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Posts Tagged ‘rank’

TF2 Patch Notes, Aug 19, 2016

Posted on: August 20th, 2016 by Obey

As usual, the patch notes are at the bottom of this post, covering patches from Aug 14th, 16th, and 19th. Highlights include:

  • The Pyro side won the Pyro vs. Heavy contest
  • Updated cp_metalworks for collision issues and other bugs
  • Comp Mode: Adjusted amount of rank points earned in some situations
  • (EDIT 8/24): Additional Comp Mode changes Valve is working on

 

Comp Mode Changes

If you are in the first tier of ranks in Comp Mode (rank 1-6 out of a possible 25), you will now lose substantially fewer rank points when you lose a match. Three reasons for this:

  1. A series of bad matches will be less likely to cause you to lose a rank. The goal of the ranking system is to be able to stratify users of similar skill, and being able to lose ranks due to latency issues or bad luck goes against this purpose.
  2. Having earned a rank is therefore weighted more heavily than your most recent match outcomes. If you’re Rank 4 out of a possible 25, you will have to play considerably worse over a period of time to fall all the way back to a 2 or a 1.
  3. This creates an even greater difference in the penalty between those who ragequit and those who merely lose a match. Ragequitters will continue to be pushed toward the bottom ranks.

If it weren’t for the method above, Valve would have to have users start at a middling rank to differentiate novice players from ragequitters, and that would not improve the quality of comp matches at that level. The novice player must still patiently win matches amongst the bottom ranks, separating him/herself from the dregs.

competitive

Fortunately, now there’s this: Players who post a high win/loss ratio in their recent matches will now gain bonus rank points (i.e. gain ranks faster), regardless of their current rank. This will both reward a player for effective a[djustments to strategic play, as well as hurry a skilled player toward a more suitable rank.

For example: If you're a Gold-level player on a given competitive circuit, you may start at Rank 1 like everyone else, but posting an 8-1 win-loss ratio will help you more quickly reach the Rank where you'll meet users of the same skill.

 

Comp Mode Changes Coming Soon

[Added Aug 24]

Valve is currently working on a better, Elo-style ranking system to improve on the current one, something that will better compare a player’s actual skill to his/her peers, rather than a ranking system highly dependent on playing time and other questionable factors.

Also, Valve intends to add the ability to quickly start another game with your current group, as well as to instantly jump back into the Comp queue once more.

 

Team Fortress 2, circa 2007

Some enterprising individuals have create a free standalone mod, using the 2013 Source engine, to recreate a vanilla Team Fortress 2 exactly as it was released in 2007. How vanilla? Stock weapons only, just like the initial release; the Pyro’s flamethrower didn’t yet have an airblast function. No items to unlock or drop; no item qualities or separate loadouts. Heavy gets a minigun, a shotgun, and his fists, and that’s it!

Only the original maps are available as well, such as Well and Dustbowl. The only difference is that the game is modded to use the newer 2013 Source engine. There aren’t many servers up yet, as the community is just getting off the ground (TF2Newbs isn’t involved at all). Just create your own and play.

Lambda Fortress

In the same mod, you can instead choose to launch Lambda Fortress, which is the game Half-Life 2 modded to substitute the 2007 TF2 characters in Half-Life 2! Want to wrestle up a teleporter and a sentry for yourself and the rest of your multiplayer team? Feel like rocket jumping around the map with a pocket medic? Now you can!

Lambda

It’s a mod, so it’s free. You don’t need Garry’s Mod either, as it is “Team Fortress 2 with Half-Life 2 assets”. Have fun storming the castle…!

