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Posts Tagged ‘huo long’

A Closer Look at TF2 Class Rebalances

Posted on: July 10th, 2016 by Obey

Click here to see the winners of the June 2fort Stats and Server Starting Giveaway!

Below is a discussion of recent changes to both the base classes and specific TF2 weapons. Included are changes that were made in previous patches, in case it has been awhile since you haven’t played, or if you may have missed a significant change and haven’t adjusted your play.

Also, see the bottom of the blogpost for the July 8th and 9th patch notes.

tf2lego1

This won’t cover ALL of the changes, just the more important ones. For the complete patch notes, click or scroll down to the previous blogpost. Now, let’s discuss the Scout first:

 

Scout

July 7 patch notes for Scout:

  • Crit-A-Cola
    • Added Marked-for-Death debuff for 2 seconds after the buff effect expires
  • The Soda Popper
    • Added “On hit: build Hype”
    • Removed “build hype by running around”
    • Fixed: You can’t damage yourself to increase your Hype meter
  • Shortstop
    • Added an Alt-fire attack — reach out and shove someone!
    • Removed +healing bonus
    • Reduced pushback vuln to +20% (from +40%)
  • Sun on a Stick
    • Take 25% less damage from fire while deployed

When using the secondary Crit-A-Cola, all damage you deal (and receive) become mini-crits for the duration of the buff. It’s great for sneaking up or flanking a target or two, but you better finish them off and then hide: the moment the buff wears off, you’ll continue to take mini-crits for the next 2 seconds as you’re Marked-for-Death. Go hide or grab a powerup in the meantime.

The Soda Popper’s in-game text was wrong: You gain Hype by dealing damage, not as you run. You have to deal a total of 350 damage to fill your Hype gauge. When full, you can press Alt-Fire to engage the buff, allowing you to jump up to five times without touching the ground, which is often necessary to getaway and survive until you can get to a powerup.

Shortstop

The primary Shortstop has become more popular since random damage spread was defaulted to OFF on Valve servers, causing the weapon to deal more consistent damage. Now, you gain the ability to shove: press Alt-Fire for a melee attack that pushes a nearby enemy back a short distance, similar to a flamethrower’s airblast but maybe not as far (and it definitely won’t reflect a projectile). However, the Shortstop loses the extra healing it used to grant, and forced movement (like from airblasts) now pushes you slightly more than standard (previous the pushback was nearly doubled). Now you can pushback an enemy, throw a Mad Milk or cleaver at the enemy, and then engage once more!

(Note: The Gun Mettle patch allowed the Shortstop to use its own primary ammo, so that it wouldn’t share with a pistol secondary.)

The Sun on a Stick melee weapon wasn’t very popular: all it used to granted critical hits against burning players (which required you to work together with a pyro teammate, as well as to engage in melee), but otherwise dealt 25% less damage than the standard Bat. Now it has a unique bonus: you take a little less fire damage while it is deployed. So if you’re running past a Pyro–or running away and suffering from afterburn–switch to the Sun on a Stick to help you survive long enough to find a powerup or a bath of water. Equip it whenever your server seems overrun with Pyros, but you still want to play Scout.

 

Soldier

July 7 patch notes for the Solly:

  • The Righteous Bison
    • Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly
    • Per-shot damage has been increased to compensate, resulting in slightly more damage on average [1]
      • Point-blank deals 54 damage (previously 20-80)
      • Maximum range deals 24 damage (previously 14-56)
    • Slowed projectile by 30%
    • Projectile damage reduced by 25% for each enemy penetrated
    • Updated projectile impact sound
  • The Disciplinary Action
    • Reduced duration of speed bonus on teammates to 2 seconds (from 3)
  • The Rocket Jumper
    • Updated model/materials and sound

So the secondary Righteous Bison wasn’t actually supposed to hit a target multiple times! The laser projectile pierces its target, but now it only hits once–and its damage has also been slightly increased. However, the projectile is much easier to dodge, and deals less damage for each target it hits.

pewpewpew

That said, it is still an effective weapon for long range harassment (then again, your primary weapons are also), and can deal safe, consistent damage at close range without needing ammo. It also can’t be deflected by airblasts.

