Your ad here, right now:

Posts Tagged ‘strange’

TF2 Patch Update: 2/11/15

Posted on: February 11th, 2015 by Obey

Oh look, a patch!  (I’ve also attach the small patch from several weeks ago.) It is mostly bugfixes, but below are the significant changes:

  1. Removed Naughty and Nice 2014 Winter Crates, and added Crates #90 and #91 (see below for drop list).
    • New Strange Weapons: Cow Mangler 5000, Third Degree, Winger, AWPer Hand
    • Crate #90 is Strange Weapons, Strange Parts, and Hats.
    • Crate #91 is 99% Killstreak Kits.
  2. Fixed a “bug” so that the Heavy can now switch weapons while a minigun weapon is spinning down.
    • Expect Heavies to quickly switch to a shotgun, lunchbox item, or fist weapon.
  3. Fixed a bug where a Dimaondback-wielding spy stacking saved critical hits by backstabbing invulnerable targets.
  4. Some item sounds have been updated, including axe hits, sword hits, and fixed the Panic Attack using the wrong sound for crits.

 

Crate #90:

Cow Mangler 5000 StrangifierCow Mangler 5000 Strangifier
9 .90%
Third Degree StrangifierThird Degree Strangifier
9 .90%
WingerWinger
9 .90%
Strange Part Not Crit nor MiniCrit KillsStrange Part: Not-Critical Kills
9 .90%
Strange Part Player HitsStrange Part: Player Hits
9 .90%
Strange Cosmetic Part AssistsStrange Cosmetic Part: Assists
9 .90%
Texas Ten GallonTexas Ten Gallon
9 .90%
Frenchman's BeretFrenchman’s Beret
9 .90%
AWPer HandAWPer Hand
9 .90%
Ullapool CaberUllapool Caber
9 .90%
or an Exceedingly Rare Special Item!
1 .00%

Crate #91:

Flare Gun Killstreak KitFlare Gun Killstreak Kit
11 .00%
Wrench Killstreak KitWrench Killstreak Kit
11 .00%
Revolver Killstreak KitRevolver Killstreak Kit
11 .00%
Machina Killstreak KitMachina Killstreak Kit
11 .00%
Baby Face's Blaster Killstreak KitBaby Face’s Blaster Killstreak Kit
11 .00%
Huo-Long Heater Killstreak KitHuo-Long Heater Killstreak Kit
11 .00%
Loose Cannon Killstreak KitLoose Cannon Killstreak Kit
11 .00%
Vaccinator Killstreak KitVaccinator Heater Killstreak Kit
11 .00%
Air Strike Killstreak KitAir Strike Heater Killstreak Kit
11 .00%
or an Exceedingly Rare Special Item!
1 .00%

 

Full Patch Notes: 2/11/15

  • Added Crate #90 and Crate #91 to the drop list
  • Removed Naughty Winter Crate 2014 and Nice Winter Crate 2014 from the drop list
  • Added convar sv_rcon_whitelist_address. Rcon clients failing to auth from the specified IP address will never get banned.
  • Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
  • Added “redirect” client command that can be used to send clients to a different server. Does not function for clients that came from matchmaking or certain server browser tabs.
  • Fixed an exploit related to the “connect” command allowing servers to redirect clients when they should not be able to
  • Fixed a client crash related to extreme viewmodel_fov settings
    • The viewmodel_fov convar is now clamped to valid values. Users who were using this to hide the viewmodel and tracers should use r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same effect.
  • Fixed missing Killstreak sheen effects for the Iron Bomber
  • Fixed the Explosive Headshot upgrade in Mann vs. Machine not applying to The Classic
  • Fixed the Panic Attack not using the correct sound for crits
  • Fixed The Peacenik’s Ponytail not using the correct team skins
  • Fixed not being able to switch away from the Minigun while spinning down
  • Fixed not being able to deliver wrapped Giftapult packages
  • Fixed The Classic zooming-in when the Sniper teleports while charging a shot
  • Fixed The Bootenkhamuns not hiding the correct bodygroup when equipped
  • Fixed the Diamondback accumulating crits for backstabbing invuln players
  • Fixed players not receiving timed drops when running the game in Ukrainian
  • Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit sound effects
  • Updated the equip_region for the Brimstone
  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
  • Updated the localization files
  • Mannpower mode changes:
    • Fixed bug that sometimes caused two intel briefcases to spawn
    • Reduced capture trigger size to match capture area on CTF_Gorge
    • Powerup changes:
      • Haste: Doubles the Medigun‘s ubercharge build up speed
      • Vampire: Reduced health leeched when using the Flamethrower and Minigun