 

 

Full Patch Notes: Aug 19, 2016

  • Fixed a common server crash that primarily occurred during Mann vs. Machine matches
  • Fixed a memory leak for OS X and Linux clients

Undocumented changes

Full Patch Notes: Aug 16, 2016

  • Competitive Mode
    • Players in the first tier of ranks (1-6) now lose substantially fewer rank points on match loss
    • Players with high win/loss ratios in recent matches now earn bonus rank points in order to accelerate their progress toward a more appropriate rank
  • Added report player context menu on scoreboard
    • Requires mouse input mode on the scoreboard (see Adv. Options)
  • Fixed a potential security issue (thanks to Justin G., aka sigsegv, and Linus S., aka PistonMiner, for this report)
  • Fixed an issue with The Righteous Bison and Pomson 5000(sic) hit detection where projectiles were being removed when colliding with invisible entities
  • Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings)
  • Removed the damage effects and pain sounds when using the Rocket Jumper and Sticky Jumper
  • Updated PASS Time view model positions to support using FOV 70
  • Updated the animations for the Sharp Dresser to fix a clipping problem
  • Updated the localization files
  • Updated cp_sunshine to fix some clipping issues
  • Updated cp_metalworks
    • Adjusted the height of the ceiling in the room behind the second control point
    • Added some slight visual detail to various concrete rooms throughout (team color stripe)
    • Adjusted the height and width of various doors throughout the level. Mostly focused on primary paths into combat areas, with an eye towards standardizing door sizes where possible.
    • Fixed an angled playerclip brush above 2nd control point that players could surf on (thanks Photon)
    • Adjusted height of ‘tank’ in L room behind 2nd control point
    • Moved two tall spotlights back into a clipping brush at mid to avoid very small collision issue (thanks Bilbert)
    • Adjusted some clipping issues by turning rooftop brushes into displacements/func_brushes throughout the map and disabling collision (thanks Bilbert)
    • Clipped off some glass windows at 2nd
    • Added crate to cargo containers at mid, allowing scouts(sic) to get onto the highest cargo container
    • Added props to the clipping ramp around the final control point to indicate collision
    • Replaced brush fence on the platform in alley with a metal prop to solve an asymmetrical shadow bug (thanks Bilbert)

Full Patch Notes: Aug 14, 2016

  • Updated menu content for upcoming end of the Heavy vs. Pyro war

Undocumented changes

[N] Obey

Patches Improving Casual/Comp

Posted on: July 16th, 2016 by Obey

Suddenly, TF2 wouldn’t let you choose a map unless you joined a community server! And you got punished for leaving a casual game! And TF2 got a bit more crashy! Never fear–patches are here! Here’s the summary:

  • Casual Mode got a bunch of bugfixes and quality-of-life changes, incl:
    • Games with open slots will now receive new players normally
    • Added Vote Kick option: Kicked players will still receive partial experience
    • You can toggle on/off which maps you are willing to play on; game remembers your settings
  • Re-added Create Server option
  • MvM: Fixed sentry buster sounds from repeating after destruction

 

If you still want to play on servers with players of all skill levels, instead of players at your Rank, that’s what community servers are for, like TF2Newbs! We are here to promote a Newb-friendly playing environment free of slurs and hackers.

Speaking of Ranks, note that your Casual Rank and your Competitive Rank are separate! Your Comp Rank can go up and down as you play, but your Casual Rank can only go up. Ranks aren’t a factor in community servers at all.

 

16 July 2016 Patch Notes: Patch 1

  • Updated Casual Mode
    • Fixed a problem where in-progress games with open slots would not receive new players
    • Fixed a case where players would sometimes not receive experience (when playing a match to completion)
    • Fixed not getting domination/revenge events
    • Added a feature to the game mode selection screen that allows players to play on specific maps
    • Added the Vote Kick option
      • Players that are kicked will receive partial experience after the match ends
    • Maps previously using the stopwatch timer will now play to completion, regardless of the first team’s time
  • Added a “Create Server” button to the “Find a Game” menu
  • Fixed the party chat window sometimes not drawing
  • Fixed Australium weapons not drawing correctly in the character loadout screen
  • Updated the Dr’s Dapper Topper to fix a material issue
  • Thanks to Justin G., aka sigsegv, for these reports:
    • Fixed sentry buster(sic) sounds not being cleaned up properly after detonating
    • Fixed a bug related to bot death detection
  • Updated Taunt: The Balloonibounce to end the taunt if the player is moved
  • Fixed a regression in the Pyro’s flamethrower where flames could sometimes damage players behind obstacles and walls
  • PASS Time update
    • Updated several HUD materials to support mat_picmip
    • Fixed seeing the wrong cap limit in the win panel