Observations: The Concheror secondary has become more popular in pubs, as it now grants increased health regeneration (+4 health per second, which is temporarily slowed after taking damage) since the Tough Break update. In the same patch, the primary Liberty Launcher received a 5-rocket clip, and it has seen more play as well.

Don’t Forget: Soldiers with the Equalizer or Escape Plan can now be healed/ubercharged by Medics, however the healing rate is slowed to 10% normal as of the Tough Break update, so feel free to uber them.

 

Sniper

July 7 patch notes for the schnoiper:

  • Cozy Camper
    • Now requires a full charge to gain flinch resistance
  • The Sydney Sleeper
    • When fully charged, or when making a headshot, now applies Jarate in a radius
    • Scoped shots now extinguish teammates
  • The Cleaner’s Carbine
    • Removed hidden +10% damage taken multiplier while under the effects

Let’s go for a deep analysis on the “Piss Rifle”, the retooled Sydney Sleeper:

  1. It’s main drawback is that it does not inflict a critical hit with a headshot. Losing this threat makes you rely on teamwork more, but then again you role is support, not attack or defense.
  2. The Sydney’s main advantage is that it inflicts the Jarate debuff, causing mini-crits to the affected target. The effect lasts from 2-8 seconds, so you can give a short debuff if you bodyshot them as soon as you scope in.
  3. Now that random damage spread defaults to OFF on Valve servers, the Piss Rifle deals 50-150 dmg, and from 68-203 dmg mini crit (Jarate) dmg. Most enemies from medium range will die if you can bodyshot them twice in close succession.
  4. But now, the Sydney Sleeper applies Jarate in an area around your target when you successfully hit with a fully charged shot! If you Jarate multiple enemies, you have 8 seconds to choose your next target(s). This has already shown to be very effective when defending a cart or dropped flag. Landing a fully-scoped shot in a tight pack of enemies can help one of your allies take out the entire group with ease.
  5. Moreover, you can extinguish targets from range with a scoped Sydney shot of any duration, lending more ability to your Support role to help your teammates.

Don’t forget that Snipers can still perfectly aim for a headshot when equipped with the backpack-looking Cozy Camper secondary. Now they only gain flinch resistance when their Charge gauge is full, so a Charging sniper will only wait a moment anyway to gain the steadiness needed. Harassing a Sniper with flames or bleeding is much less effective when they’re equipped with the steadying, health regenerating Cozy Camper.

The Cleaner’s Carbine removed a slight damage buff that wasn’t mentioned in the gun’s description. It should now work as described.

 

Heavy

Here’s the recent changes for the Heavy:

  • Natascha and Brass Beast
    • 20% damage resistance now only applies when spun up and below 50% max health
  • Huo-Long Heater
    • Added -10% damage
    • Added +25% increased damage vs. burning players
    • Reduced ammo drain to -4/sec (from -6)
    • Reduced pulse damage from Ring of Fire to 12 (from 15) due to increased damage vs. burning
  • Buffalo Steak Sandvich
    • Fixed “damage taken” multiplier accidentally being +10%, instead of the listed +25%

Pubbing players have dusted off their Nataschas and brought them to battle, enjoying both a slowing effect on enemies they hit, and some damage resistance while firing. That damage resistance now only applies after they’ve lost half their health, but it is often still enough to just barely outlast a single attacking enemy.

The Huo-Long Heater now does a slightly less damage per hit (4-12 dmg per bullet as opposed to 4.5-13.5), and a little less damage with its Ring of Fire. That said, the Chinese Fire Dragon Gun was more buffed than nerfed with these changes, because not only does the gun burn up ammo less quickly, but it will deal more damage to burning players (5-15 dmg per bullet, or 50-600 dmg per second)!

huo long

A point-blank enemy will ignite on fire when you’re spun up, allowing you to mow them down even faster and using less ammo. Pyro allies can assist you in taking down tough enemies like buffed medic targets by burning them from range. Now, the Huo-Long is even more viable in Mann vs. Machine mode, since those robots can burn, so Pyro-Heavy and multiple Heavy teams can further increase damage dealt to take out the bigger robots with ease.