       

     

Full Patch Notes: 1/27/15

  • Fixed a client crash related to Spies disguising as players and then switching their disguise weapon
  • Fixed a bug related to overhead icons disappearing (Nemesis, Dueling Partner, Powerups, Coach/Student)
  • Fixed wrapped Giftapult packages not having the “Deliver Gift” option in the context menu
  • Fixed some taunt sound effects that were clipping the character lines
  • Fixed a bug with Dead Ringer cloak meter being lowered to 40% after Super Armor duration ends when cloak was extended via pickups or the L’Etranger
  • Removed the promo restrictions from the Brimstone
  • Added TF2Connexion Season 14 tournament medals
  • Updated the localization files
  • Mannpower mode changes:
    • New temporary powerupUber. Respawns at 1/3rd the speed of Crit powerup
    • Fixed some bugs that would cause powerups to stop spawning[1]
    • Fixed the Action Slot key behaving different for the grapple hook depending on the setting for hud_fastswitch
    • Powerup changes:
      • Vampire: Flamethrower and Minigun return 80% of damage back as health instead of 100%
      • Warlock: Added 25% damage resistance. 100% of sentry damage is now reflected back to the sentry
      • Vampire and Warlock max health buffs are now additive (+80hp and +100hp) instead of multiplicative (x1.4 and x1.5)
      • Haste: Sticky bomb arm time reduced
      • Precision and Haste: Sniper rifles now have quicker damage ramp-up and re-zoom after shooting
      • Precision: Sniper rifles now have double damage. Increased blast weapon clip size by 50%
    • Scoring Support
      • Capture flag: +20 points
      • Return team flag: +4 points
      • Kill an enemy who is carrying a powerup: +1 point
    • Flag mechanics
      • Captured flags now take 12 seconds to re-emerge from the ground so they can’t be stolen again right away

Notes

This change also has the effect that, if a map manually applies the powerup conditions to a player, they drop a powerup on death whether they initially picked one up or not.

[N] Obey

Changes in Recent TF2 Trading Prices

Posted on: January 26th, 2015 by Obey

It’s been a slow news cycle for the TF2 world. So in surfing around for something to write about,  I made some observations about the trade value of some TF2 items.  If you haven’t traded anything in a while, you may or may not learn something here:

 

1. The Price of Keys is Too Damn High

Keys are about 14 refined metal.  Each.  Yes.  FOURTEEN.

Yes, they went up to 7-8 refined last summer.  Yes.

You may remember before that they were 4 refined, and then 3 refined before that.

Actually, this price has stabilized, since keys had spiked to 17 refined last Christmas (12/25/14). You can contemplate why that would be. See for yourself here.

keys

Which means in Steam Market Value, 1 refined is worth roughly 15 cents. And while a Mann Co. Crate Key is purchased for US$2.49, the price has bounced over the last year from $2.20 to $2.45 depending on demand.

Keys aren’t moving in price; demand for metal is going down. When newer items become craftable, demand for metal will go back up some because people will buy metal and hats to try to craft them. The “End of the Line” and Smissmass 2014 items are not yet craftable, so of course demand for keys is spiking. Naughty 2014 Crate Keys are almost $3 in trade value; people without the money to buy them direct are trading items to acquire these keys.

