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Posts Tagged ‘asteroid’

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

TF2 Update: 10/1/14

Posted on: October 1st, 2014 by Obey

NOTE: Currently, servers #13 and #27 (UK) are down.  The usual server mechanics have been notified, and I’m sure everything will be up in less than a day. –[N] Obey

Here’s what’s going on:

  1. The 2014 Saxxy winners have been announced! Click the link to watch the nominated videos.
  2. All TF2 servers can now allow a vote whether to activate/deactivate player-count autobalancing only.
  3. All TF2 servers now, by default, allow teamtalk to be on (allowing dead players to be heard by living players).
  4. Muting a player now applies to text chat as well as voice chat.
    • Previously, this was not available without SourceMod or other third-party scripts (I think).
  5. Minor changes to rd_asteroid

Full Patch Notes

  • Improved memory usage for Mac clients
  • Fixed an exploit that allowed item nametags to go beyond the 40 character limit
  • Fixed a bug where reflected rocket explosions from non-stock flamethrowers would cause the flame sound to loop
  • tf_teamtalk is now on by default – the dead can talk to the living
  • When you mute a player, the mute settings now apply to text chat as well as voice chat. If you want the previous behavior, change convar cl_mute_all_comms to 0.
  • More weapon models are now loaded on demand to reduce overall memory usage
  • Added “Enable/Disable Auto TeamBalancevotes
  • Updated rd_asteroid
    • Increased overtime to 45 seconds
    • Added more sound cues when overtime starts
    • Dropped reactor cores now blink on the HUD when they are about to return
    • Added latest art assets to blue base exterior

Undocumented changes

 

[N] Obey

TF2 Update: 9/25/14

Posted on: September 25th, 2014 by Obey

By the way, have you played the beta maps Asteroid or Cactus Canyon lately? They’re really coming along, and much more fun than when they were first launched.  Today’s patch doesn’t change their terrain at all, but does add a few wrinkles to the play style for Asteroid.

The short version for this patch:

  1. Don’t forget to vote for your favorite TF2 short for the Saxxy Awards! Voting ends 11:59 pm PDT on Monday, Sept. 29th.
  2. You can now buy Limited Late Summer Crate Keys (the usual US$2.49), to unlock #86 crates of the same name.
    • About half of the contents will be Strange, and all of the contents will be Limited (unable to be crafted or bought in the future).
    • Crates cannot be opened after October 13, 2014.
    • See the crate drop list below. There is one cosmetic for each class, and one all-class cosmetic: the Pocket Heavy.
  3. Items you have received now carry a “NEW!” banner in your inventory, until you mouse over them.
  4. In the middle of a match that is attempting to rebalance the server population, you will immediately respawn if you are either auto-balanced, or if you voluntarily change sides.
    • Of course, this doesn’t work in modes like Arena or MvM.
  5. Limited Items (i.e. items that cannot be dropped, crafted, or bought from the Mann Co. Store, but could be uncrated):
    • Now the entire text line is colored bright yellow, as opposed to just the word Limited, in the item’s text line.
      • For example: “Limited Level 53 Hat“.
    • Retired hats are now properly identified as Limited items.
  6. Asteroid has added sounds, adjusted return time for stolen reactor cores, and a 45-second Overtime to allow the enemy to attempt to steal the winning team’s core.

 

Crate Series #86
Drops Yes
Items
Mishap Mercenary[[Mishap Mercenary|Template:Dictionary/items/mishap mercenary]]
11 .00%
Lady Killer[[Lady Killer|Template:Dictionary/items/lady killer]]
11 .00%
Lone Survivor[[Lone Survivor|Template:Dictionary/items/lone survivor]]
11 .00%
Poacher's Safari Jacket[[Poacher's Safari Jacket|Template:Dictionary/items/poacher's safari jacket]]
11 .00%
Thirst Blood[[Thirst Blood|Template:Dictionary/items/thirst blood]]
11 .00%
Mann of the Seven Sees[[Mann of the Seven Sees|Template:Dictionary/items/mann of the seven sees]]
11 .00%
Hillbilly Speed-Bump[[Hillbilly Speed-Bump|Template:Dictionary/items/hillbilly speed-bump]]
11 .00%
Unshaved Bear[[Unshaved Bear|Template:Dictionary/items/unshaved bear]]
11 .00%
Pocket Heavy[[Pocket Heavy|Template:Dictionary/items/pocket heavy]]
11 .00%
or an Exceedingly Rare Special Item!
1 .00%