The Buffalo Steak Sandvich, like a few other weapons, had a misprint in the item description, and it was fixed. You only take an extra 10% damage, not an extra 25%, which explains why you seemed harder to kill during a food frenzy than you should have been.

 

Spy

July 7th patch changes for the schpee:

  • Base
    • Max speed increased to 320 (from 300)
  • Enforcer
    • Attacks pierce resist and absorb effects from all sources

Spy is now 107% the “base” speed, up from 100%. Here’s how he measures up now in speed:

  • Base speed of all classes, before equipment or other modifiers:
    • Scout: 133% speed
    • Spy, Medic: 107% speed
    • Pyro, Engineer, Sniper: 100% speed
    • (old Spy: 100% speed)
    • Demoman: 93% speed
    • Soldier: 80% speed
    • Heavy: 77% speed

So now, the Spy is as fast as a Medic, and only the Scout is faster than you in base speed. Right away, you’ll have an easier time catching up to Pyros, Engineers, and Snipers to backstab them. And you’ll have a slightly better chance of getting away after you’ve been discovered. Since the Big Earner gives a speed boost on kill, you’ll move even faster after a backstab now.

But also, you’ll be more effective disguising as a Medic, since you’ll move as fast as they do, when it was previously obvious that a slower-moving Medic was a disguised Spy.

enforcer

The Enforcer now gains the ability to “pierce resist and absorb effects”… Here’s what that means:

  1. Ignores bullet resistance granted by the Vaccinator, whether by its uber or by its bullet-specific shield.
    • This means the Vaccinator doesn’t protect against your critical hits also! Normally it nullifies all mini-crit and critical hit bonus damage.
    • However, the Enforcer deals no random critical hits.
  2. Ignores bullet resistance granted by Heavies firing the Brass Beast or Natascha.
  3. Ignores bullet resistance granted by Snipers using the Darwin’s Danger Shield.
  4. Ignores resistance granted by Spies’ cloaks such as the Invis Watch, Cloak and Dagger, and Dead Ringer.
    1. Cloaked spies get 20% resistance to all damage. The Enforcer ignores this damage resistance.
    2. A hit will trigger the Dead Ringer’s cloak, but you will deal standard Enforcer damage.
      • Normally, a triggered Feign Death will provide 65% to 20% damage resistance from all sources, scaled gradually over the first 3 seconds, and has no bump shimmer during that time. The Enforcer ignores this as well.
  5. Does not pierece invincibility, such as that granted by a Medi Gun ubercharge, or a Scout’s Bonk! Atomic Punch.

So use the Enforcer against specific enemy combinations, like if you’re going against enemy Spies or trying to take out a Vaccinator Medic.

 

Pyro

July 7th patch notes for the Pyro:

  • All Flamethrowers
    • Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%
      • Medics hear a “healing interrupted” sound when this is happening to their heal target
  • The Manmelter
    • Removed (hidden) 20% fire rate penalty

All of the Pyro’s primary weapons have gained a new ability: Directly burning the healing target of a Medic reduces healing by 25%! Also, damage reduction granted by the Vaccinator or Demoman Shields is reduced by 25% as well, resulting a slight increase in damage. This doesn’t affect afterburn (if any), nor does it affect damage you deal with secondaries or melees. It also doesn’t pierce the fire immunity granted by the Spy’s Spycicle.

Flamethrower1

This change will make it slightly easier for a Pyro to kill a Medic’s healing target, although that will still be rather difficult at times. This ability will also help Pyros in MvM destroy the larger Robots with pocket Medics.

The Manmelter change speeds it up to fire at the same rate as the Flare Gun. This text was mistakenly omitted in previous patches, like some other changes, so now the Manmelter fires as it says it does.

