being build-able in some places where they should be (such as within the pit at the end of Badwater Basin)
- Fixed rare client crash on connection and level change
- Removed refract from water ripples caused by bullet impacts for performance reasons
- Added log entries for player extinguished events using the medigun, jarate, flamethrower and dispenser
- Started tracking localization settings to help make decisions regarding localization in the future
- Fixed the blank progress bar in the upper-left of the screen when the client scheme is reloaded
Mapmaker requests
- Added spawn flag to func_respawnroomvisualizer that allows it be non-solid to players
- Added SetSolid input to func_respawnroomvisualizer to change solidity to players dynamically
- Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
Sniper
- Fixed a bad detection case in the "Friendship is Golden" achievement
- Changed the description of the "Triple Prey" achievement so it better describes how to get it
- Critical arrows now have a trail and correctly deal enhanced damage
- The Huntsman now defaults to be right handed
- Friendly arrows will no longer trigger the near miss sound on you
- Fixed several sources of floating arrows
Spy
- Fixed disguised Spies occasionally looking like they have invulnerability, instead of the correct fake Spy mask
- Disguised spies will no longer lose their disguise weapon when they interact with a weapon locker
- Fixed a bug where the spy's watch would randomly change models during play
- Fixed uncloaked spies flickering in and out of the cloak effect when taking damage
- The Cloak and Dagger now always regenerates at its intended rate. Previously it only regenerated at the correct rate when the spy was cloaked
- Increased the Cloak and Dagger regeneration rate slightly
- Capped the rate of energy loss from moving faster than run speed (falling / air toss) while cloaked with the Cloak and Dagger
- The Dead Ringer's cloak consume rate has been slightly reduced, giving about an extra second of cloak time on a full meter
- Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter instead of 100%. This drain only happens if the meter is at least 60% full
- The Dead Ringer's cloak meter can now be regenerated from ammo sources
- The Ambassador now only crits when fully accurate and no longer penetrates enemies
- The Spy can no longer change weapons from the knife while shocked by the Razorback
- Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies
- Fixed disguised Spies showing the wrong teleporter effects when using an enemy teleporter
A huge amount of the spy & sniper update complaints have now been addressed - and the huntsman is now right handed!!
Overall, an awesome update :D. I'm updating our server now.
Re: Mammoth TF2 Update Released!
Thank god the bow is now righthanded lefthanded bow it was so painful to look at
Re: Mammoth TF2 Update Released!
i saw the thread and expected something more intresting.
BUT
I just got a level 15 bonk, looking at the forums, this means nothing yet, but what dose valve have in mind?
Re: Mammoth TF2 Update Released!
Yeah, I've got a level 5 bonk. Perhaps they're just the same thing, but I don't know why they'd be different levels.
Perhaps you can fly with this one :p.
Re: Mammoth TF2 Update Released!
The Huntsman now defaults to be right handed
THANK YOU
Re: Mammoth TF2 Update Released!
# The Dead Ringer's cloak meter can now be regenerated from ammo sources
W00T!
Re: Mammoth TF2 Update Released!
Quote:
Originally Posted by
Phantom
# The Dead Ringer's cloak meter can now be regenerated from ammo sources
W00T!
QFT!!
Re: Mammoth TF2 Update Released!
Medics need a change - make the needle gun and the Blutsauger a feasible weapon and not a spray and pray gun.
Re: Mammoth TF2 Update Released!
you want medics to be MORE powerful?
am I sensing bias here?
Re: Mammoth TF2 Update Released!
Re: Mammoth TF2 Update Released!
so... the spies should have a knife that never does crits, but always backstabs...
(is the equivilent of what you just said)
Re: Mammoth TF2 Update Released!
Come on, try killing someone with the needle gun, it's near impossible unless you spray. And that's just not fun.
Either that or i'm shit at it.
Re: Mammoth TF2 Update Released!
Personally I've found the needle gun to be one of the most effective weapons in the game.
Re: Mammoth TF2 Update Released!
Quote:
Originally Posted by
Oricalcos
Come on, try killing someone with the needle gun, it's near impossible unless you spray. And that's just not fun.
Either that or i'm shit at it.
Could it possibly be because the medic was not designed to go on killing sprees? <_> Frnakly the needle guns are already very powerful, especially against 125 hp classes and pyros.
Re: Mammoth TF2 Update Released!
I'm not debating the fact it does damage, I'm quarreling the fact it is ridiculously hard to hit anyone. because it is so inaccurate due to the projectile nature of the weapon, i.e target is no longer where it was when they get there. I also accept the medic is not an attack class, but I would actually like a semi-feasible weapon to defend myself and my patients against spies and bum rushing pyro's. To be honest, I would quite happily forgo some of its power and rate of fire in order to have a more accurate weapon.
That's my main problem with the needle gun/blutsauger.
Of course, it could be that I need practice, but it wouldn't hurt to have a bit more accuracy on it.