Undocumented changes

Patch 2

  • Fixed a common client crash that prevented the game from starting

9 July 2016 Patch Notes

  • 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

[N] Obey

TF2 Meet Your Match + WAR! Update

Posted on: July 6th, 2016 by Obey

This blog has been updated for the changes from Day 2.  Here’s the summary, with more details forthcoming:

 

Day 1′s Important Changes

  • Competitive Mode is now out of Beta
  • PASS Time is now out of Beta
  • You can play in unranked (casual) games, if you wish, to match you into games with players with roughly equal Comp Rank
  • Three new Community maps
    • Released in the Day 2 patch: Sunshine, Swiftwater, and Metalworks
  • No TF2 patch has released yet–but one is expected on Day 2 (tonight or tomorrow?)

Day 2′s Important Changes:

  • A “WAR” between Team Heavy and Team Pyro
    • Choose one Team when you join your next Ranked or Unranked game
    • Points you score go toward your Team; doesn’t matter what class you play
    • Winning Team overall all of TF2 (Heavy or Pyro) will decide which character will be first to get a patch designed for that character
    • The losing character will likely get a patch some time after the winner
  • Some important game rebalances
  • Added 4 new taunts
  • Added the Perfect Stranger crate
  • Added new “starter pack” crates and “keyless cosmetic” crates in the Mann Co. Store
    • Each class has one of each, so that you can outfit your favorite class
  • Added new items in the Valve Store

 

Comp

What is Competitve Mode?

As the splash page says, you can now join a ranked 6-vs-6 game, solo or with up to 5 of your friends, to play a Ranked game where the outcome of the game affects your Rank. Measured from 1-18, your Rank can go up or down depending on points scored and whether you win or lose. You can lose Rank and face temporary bans from Comp play by leaving a match or being disconnected.

There seems to be an option for 9-vs-9 games as well, but it isn’t currently available.

Quickplay now has the option to join a casual, unranked match where you play against players of similar Rank. “Unranked match” means that playing doesn’t affect your Rank, but does put you into a game with (hopefully) users of similar skill.

Here’s the FAQ and the wiki page, but here’s some more pertinent info:

  • To play, you need to be a Premium (not F2P) user. See this blogpost for more info on what Premium is.
  • To play, you also need either a valid phone number registered to your Steam account OR buy a Lifetime TF2 Comp Pass.
    • The Lifetime Comp Pass is not to be confused with the TF2 Comp Beta Pass.
    • If you currently have the Steam Mobile Authenticator on your smartphone, you should already qualify.
  • During play, note the following additional rules:
    • Currently only 6v6 is supported, no class restrictions
    • You can’t change your teams, and you’re penalized if you leave the match
    • Random critical hits are disabled for all weapons
    • Shotgun-type weapons (only) have fixed damage spreads (in a 3×3 grid pattern)
    • Symmetrical Control Point maps play best-of-3 rounds (or best-of-5 rounds in higher Ranks)
    • Attack/Defense maps play the Stopwatch mode where the fastest attacking team wins
    • DirectX9 and certain vanilla graphical modes/options are enforced
  • Maps currently supported: Process, Badlands (!!), Gorge, Gullywash, Snakewater, and KOTH Viaduct
    • Note that the 3 new Community-made maps are not yet supported

3 New Community Maps

(I’m glad to see that these maps aren’t set in the desert.)

 

300px-Sunshine_main

Sunshine is a traditional 5CP map designed for competitive 6v6 play that might remind you a little of Badlands. Has already seen UGC Comp play. A Halloween-themed clone, Sinshine, also exists, so expect it to show up in this year’s Halloween rotation as well.

 

300px-Cp_metalworks_b22_5

Metalworks is also a traditional 5CP map, set in a cloudy industrial setting at night. It’s as grey as your bosses’ hearts.