 

Medic

July 7th patch notes for Herr Doktor:

  • Base
    • All Mediguns allow the Medic to match the speed of their heal target
  • Quick Fix
    • ÜberCharge rate reduced to +15% (from +25%)[3]
  • Overdose
    • Increased movement speed bonus to +20% (from +10%)
    • Increased damage penalty to -15% (from -10%)
  • Dropped Mediguns
    • Stored ÜberCharge begins to decay over time after coming to rest

If you’re using your secondary medigun to heal a target, your move speed now matches your heal target’s current speed. You will gain and lose speed buffs and debuffs as they do, such as given by the Concheror. However, you do not gain the ability to leap ahead with a stickyjumping Demoman or a rocketjumping Soldier; that ability is still confined to the Quick Fix. As a Medic, only the Scout’s base speed is faster than yours; all this change serves to do is to grant you any movement speed bonus that your heal target gets, so that you can keep up with your patient so as to not break your healing beam.

The Overdose now does very slightly less damage (5-11 dmg per hit), and grants double the move speed bonus as before. It grants +2% move speed for each 10% of Uber gauge filled, up to a maximum of 20% (which will make you slightly faster than a Scout). However, the Overdose must be deployed (the active weapon) for you to gain this speed bonus. Switch to it to run away or to catch up with a heal target.

In case you didn’t know, dropped mediguns still contain the ubercharge that they had when they were dropped! If you know that a Medic had a full Ubercharge saved when they die, regardless of which side, let your team know the location of the dropped weapon, so that one of your Medics can come and pick up the weapon and its filled gauge! However, the Ubercharge gauge will now drain over time, so be quick about retrieving it.  If you drop a fully charged medigun, you might be able to salvage some of its charge if you get can quickly retrieve the weapon.

 

Demoman

July 7th patch notes for the Black One Eyed Scotsman:

  • Base
    • All boots now require a shield to activate any move speed bonus listed on the item
  • The Iron Bomber
    • Decreased the fuse time to 1.4 seconds (from 2.0)
  • The Quickiebomb Launcher
    • Increased charge time reduction to -70% (from -50%)
    • Increased damage bonus for (max) charged shots to +35% (from +25%)
    • Increased clip size penalty to -50% (from -25%)
    • Removed “Stickybombs fizzle 4 seconds after landing”
  • The Sticky Jumper
    • Updated model/materials and sound

The change to the Demo’s Bootlegger/Ali Baba’s Wee Booties regards the 10% move speed bonus they grant. This bonus is disabled unless the Demoman’s loadout also includes a shield, such as the Chargin’ Targe. This is to prevent a Demo wielding stickybomb launcher (or its variants) from being granted additional move speed, as well as further increasing their stickyjumping range.

See, a loadout of Bootlegger + Eyelander would make for an incredibly fast non-charging Demoknight. Before this change, the Demoman could achieve a 136% base move speed after 4+ heads are collected, which is faster than a Scout’s base speed. Coupled with either a Sticky Jumper (for more maneuverability) or a stickybomb launcher… well, it’d be like a one-jump Scout with more health and a stickybomb launcher of their choice! So now you have to grab a shield and lose the launcher if you want speed free of Charging (pun intentional). This is a necessary nerf.

quickiebombThe Quickiebomb Launcher now does more damage, faster, but you have to reload more often. Its stickies now arm in 0.5 seconds, making them more useful than ever for detonating in midair: if you’re at even elevation that your opponent and you’re aiming at their head height, trying detonating them about even with their knees. (0.5 seconds is the tick-time of afterburn, by the way, so imagine that for timing.)

You can also long-range “snipe” more effectively: It only takes one second (instead of 4 seconds for the stock Stickybomb Launcher) to fill the charge gauge by holding the primary fire button down. Release the button as soon as the weapon reaches its target for an effective harassment tool against snipers or tight groups of enemies from range.

Better yet, the Quickiebomb Launcher’s projectiles no longer fizzle away, so you can use them for effective area denial traps just like the other secondaries! Just watch your clip: you can only load 4 stickies at a time, at it takes three full seconds to reload it. They’re still -15% less damaging that stock stickies, but at 51-122 base damage (as opposed to 60-144), they’re still very effective at killing.