 

2. Varieties of Botkiller Weapons Are Not Priced By Tour Difficulty

Now that the chance of dropping an Australium weapon has been spread to all Mann Up Tours, there are more Botkiller weapons that ever on the market.  This means that in most cases, a common BK weapon is cheaper than a standard strange version in many cases.

strange mini 1

strange mini 2

  • Rust BK (intermediate, common): 2 – 5 ref
  • Silver BK Mk. I (expert, common): 2 – 6 ref (Rocket Launcher for 8 ref)
  • Silver BK Mk. II (expert, common): 3 – 7 ref
  • Carbonado BK (expert, common): 2.33 – 6 ref (Scattergun for 12 ref)
  • Blood BK (intermediate, rare): 1.5 – 4 keys
  • Gold BK Mk. I (expert, rare): 1.5 – 4 keys
  • Gold BK Mk. II (expert, rare): 1.5 – 3 keys
  • Diamond BK (expert, rare): 2 – 3 keys

3. Got Any of This Rare Loot?

If you’re not playing TF2 anymore, but you want Steam Wallet funds to buy new games, you can always sell these items on the Market! I listed a few oddball items here; it is always worth checking backpack.tf or the like to make sure a random item doesn’t happen to be rarer than you think it is.

Oh, and as of this writing, exactly 55 golden frying pans exist.  They trade for 100-125 buds (or about US$3,000.).

 

4. What TF Items Can I Get for US$0.25 on the Market?

Because why not? (All of these snips taken 1/26/15.)

001

002

003

004

005

006

007

008

009

This is just a few of the many items available in the Market.

 

For more information on TF2 items and their item qualities, see A TF2 Newbs Guide to Getting More and Better Items.

[N] Obey

P.S.  All prices on this blogpost from backpack.tf, except when quoting the Steam Market.

TF2 Smissmas 2014 Update

Posted on: December 22nd, 2014 by Obey

Merry Smissmass! Team Fortress 2 is on a roll with new content! This update is HUGE in terms of affecting your gameplay. Demoman’s grenade launchers, stickybomb launchers, and charging-attack items have all been reworked/tweaked, stemming from last summer’s temporary changes. As usual, the summary is above, and the full patch notes are below.

TF2 Newbs ICYMI’s (In Case You Missed It news items):

  1. TF2 Newbs’ Server Rules have been modified/clarified in regards to dodging autobalance on December 15th.
  2. The “End of the Line” related duck drops and duck-related statistics will continue until January 5, 2015.
  3. If you haven’t read them lately, here are some links you’ll want to bookmark:
  4. Server Keys Contest
  5. Steam Holiday Sale–vote on Flash Sales and earn Holiday Cards!

Smissmas 2014 Update Summary:

  1. Just log in to TF2 and get a Stuffed Stocking. Identical to last year’s Gift-Stuffed Stocking, you can Use it to get items:
    • A Giftapult
    • A Backpack Expander
    • A Name Tag
    • A Description Tag
    • A Tour of Duty Ticket
    • Two or three random drops (weapon or rarely a cosmetic).
    • You can’t market or trade these Stockings.
  2. If you’re Premium, you also get one Secret Saxton. You can Use it to give one random person on your current server a single random item drop.
  3. Demoman got 3 new weapons, and many existing Demoman weapons were modified.  See below at 1. for more info.
  4. Nice 2014 Crate Keys and Naughty 2014 Crate Keys have been added.
    • Just like previous years, Nice Crates have 29 new, Limited community-designed cosmetics, and Naughty Crates have new, Limited Festive and Festive Strange weapons.
    • See below at 2. for more info.
    • Longer expiration window: They can be opened until February 16, 2015 (or just after Valentine’s Day).
  5. A new game mode and mode-variant maps: Mannpower!
    • This is a variant capture-the-flag game with specific changes (no random crits, instant respawn with 6-second invulnerability) and new Mannpower-specific powerups. See 3. below for specifics.
    • Employs a new default, stock Action Slot item: the Grappling Hook.  Only used on Mannpower-enabled servers.
    • Currently supports ctf_gorge and ctf_foundry.
  6. Now all Advanced and Expert MvM Tours of Duty have a (~2%) chance to drop an existing Australium weapon.
    • Previously, only the “Two Cities” Advanced Tour granted Australium weapons.
    • Now, the following Tours also grant a chance at an Aussie:
      • “Operation Steel Trap”: Advanced — two Decoy missions, two Coal Town missions, two Mannworks missions
      • “Operation Mecha Engine”: Advanced — one Decoy mission, two Big Rock missions
      • “Operation Gear Grinder”: Expert — one Decoy mission, one Coal Town mission, one Mannworks mission
    • No new Australium weapons are available.  The same pool of ten items are currently possible; there are now four different Tours that can be undertaken to try to earn them.
    • Killstreak Kits and Fabricators of the three new weapons are available to drop after completing a Two Cities Tour.
  7. Bugfix: Crafting while consuming an item that is “temporarily untradable” will yield a “temporarily untradable” output, instead of a permanently Not Tradable output.