 

300px-Swiftwater_overview

Swiftwater is a payload map in a water bottling map in an Alpine setting. This map has seen lots of play in the UGC Comp Highlander ladders.

 

Important Game Rebalances

There are SO MANY important game rebalances, I’m going to have to write a separate blogpost about it. Here are the biggest changes:

website_under_construction

Yeah, I’m out of time. Scroll down to read the patch notes–you’ll be glad you did. Have fun adjusting how you play Medic!!

 

4 New Taunts

These taunts are currently only available for purchase in the Mann Co. Store, and not in a crate at this time.

  1. The Balloonibouncer has the Pyro jump onto a spring-loaded Balloonicorn and ride it… well, a little gentler than the Engineer rides his Bucking Bronco. $7.99 in Mann Co. Store.
  2. The Disco Fever has the Spy do a short disco-inspired dance for 8 seconds. $4.99 in Mann Co. Store.
  3. The Carlton has the Scout do a 6-second dance where he wishes he was related to the Fresh Prince, Will Smith. $6.99 in Mann Co. Store. Da da DAA daa….
  4. The Fubar Fanfare has the Soldier play a sad trombone for 5 seconds. $4.99 in Mann Co. Store. Womp womp womp womp….

 

The “Perfect Stranger” Crate

Also known as Crate #103, this crate requires a standard Mann. Co Key, and is filled with Strange-quality weapons and weapon parts that have been requested by the TF2 community. Here’s what’s inside:

  • Strange Part: Heavies Killed
  • Strange Part: Pyros Killed
  • Strange Part: Critical Kills
  • Strange Part: Allied Healing Done
  • Strange Part: Damage Dealt
  • Strange Sandvich
  • Strange Natascha
  • Strange Powerjack
  • Strange Degreaser
  • Strange Reserve Shooter
  • Strange Ambassador
  • Strange Quickiebomb Launcher
  • Strange Back Scatter
  • Strange Panic Attack
  • Strange Iron Bomber
  • or the usual 1% chance of an Unusual cosmetic item

None of the above items existed as a Strange item before. Also, all of those items are assumed to have an equal chance to drop. (Don’t forget: all of those items are marketable also!)

 

“Starter Pack” Item Bundles

Nah man, it’s not a meme.  These are item packages sold in the Mann Co. Store to outfit the class of your choice. They’re on the Home screen of the Store under the “Starter Pack” tab.

Starter Packs

Each item bundle includes one each of all of the non-Stock, non-promotional items for that class. All of the items are Unique-quality, cannot be used in crafting, and they (and the item bundle itself, if left unopened) are tradable after a few days. The bundles cost between US$2 and $6, with the Medic being cheapest (fewest items) and the Soldier being the most expensive (most items). Each bundle also includes one Name Tag, so you can rename your new favorite weapon.

For example, the $3.99 Sniper Starter Pack include a Huntsman, Razorback, Jarate, Tribalman’s Shiv, Syndey Sleeper, Darwin’s Danger Shield, Bushwacka, Shahanshah, Bazaar Bargain, Machina, Cozy Camper, Cleaner’s Carbine, Hitman’s Heatmaker, and the Classic, plus a Name Tag. (Note that you don’t get items like the AWPer Hand or a Fortified Compound, because those were both promotional weapons and cosmetic reskins of other weapons.)

You can also choose not to open the bundle after you buy it, and trade or market it later. Perfect for gifting to noobs.

 

“Keyless Cosmetic” Crates

Called the “Unlocked Cosmetic Crates” in the Mann Co. Store, you can buy for US$2.49 (the same price as a key!) this tool item of the class of your choice. When opened, it produces one random cosmetic equippable by that class, with an unknown chance of it being Strange or Unusual. These crates are found under the same “Starter Pack” tab in the Store.

Cosmetic Crates

We don’t know what the chances are for the item to be Strange or Unusual. We also don’t know if all-class or multiple-class cosmetics can drop from it, or cosmetics from certain series like Robocrates, or promotional items. The crates do say that any Strange or Unusual items pulled are hats only, so don’t expect to get lucky and pull an Unusual that wasn’t possible before. If a drop list becomes available, I’ll provide a link in the future.