 

Engineer

July 7th patch notes for the man with 8 hard science Ph.Ds.:

  • Base
    • Level 1 teleporters now cost 50 metal (previously 125)
  • Widowmaker
    • Damage increased +10% when attacking the same target as your sentry
  • Eureka Effect
    • Reduced “50% less metal from Dispensers and Pickups” to 20%
    • Added “Teleporters cost 50% less metal”
  • The Short Circuit
    • Base projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf)
  • The Pomson(sic)
    • Fixed an exploit with shooting through your own buildings
    • Increased close-range damage to 72 (from 62)
    • Reduced long-range damage to 32 (from 42)
    • Updated projectile impact sound

That’s right: a teleport now costs only 50 metal to build (or only 25 metal with an Eureka Effect)!. A sentry can also be built (at 130 metal) before having to go fetch more metal, allowing an Engineer to get a nest up and running faster. It also means a level 1 Dispenser’s first dispensation of metal is all you need to build an teleporter exit. Building teleporters quickly helps allies get back to the battlefield sooner, giving you a numbers advantage in combat.

Note: The metal gibs of destroyed teleporters are now worth less metal, to compensate for their reduced cost. Going back to the Gun Mettle update, mini-sentry gibs no longer provide metal.

Pomson

The Pomson got a slight rework. First of all, it turns out that the laser projectile was not intended to hit multiple times, and has been changed to compensate. Also, you can no longer hide behind your dispenser or sentry to shoot enemies.

Now it deals 32-72 damage, and that 32 damage is excellent for long range harassment (much better than the 22 damage of your Pistol). It still erases up to 10% of a Medic’s ubercharge gauge when hit, or up to 20% of a Spy’s cloak gauge when hit, with less meter erasure over distance. And the Pomson projectile can’t be deflected. Did you know you can use it to light allied Sniper arrows on fire?

 

Full Patch Notes: July 9, 2016

  • Fixed the Strange Filter: Competitive tool not describing itself properly after being applied to an item
  • Fixed the Jackpot! PASS Time achievement not tracking wins
  • Updated Mannpower Mode to use 7 captures per round on matchmaking servers (was 3)
  • Updated ConVar zoom_sensitivity_ratio so its value is saved across sessions and it can be adjusted in Competitive Mode

Full Patch Notes: July 8, 2016

  • Removed the abandonment penalty for Competitive Mode
  • Players are only required to have a single mode selected before queuing
  • Fixed a dedicated server crash caused by projectiles from the Pomson 6000 and the Righteous Bison
  • Fixed being able to damage yourself to gain Hype while using The Soda Popper
  • Changed how much metal destroyed objects drop and fixed destroyed teleporters dropping more metal than intended
  • Fixed the Bonesaw not working properly while using viewmodel minmode
  • Fixed the Spy and Engineer not being able to equip the Prinny Machete

 

 

Expect another major update to be in the middle of December, if not before! Valve has been consistently providing game rebalances in early July and mid December.

Also, TF2 Birthday Mode is every August 23rd, so see you then!

[N] Obey

TF2 Beta PASS Time Patch: Aug 19 2015

Posted on: August 19th, 2015 by Obey

NFL and elite soccer leagues everywhere are horrified: a new challenger has appeared! Finally, a sport where YOU CAN KILL THE OTHER TEAM without having to join a player’s union. The patch summary:

  1. New game mode “PASS Time” substitutes a ball and goals to standard CTF play.
    • Pass the ball to allies or throw the ball with primary fire button; steal the ball with a melee hit.
  2. “Gun Mettle” map Suijin updated to improve play around its central point.
  3. New hat, “The Finder’s Fee”, awarded to users that report major exploits and bugs to Valve.
  4. Bugfixes, including:
    • The Loadout Screen now shows the animation of any equipped Unusual Effects.
    • Demoman gained some missing voice lines when laughing.
    • MvM medigun shield will recreate when switching away, then back to medigun, while medigun shield is engaged.
    • Map voting now enabled with Workshop maps.

 

Don’t forget: “Gun Mettle” Season runs through September 30th, so you can be completing contracts while playing the new game mode.

 

1. Are You Ready For Some… Football? WTF?!

“Soccer? Is that you?” Actually, PASS Time is more of a capture-the-flag remake, with a single flag that spawns over a neutral point, and to be thrown into the opposing goal as the objective. And when you don’t have the ball (or “jack” as they call it), you’ll fight for it in typical TF2 fashion: destroying the enemy with your weapons. Official blog post here.