 

1. Major Demoman Changes

If you can recall the Love and War patch (and subsequent repatch), Demoman changes have been in the works for some time.  Welp, here they come!  A few seemingly minor nerfs will affect the one-eyed wonder’s ability to do quite as much damage, despite the apparent buffs given to his many weapons. Lemme explain….

First, the changes to the existing Demoman items:

Charging and Movement

  • Bootlegger, Ali Baba’s Wee Booties, and Claidheamh Mor now grant +25% Charge meter on a charging kill. (The Claidheamh Mor stacks with either of the boots, refilling half of your Charge meter.) These items lengthen your current Charge, not reducing the delay of your next Charge!
  • Scotsman’s Skullcutter now only reduces your movement speed when the weapon is active, instead of constantly when equipped.
  • The Tide Turner has two tweaks:
    • Charging kills now give only 75% of your Charge meter, instead of 100%, forcing you to pause briefly between charges.
    • Taking damage during your Charge reduces your remaining Charge meter, relative to the damage dealt.

So Tide Turner Demoknights will have shorter charges than before, even when they are successful at going from kill to kill. Damaging them between Charges should not prevent them from Charging again very soon, but now they won’t be one continual blur as frequently.

However, the two boots items and the *Claymore can lengthen the current charge, so that Splendid Shield/Chargin’ Targe Demoknights can replicate some of the Tide Turner’s cleaving-from-kill-to-kill fun.  But use the Claidheamh Mor with the Tide Turner, and your current Charge can really stretch long, helping you reach your next victim before the Charge ends.

Projectile Damage

  • ALL grenades and stickybombs now have their damage variance reduced to +/- 2% base damage, from +/- 10% damage.

If anything, the damage dealt by both projectiles have become more reliable on a direct hit, not less. Grenade base damage went from 100 (variance 90-110) on a direct hit to 100 (variance 98-102). Stickybomb base damage on a direct hit or close-range blast went from 120 (variance 103-138) to 120 (variance 118-122). Enemies with about 110 health, such as barely wounded Spies/Snipers/Engies/Scouts and most Soldier loadouts struck by your first direct projectile, will survive less often. But that’s not all of the changes….

  • Direct-hit grenades (not stickies) now deal full damage to the target regardless of where it struck the enemy.  Previously, full damage would only occur when exploded closest to the target’s feet or legs.

So you no longer have to play like a Soldier and “aim for the feet” or guesstimate where a jumper will land; direct hits should be easier to land, eh? But wait, there’s more:

  • ALL grenades and stickybombs now have their blast radius reduced by about 10% (from 159 Hammer Units to 146 HU), which is identical to rockets’ blast radius.

Demomen are now a bit more reliant on using direct hits to inflict full damage.  A ten-percent reduction sounds small, but in live play, that will relegate many more hits as partial bursts. Your sticky placement and detting will need to be more exact, and a stray grenade is less likely to deal a chance direct hit.

All stickybombs have further changes:

  • Stickybombs now have a more visible trail when traveling through the air.
  • Armed stickybomb particles are easier to see.
  • Stickybombs detonated midair now have a blast radius rampup, starting from 85% base radius at the moment they arm (0.8 sec after firing), increasing to 100% base radius after 1.2 seconds in midair (2 sec after firing). Stickybombs that touch the world instantly revert to full blast radius.