Consider this: It costs four refined metal + one class token to craft a hat of a given class (or three ref for a cosmetic of a random class), which is cheaper than buying this crate (or a key). But it can be a pain to bother finding a trading partner to trade enough metal, with keys being worth 20 ref for a while now.

Also, all of the cosmetics for sale in the Mann Co. Store are minimum US$4.99, so whatever you get is a relative deal. The TF2 community, as well as Valve, has gotten away from crafting or introducing new weapons into the economy (at least until the Pyro and/or Heavy future patches come out), and players are much more likely now to buy straight from Valve or the Market. TF2Newbs still has two trade servers, #2 and #18, so you can try to find trade partners there.

 

One More Thing About Crates

All (well, maybe most) crates in your inventory now include a list of the possible items within. If you mouse over the items, you get a pop-up picture of the item, so you can see better what possible items are in the crate.

 

 

Full Patch Notes: July 8, 2016

As always, the full patch notes are from the Official TF2 Wiki.

Patch 1: The Meet Your Match Update has arrived!

General

  • Reworked the main menu
    • All play-related buttons are now accessible by clicking the “Find a game” button
    • Moved the Workshop and Replay buttons down the bottom group of mini-buttons
  • Enemies killed by energy weapons now play a special sound as their body dissolves
  • Improved stopwatch UI to help better communicate game state
  • Added new sound vo files for Competitive Mode
  • Added sounds to all attacks where the target player resisted a part of the damage
  • Added Prinny promo items for purchasing Disgaea: Prinny Hat, Prinny Pouch, and Prinny Machete
  • Added AsiaFortress Cup Mercenaries Cup Season 7 medals
  • Added TF2Maps 72hr TF2Jam Summer Participant medal
  • Added Random Acts of TF2 medals
  • Added check to prevent players with P-REC loaded from participating in matchmaking
    • Prevents P-REC crashing which results in players receiving abandon penalties
  • Updated the Demo Support feature
    • Added an option to only record matches that are played using Tournament mode (mp_tournament)
    • Added an option to auto-delete matches that don’t have any events recorded
    • Fixed a bug where tickcount values were being noted incorrectly
    • Options can be set using the Adv. Options menu
  • Updated model/materials for the Bonk Boy, Dr’s Dapper Topper, The Sole Saviors, and The Dark Falkirk Helm
  • Updated the localization files
  • PASS Time update
    • No longer in Beta!
    • New Items Available
      • An Early Participation Pin will be awarded to everyone who played PASS Time during beta
      • Two new achievements with item rewards
        • Tune Merasmus’s Multi-Dimensional Television
        • Jackpot!
    • Map Changes
    • Game Mode Changes
      • Changed the score limit from 3 to 5
      • Tweaked various JACK throwing parameters
      • Pack Running
        • The JACK no longer heals the player carrying it
        • A player carrying the JACK with no nearby teammates is marked for death
        • Teammates near a player holding the JACK will be slowly healed, and can run as fast as the fastest nearby teammate
      • JACK Power
        • Passing the JACK increases a power meter
        • The power meter will decay over time
        • Filling the power meter unlocks a special goal worth extra points
    • Art Changes
      • New view model animations
      • The HUD provides more information about goal type and status
      • Player pips for Spies will reflect cloak and disguise status
    • Misc Details
      • Added cvar tf_passtime_scores_per_round
      • Added tf_glow entity that can be used to enable the glow effect on any entity
      • Updated trigger_passtime_ball FGD entry to hide unimplemented features, temporarily
      • Spawnflag added to func_passtime_goal to indicate to the HUD that a goal is unlocked by JACK power