It’s a simple variation on the familiar CTF theme. All you have to learn is how to throw and pass the ball, and that’s simple: hold the primary fire button for a targeting cursor, then aim and release to chuck it. You can also pass it to allies in the same manner, and you can call out for passes as well.

Warehouse1

Steal the ball from the enemy by killing the player and/or applying a melee hit. Stealing the ball (or being the first to recover it) will grant you a moment of invulnerability, health regeneration and a small speed boost. The game’s center of action will constantly be moving with the ballcarrier, so speed and mobility will be very important. Note that many of the recent weapon tweaks had this game mode in mind when they were launched.

PASS Time is currently in a live beta, similar to rd_asteroid has been for the last year. Currently there is just one map, pass_warehouse: a long, narrow map with plenty of rusty trailers to jump around, air lifts shooting you into the sky, and speed boost zones. Because of the beta, expect changes to be applied to maps and gameplay alike.

Warehouse2

One difference: you have to take the ball to the enemy’s zone to score, not your own! You’ll be closer to enemy respawns when nearer their goal than not. You’ll definitely need teammates to respond to respawning enemies and goaltending sentries. There are also few ammo and health pickups, so don’t get killed too quickly or you’ll be scored on while waiting to respawn.

Joining a PASS Time Game

There are Valve Beta servers running Warehouse now, but they may not come up in Quickplay. Search for them in your Servers menu, and bookmark a Valve server, as it will probably be 24/7 for a while.

Early Meta and Strategies

Essentially, half of the team will try to attack or chase the ball, and the other half ends up defending (probably because some players don’t want to chase all over the map). These are the roles I’m seeing so far:

Scout: Right away, a lot of players will play Scout, just for the increased movement speed and jumping ability. Grab the Atomizer and Soda Popper for extra jump, and possibly Bonk! for your secondary, but a skilled Scout player will shine in a killing role also. This game could devolve into everyone playing Scouts, until you run into a goal-camping Engineer.

Pyro: When the enemy all goes Scout, naturally you’ll want to go Pyro so you can harass them with fire. But without water or cliffs to airblast them, Pyro is a little out of his/her element. Consider a Powerjack for speed and the Reserve Shooter.

Soldier: Rocketjumping really helps you get around, and you’re needed to destroy sentries and discourage campers. Your various buffs and the Disciplinary Action are necessary, since a single attacker usually fails to score. Try to convince your Scout to help you keep up. The Rocket Jumper may even be preferable, but then you can’t carry the ball.

Demoman: Although your role is defense, you’ll usually be chasing the ball and harassing the opposing team. Your stickies are needed to remove sentries, but you’ll shine as a demoman, charging ahead of others and stealing the ball with melee.

Heavy: You’re likely to spend most of your time between your goal and midfield, killing those who would take the ball, or guarding positions that would attack your sentries.

– THIS PART UNDER CONSTRUCTION–

 

2. Suijin: Waking Up From a Sniper’s Dream

Did you enjoy being able to take three steps out of spawn, scope up your sniper rifle of choice, and be able to cover both the enemy’s spawn and the map’s single point in the same view? Did you enjoy getting headshot every time you took a step to the left after you respawned from the last headshot? Well, koth_suijin has changed all of that.

Suijin1

As you can see in my screenshot above, two decorative, apocalypse-immune Japanese blinds has been placed horizontally on each side of the central point, preventing snipers from having an unobstructed view of the point or enemy spawn from their own. However, the blinds are not tall enough to protect against well-placed sentries on the top level above the point.

Also, note the fencing in the screenshot. It has been altered to allow easier passage around the spawn-side stairs on each side. The bridge on the neutral center, however, was not given this increased access.

Moreover, health and ammo pickups have moved around. There is a convenient walkway under the blindside wall’s bridge along the cliff, with a newly placed medium health kit that scouts and spies will surely appreciate.

 

3. Be a Bug Killer = Earn an Exclusive Hat.

Finder's Fee

In an effort to further encourage TF2 players to be on the lookout for game-ruining, economy-crashing game exploits, a standing bounty has been named by Valve for those who forgo the urge to be a profiteering haxz0r butthead and do the right thing in the first place: the Finder’s Fee is an all-class hat given by Valve when you self-report such bugs and exploits to Valve, such as a recent hack that allowed someone to create impossible items (like MvM robot weapons) with a Name Tag and an exploit. If you do earn this hat, you’ll probably Win the Internet for that day as well, so there’s that, too.