 

Full Patch Notes: Patch 1

  • Added Limited Late Summer Crate Key to the Mann Co. Store. Available until October 13, 2014.[1]
  • Fixed the Limited label not being displayed for items on the Steam Community Market or in the Steam backpack
  • Fixed colorization of item level description line for Limited items
  • Added tournament medals for BETA LAN 2014
  • Added a NEW! label to new items in your backpack until you mouse over them
  • Fixed a case where cosmetic items would be orphaned in the world
    • R.I.P. Captain Canteen[2]
  • Fixed not being able to open the Taunt menu during the bonus time on an Arena map
  • Fixed a dedicated server crash related to bot Spies
  • Fixed item level not displaying correctly in the Mann vs. Machine lobby
  • Updated the auto-balance code to immediately respawn players that are automatically switched, or that voluntarily switch, during a balancing period
  • Updated the removeid command to support Steam2 and Steam3 ID formats
  • Updated the materials for The Atomic Accolade
  • Updated the equip_region for The Special Eyes
  • Updated rd_asteroid
    • Added a 45 second overtime when a team reaches max points
    • Added placeholder pickup ship and robot worker to indicate a team has reached max points
    • Added a sound to captured and returned points as they fill the progress bar
    • Captured and returned points now fill the progress bar faster
    • Progress bar escrow indicator now stays in place as points are added
    • Touching the reactor core no longer fully resets the return timer. Every second the reactor core is held will add a second to the return timer.
  • Virtual Reality Mode
    • Fixed selecting the wrong refresh rate when running on a display that does not use the desktop refresh rate

     

Undocumented changes

Patch 2

  • Fixed a client crash caused by using custom HUD files

[N] Obey

TF2 Update: 9/15/14

Posted on: September 15th, 2014 by Obey

Hark! Yet another minor TF2 update, again adjusting the two beta maps!  But wait–there is some other stuff going on….

  1. Demomen can no longer detonate sticky bombs while taunting.
  2. Strange ranks are no longer displayed on the web.

Also, Terraria now has an updated official website, which has some spoilers for the upcoming Lunar Update!

TF2 Full Patch Notes

  • Fixed a client crash related to the robot destruction HUD
  • Fixed an exploit where players could circumvent successful kick votes
  • Demoman can no longer detonate sticky bombs while taunting
  • Strange Ranks are no longer displayed on the web (Trade, Steam backpack, Market) and only show ‘Strange’ as a prefix
  • Default value for convar sv_vote_issue_scramble_teams_cooldown has been increased to 20 minutes
  • Fixed sound clipping issue for the Demoman’s Spent Well Spirits taunt
  • Added Jarate lightwarp preset to the Steam Workshop importer
  • Updated the model/materials for the Neckwear Headwear to fix a lighting issue
  • Updated pl_cactuscanyon
    • Increased amount of time the middle gates remain open before and after a train passes in stage 2
    • Adjusted spawn times at end of stage 2
  • Updated rd_asteroid
    • Removed env_sun from the skybox
    • Optimized skybox performance
    • Lowered Scout/Sniper damage against robots
    • Fixed doubled-up health kits on the bridge
    • Added area portals to the base interiors to improve performance
    • Continued art-pass process
    • Fixed zebra-style art on static props on systems that used lower texture quality
  • Added experimental cpu_frequency_monitoring convar to detect thermal throttling. If you have TF2 performance problems on Windows, add “+cpu_frequency_monitoring 2” to the TF2 command line to see if CPU thermal throttling is an issue. If the displayed CPU frequency percentage drops below about 80-85% then you may have a problem with your CPU slowing down due to overheating. If it drops below 50-55% then you may have a serious problem. CPU overheating can be caused by overclocking, insufficient cooling, insufficient airflow, failing or dirty fans, or other causes. The CPU frequency results are displayed with cl_showfps or net_graph. For more detail see https://support.steampowered.com/kb_article.php?ref=2715-YIPD-6873