Bug fixes

  • Fixed being able to repeatedly activate taunts before the current one had ended while underwater
  • Fixed disguising with the Conniver’s Kunai while spotted by a Sentry causing the Sentry to ignore the Spy
  • Fixed class change notifications appearing to the enemy team for a period of time after teams swap sides in Competitive Mode
  • Fixed a case where players would sometimes see other players carrying the wrong weapon(s)
  • Fixed a bug where the Engineer couldn’t remove the Sapper from a linked teleporter if was building (not active)
  • Fixed a bug where the Engineer was able to heal a linked teleporter while it was building. This now matches the behavior for the other buildings.[1]
  • Updated several hats to fix the Sniper not removing them while taunting
  • Fixed hiding the Pyro’s head when using the second style of the Fear Monger
  • Fixed using the wrong ozfortress medals for divisions other than Premier
  • Fixed a few UGC tournament medals using the wrong names
  • Fixed the Engineer’s missing pelvis hitbox
  • Thanks to Justin G., aka sigsegv, for these reports
    • Fixed airblasts sometimes sending reflected projectiles toward friendly players, buildings, and projectile shields
    • Fixed demo record/read stringtables not writing/reading past 512kb
    • Fixed inconsistency between items that use mini-crit buff (TF_COND_ENERGY_BUFF)
    • Fixed multiple Mann vs. Machine bugs caused by bot AI functions being executing after the bots have died
    • Fixed a bug related to lunchbox items, where the ammo bar can be drained in cases when it shouldn’t be
    • Fixed Medics sometimes instantly reviving players in Mann vs. Machine

Performance

  • Fixed several cases of loading and rendering hitches that would cause abrupt changes in FPS
  • Improved Flamethrower flame performance in Mann vs. Machine on clients and servers by up to +500%
  • VGUI .res files are now cached after loading, reducing framerate hitches. Custom HUD authors can disable this by setting vgui_cache_res_files to 0.
  • Improved rendering performance of zombies
  • Improved VGUI font performance

Custom HUD Versioning

  • In order to reduce crashing and broken UI elements after updates, custom HUDs now must explicitly specify the version of the TF UI with which they are compatible
  • Custom HUD files must now be installed as add-ons under the tf/custom/ folder. Loose .res files extracted to the game directory will not be loaded
  • Custom HUDs must now contain a file named “info.vdf” in their root folder, with the key “ui_version” set to the TF UI version with which they are compatible
  • The current TF UI version is 1
  • Non-HUD add-ons under tf/custom/ will continue to work without an “info.vdf” file, but may not load .res files

Mann Co. Store

  • Added the Competitive Matchmaking Pass
  • Added new class starter packs
  • Added new key-less cosmetic crates
  • Revamped main store pages
  • Added a spotlight item
  • Added ability to mouse over and preview items in a bundle/crate/collection
  • Adjusted some weapon prices for consistency

Maps

  • cp_granary
    • Added new ammo pack locations in final and yard areas
    • Clips and blockbullets added to stairs
  • cp_badlands
    • Final cap point capture time increased to 2 seconds (from 1 second)[2]
    • Clips and blockbullets added to stairs
  • cp_foundry
    • Reduced ammo kit in final cap entry room (attackers’ side) to medium
    • Slightly reduced attacking team’s spawn time when working on final
  • pl_upward
    • Fixed an exploit where players could sometimes build sentries in the cliffside by capture point 3
  • pl_thundermountain
    • Fixed the first and second cap points of stage 3 each awarding 2 points to the capturing team instead of 1
  • Mannpower
    • All official maps now set Mannpower mode without requiring the use of the tf_powerup_mode convar

Game Balance

  • 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”
    • 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
  • Soldier
    • 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
  • Sniper
    • 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
  • 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%
  • Spy
    • Base
      • Max speed increased to 320 (from 300)
    • Enforcer
      • Attacks pierce resist and absorb effects from all sources
  • 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
  • Medic
    • 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
  • Demoman
    • 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
  • Engineer
    • 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

= Undocumented changes

  • Pomson 6000
    • Added projectile impact particle.

Patch 2

  • Fixed a bug where the Medic’s run speed would not adjust when his heal target was killed
  • Fixed client crash related to custom HUDs

 

[N] Obey

Feel free to leave a comment with any questions, and I’ll answer them in a future blogpost.

And expect a blogpost about the item rebalances and bugfixes in a LENGTHY blogpost in the next three days. 284,677 lifetime hits, and we want more!