Hey, it’s not an unusual Cheater’s Lament, but people will recognize your contribution to the game. And the TF2Newbs community no-likey cheaters.

Full Patch Notes

As usual, full patch notes taken from The Official TF2 Wiki.

Patch 1

  • Added new game mode ‘PASS Time‘ to the TF2 Beta
    • Check out the blog post for more information
  • Fixed a crash caused by a client sending malformed network data to the server (thanks to Nathaniel Theis for this report and test case)
  • Added a new hatThe Finder’s Fee
    • Will be awarded going forward on a case-by-case basis to those who report major economy-breaking bugs or remote-code-execution bugs, and provide detailed information and steps to reproduce
    • Well deserved congratulations to the first recipient, Nathaniel Theis
  • Fixed visual bugs caused by picking up weapons with special attributes
  • Fixed the Mann vs. Machine Medigun shield not being re-created after switching away from the Medigun and back while the charge is draining
  • Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage knockback and Medigun shield
  • Fixed left-hand view models not displaying Stat Clocks correctly
  • Fixed being able to use the tournament_readystate client command when using per-player ready status mode
  • Fixed seeing a HUD mp_timelimit timer for maps that don’t end the round when the map timelimit runs out
  • Fixed some missing VO sounds for the Demoman when laughing
  • Fixed being able to use the Restore action on Killstreak Kits
  • Fixed character loadout menus so they display the particle effects for all equipped Unusual items
  • The Huo-Long Heater can now accept Posthumous Kills strange parts
  • Updated the Australium Grenade Launcher to fix the wood material being shiny
  • Updated the backpack images for the Gun Mettle Campaign Coin
  • Updated LODs for several weapons and the sentry gun
  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
  • Updated the localization files
  • Updated Koth_Suijin with the latest changes from the authors
    • Added cover around the point preventing cross-point sight line
    • Opened second window in point building
    • Tweaked pickup amounts and positions
    • Widened space between stairs to point and bridge railing to allow easier movement
    • Clipping improvements
    • Improved lighting in dark areas
    • Fixed an issue where engineers could build on outlying islands
    • Fixed an issue where engineers could trap teammates by building teleporters in spaces with restricted movement
    • Fixed an issue where the spawn room doors could be held open by an opposing team member
    • Optimization improvements
  • Maps Workshop Beta
    • Fixed a common crash when loading some compressed maps
    • Fixed various issues running workshop maps on listen servers
    • Listen servers no longer unnecessarily fetch a second copy of the map
    • Listen servers no longer cause the client to crash upon the second load of the same workshop map
    • Added -ugcpath parameter for dedicated servers to control location of downloaded workshop content
    • Defaults to steamapps/workshop
    • Multiple servers sharing the same UGC directory is currently not supported, and will not go well
    • Added server command tf_workshop_map_status to view currently tracked maps and their status
    • Enhanced handling of updated maps to ensure the newest available version of the map is always used on level change
    • Improved handling of workshop maps in a server’s map cycle
    • Workshop maps in the map cycle will be automatically fetched and updated in the background
    • Workshop maps in the map cycle will have their names updated to the canonical name once known
    • Map votes now work with workshop maps
    • A known issue is that the full workshop map name is currently shown instead of the friendly name
    • Community request: Updated the FindMap and CanProvideLevel API for server-side mods. These functions now always expose the full workshop names for maps when known, even if not the map is not yet installed.

Patch 2

  • Updated LODs for the revolver
  • PASS Time update
    • Fixed a client crash related to the HUD
    • Fixed the Short Circuit being used to remove the Jack from the game
    • Fixed players being able to pick-up the Jack while they have weapons deployed that cannot be holstered
    • Updated pass_warehouse
      • Fixed players getting into enemy spawn rooms
      • Fixed the Jack being thrown into spawn rooms
      • Fixed being able to build in the goals

Patch 3

Fixed a PASS Time sound bug related to carrying the Jack

[N] Obey