[N] Obey

TF2 Update: 9/10/14

Posted on: September 10th, 2014 by Obey

[EDIT: All servers are now back up.  Any stats you earned while playing were logged and will automatically update on the next map reset, even though it didn't notify you in-game.  As you were, soldier!  --[N] Obey]

Oh look!  More bugfixes!  Here’s the short version:

  1. More changes to pl_cactuscanyon and rd_asteroid.
    • Asteroid now has more bots to kill than before.
    • Power core pickups now restore some ammo and health on pickup.
  2. Apparition’s Aspect is now paintable!

Yeah, just a bunch of little stuff.  Here’s the long version:

Full Patch Notes

  • Added taunts to the items that can be uploaded to the Steam Workshop
  • Added new “Taunt” and “Halloween” tags to the Steam Workshop
    • Previous entries marked with the “Halloween 2013″ tag will automatically be updated to use the new tag in the coming days
  • Added tournament medals for the ETF2L and RETF2 EE22
  • Client/server performance improvements
  • Improved client memory usage by updating weapons to only be loaded on demand
  • Improved edict usage on servers to help eliminate “out of edicts” errors during round restarts
  • Fixed a server crash caused by using the “map” command in the console while the server is running
  • Fixed a client crash when switching between windowed-mode and fullscreen for Mac OS X and Linux clients
  • Re-enabled HTML MOTD support for Mac OS X and Linux clients
  • Extended the server’s “status” command to display edict usage and player/bot counts
    • status output also includes basic class stats…not fully implemented yet
  • Fixed custom content not being shown while watching .dem files that were recorded on servers running with sv_pure
  • Fixed an exploit that involved players killing teammates via telefrag by switching to Spectator
  • Fixed bad LODs for The Angel of Death coat for the Medic
  • Fixed push triggers applying push values twice when lag compensation is being done
  • Fixed a Hammer crash related to changing entity types for an existing entity
  • Fixed Strange flamethrowers not getting kill credit for deflected projectiles
  • Fixed mini-crit and taunt-invite icons being orphaned in the world
  • Fixed the Festive Force-a-Nature using the wrong taunt animation
  • Fixed the difficulty value not displaying correctly in the Mann vs. Machine scoreboard
  • Fixed Mann vs. Machine bots floating in the air when they die from an explosion
  • Fixed the Pyro’s clap sounds clipping the voice lines during the Party Trick taunt
  • Fixed the Short Circuit creating its firing effects when being deployed
  • Fixed Mini-Sentry collision hull being scaled smaller than it should be
  • The Frying Pan can now accept Kills While Explosive Jumping strange parts
  • Updated the equip_region for the Mining Light and Lord Cockswain’s Novelty Mutton Chops and Pipe
  • Updated the materials for the Apparition’s Aspect and made it paintable
  • Updated the Eternaween vote so it cannot be initiated by clients without using the Eternaween
  • Updated the localization files
  • Updated pl_cactuscanyon
    • Completed permanent removal of previous stage 2 from the map
    • Removed the rollback hill in stage 2, and adjusted neighboring u-turn
    • Adjusted the right-hand spawn exit for Blu in stage 2
    • Reworked Sniper window above underpass in stage 2
    • Adjusted spawn times in stage 2
    • Added flatcars to the train in stage 2
    • Blu side path from cart spawn to underpass is now a drop-down in stage 2
    • Widened a doorway along the cart-path in stage 2
  • Updated rd_asteroid
    • Removed spawn advantage for attackers that die in the enemy base
    • Moved health and ammo above the front door stairs further into the base
    • Increased bot count. Summed total health and points in each section remains the same.
    • Power core pickups now give health and ammo to the collector
    • Removed small health kit above cave exit
    • Added medium ammo kit in the caves near the medium health kit

     

Hey, you read this far!  Good for you!  By the way, the rumor is that Terraria’s Lunar Update is expected sometime in November 2014!

 

[N] Obey