Valve has been trying to nerf an arguably-OP stickybomb launcher that can be used both as a zone-denial, reactionary defense weapon (hence the Demoman’s assignment as a Defense unit), as well as a reliable offensive weapon. With greater blast radius and damage than a Soldier, higher damage-per-second than a medium-range Heavy, and less reliance on actually hitting the target with the projectile directly to deal full damage, some (including myself) felt that there was little reason for a Demoman to forgo the stickybomb launcher in favor of… well, just about anything else. Grenades and stickies also do not suffer from damage falloff due to range, unlike a Soldier’s rockets. A skilled sticky-wielding Demoman has been absolutely essential in competitive play, MvM Tour, and pubs with Engineers that place sentries guarding 90-degree angle chokepoints.

Previously, Valve tried to apply a damage rampup during the Love and War Update, and Demoman mains’ opinions were largely negative. Valve decided to revert those changes and continue testing. That rampup seriously nerfed the damage of a sticky, doing something like 35% of its base damage the moment it was armed, making midair detonation largely unaffective, and granting enemies too much opportunity to remove or evade them before they could become lethal.  It was too severe of a change.

TF2_Demoman_by_JayAxer

Valve seems to have settled on not nerfing the base damage it deals, but rather making it harder to land a direct hit, by slightly reducing its blast radius. Fewer direct hits may lead to many more partial hits, nerfing the Demoman’s damage less substantially than before. This simply increases the skill required to play an effective Demoman, without substantially reducing the effectiveness of detting defensive sticky traps. In the same manner, it is possible to play an aggressive, offensive Sniper–you just have to be a crack shot with your primary to do so.

Launching a single sticky and detting it is still effective, and its direct damage output has less variance than before; you just have to detonate them closer to your target’s body. Note that stickybombs still only have a rocket-sized full blast radius, so midair stickybombs have up to 15% small radius than that (125 HU upon arming in midair, from previous 159). That’s a significantly smaller blast radius to aim and det a midair explosive. You may find yourself waiting to det the projectile the instant it touches the world, effectively increasing its blast radius a bit by the delay.

  • Loose Cannon: A successful double donk now automatically deals full blast radius damage to the target with the secondary explosion. Previously the damage was reduced by radius distance from the explosion.
  • Removed a hidden penalty where cannonballs that touched the world received a 50% damage penalty before applying regular grenade damage reduction.

The Loose Cannon will no longer be penalized if you double donk a target away from the center/legs of the hitbox; simply timing the projectile to achieve a partial blast will deal full explosion damage.

  • Loch-n-Load:
    • Old damage output: base 120 (direct hit variance 103-147)
    • New damage output: base 120 (direct hit variance 116-124)
    • Clip size increased to 3 (from 2).
    • Removed the +25% self-damage penalty. Added a -25% blast radius penalty.

The Loch-n-Load is now less effective on tightly clustered enemies. It still fires +25% faster projectiles, and still deals +20% more damage. And now it gets a third grenade per clip (which is a little silly on a double-barrel)! However, it can’t do more than 124 damage on a non-critical hit, so the 125 health squishies (stock Scout, Spy, Engineer and Sniper) cannot die in a single hit if they have full health. That makes it very difficult to kill more than one enemy unit before reloading, despite having a third grenade per clip. Loch-n-Load is now more effective at taking out a single target with repeated direct hits before reloading.

  • Scottish Resistance: Increased range check for stickybomb jumping (146 HU, previously 100 HU).

 

Weren’t there new weapons? Here they are:

smissmasguns2

The Iron Bomber is for Demomen who want their grenades to land hard and not roll and bounce around before exploding. It launches a sphere-like grenade that barely moves when it touches the world. Projectiles do not stick; they just seem heavy and drop and stop quickly. They deal slightly less damage (direct hit variance 89-111) if they explode 2.3 seconds after fire. They also have a -20% explosion radius, slightly larger than the Loch-n-Load’s new radius adjustment, so the Iron Bomber is also intended for single-target killing.

Why have a grenade launcher that can’t execute angular bounces, but doesn’t defuse its grenades when coming in contact with the world?  Players who keep having their grenades bounce back at them or rolling where they don’t want them now have a third choice. This launcher drops the grenade at its impact point with little risk of it bouncing or rolling away from its intended impact spot. The radius is smaller and the damage is marginally less, but can be used for a few seconds of zone control. Also, demoman trying to pepper an area (such as a sentry) can keep their projectiles close when they land near their target even if they don’t hit directly, and can continually have pills detonating in an area without fear of them bouncing away and without having to switch to a stickybomb launcher for tight zone control. Players who hate the way grenades take silly bounces may learn to love this weapon.

Crafting: Iron Bomber = two recalimed metal + Air Strike

 

The Quickiebomb Launcher is for the Demoman that wants to use stickybombs chiefly for midair or short-duration detonations, much like a grenade launcher. They still don’t explode on a direct hit like a grenade, but you can detonate them in midair like normal stickies. They arm 0.2 seconds sooner (at 0.5 seconds after launch), so they’re more effective for medium-range combat. They deal -15% less damage: base 102 damage (variance 100-104). The Quickie stickies do not suffer the blast radius rampup penalty!  Players wanting to avoid this penalty can switch to the Quickiebomb Launcher and still enjoy most of the original AoE radius (Quickie stickies still have a rocket-sized blast radius).

These stickiebombs can also remove enemy stickies on detonation, rather than merely knocking them around. They are faster to charge for long-range shots, but they fizzle without detonating only 2 seconds after launch if you haven’t detonated them yet. So you give up the ability to leave stickies in defensive locations in order to keep the offensive properties of the original weapon. And you gain the ability to have useless stickies fizzle so they don’t harm you, and the ability to defuse enemy stickies.  They have slightly less blast range and slightly less damage than the original weapon, and have a clip of 6 instead of the original 8, but you’ll be able to det stickies at 0.5 seconds unlike before.  It’s hard to say if the weapon is weaker or stronger than before, for pure offensive might.

Crafting: Quickiebomb Launcher = two reclaimed metal + Tide Turner

 

The Panic Attack is a shotgun (primary: Engineer; secondary: Soldier, Heavy, Pyro) that behaves in combat like the Beggar’s Bazooka: the player holds down the primary fire button to load up to 4 shells (34% faster than stock Shotgun; 0.66 sec for first shell and .33 sec for each additional shell, 2 seconds for a full clip). Release the primary fire to shoot each shell in turn automatically. As your health decreases, the Panic Attack fires faster but fires a more erratic bullet spread.

If you overload the Panic Attack, it will not harm you like the Beggar’s; it will simply fire off its four shells. The stock shotgun is deceptively powerful at close range, so this weapon could deal some incredible burst damage if you can ensure the bullets will hit; if you can sneak up on an opponent while loading, you should be able to kill them quickly, like a Scout’s scattergun.

Crafting: Panic Attack =  two reclaimed metal + Back Scatter

 

2. Nice and Naughty 2014 Crates

Nice 2014 Crates drop list

These cosmetic items will drop in Limited quality, with the usual 1% chance of getting an Unusual accessory instead (probably from this item list and with unknown effects). These crates can’t be opened after Feb 16, 2015.

 

Naughty 2014 Crates drop list

Items have a roughly 50% chance of being Strange Festive, and 50% chance of being Festive. All of these are limited, as the crate can’t be opened after Feb 16, 2015.

 

3. Mannpower CTF Mode

You know what? I’m tired… I will add this in later.

UNDER CONSTRUCTION

 

Full Patch Notes — 12/22/14

  • All Players who play TF2 during the event will receive a Gift: a Stuffed Stocking! Stockings contain goodies for good little Mercenaries.
  • Added 29 Limited community-contributed winter items to the Nice crate.
  • Added new Limited Festive weapons to the Naughty crate.
  • Limited time items can only be found during a limited window of time. The Naughty and Nice crate items will no longer be available after February 16, 2015.
  • Added Naughty and Nice winter keys to the Mann Co. Store.
  • Naughty and Nice winter crates cannot be opened after February 16, 2015.
  • Premium Players will receive a Secret Saxton to give to another player.
  • Item grants from previous events (including the Spirit of Giving and the Winter Holiday noise maker) have been re-enabled for all players, including those who deleted their earlier grants.

Weapons

Added The Iron Bomber

  • Demoman Grenade Launcher
  • Grenades do not bounce or roll
  • Damage radius reduced by 20%
  • Grenades that self-detonate deal 10% less damage
  • Added The Iron Bomber to the Mann Co. Store, craft list, and item drop list

Added The Quickiebomb Launcher

  • Demoman Stickybomb Launcher
  • Stickybomb arm time reduced by 0.2 seconds
  • Stickybombs can destroy enemy stickybombs
  • Charge time decreased by 50%
  • Stickybombs fizzle after 2 seconds
  • -15% damage penalty
  • -25% clip size
  • Added The Quickiebomb Launcher to the Mann Co. Store, craft list, and item drop list

Added The Panic Attack

  • Multiclass Shotgun
  • 34% Faster reload time
  • Hold fire to load up to 4 shells
  • Fire rate increases as health decreases
  • Weapon spread increases as health decreases
  • Added The Panic Attack to the Mann Co. Store, craft list, and item drop list

Demoman Changes

  • Damage variance on grenades and stickybombs reduced from +/- 10% damage to +/-2%.
  • Grenades and Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159.

Grenade Launcher

  • Direct hit grenades now deal full damage to target regardless of where it struck the enemy. Previously full damage would only occur when grenades exploded closer to the targets feet.

Stickybomb Launcher

  • Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius.
  • Stickybombs now have a more visible trail while traveling through the air
  • Stickybombs arm particle is slightly more visible

Loose Cannon

  • Double donk explosive damage now deal full radius damage to victims. Previously double donk explosive damage was reduced by radius distance from the explosion.
  • Removed a hidden penalty where Cannonballs that touched the world would deal 50% less damage in addition to regular grenade damage reduction on world touch.

Loch-n-Load

  • Changes to base grenade damage variance now ensure the Loch-n-Load does not exceed 124 damage on a single hit.
  • Removed +25% self-damage penalty
  • Added -25% radius penalty
  • Changed clipsize penalty to -25% (3 grenades per clip) from -50% (2 grenades per clip)
  • Loch-n-load grenades no longer visually tumble when fired

Bootlegger / Ali Baba’s Wee Booties

  • Added +25% Demo Charge meter on charge kill

Tide Turner

  • Added Penalty: Taking damage while shield charging reduces remaining charging time
  • Kills while charging now only add 75% meter on charge kills instead of 100%

Scottish Resistance

  • It is now slightly easier to do sticky jumps with the Scottish Resistance. Increased range check for stickybomb jumping to sticky damage radius of 146 from 100.

Scotsman’s Skullcutter

  • Movement speed penalty now only applies when weapon is active

Claidheamh Mor

  • Added +25% Demo Charge meter on charge kill

Added new game mode Mannpower to the TF2 Beta

Mannpower Mode

  • To Play. Click on Play Multiplayer, enable Play Beta Maps checkbox, and then choose Mannpower Mode.
  • The Following is a list of features in the initial launch of Mannpower and is subject to changes in future updates. Feedback is highly encouraged
  • Contains 8 permanent power ups players can find in the map.
  • Players can only hold 1 permanent power up at a time.
  • Killing a player with a permanent power up forces the power up to drop.
  • Contains 1 temporary power that can be found in the map.
  • Use the ‘dropitem’ command to drop the currently held permanent power up
  • Added new Default Stock Action Item Grappling Hook. Grappling hooks are usable in Mannpower mode and servers that enable it. Once equipped, press and hold the action key to use it. Use to move the player toward the hooked object.
  • Mannpower Beta plays a modified version of Capture the Flag that requires your team’s flag to be at base in order to capture the enemy flag.
  • Touching your flag will instantly return it to base.
  • Currently supported on maps ctf_foundry and a modified ctf_gorge.
  • Instant respawns enabled
  • Random critical attacks disabled
  • Players spawn with 6 seconds of invulnerability

General

  • MvM : Added chance to find Australiaum Weapon rewards to all Advanced and Expert Mann vs. Machine tours. Previously only available on Two Cities tour
  • MvM : Added Killstreak kits for Quickiebomb Launcher, Iron Bomber and Panic Attack in to Two Cities MannUp loot tables
  • Crafting items that are marked as temporarily untradable will now yield temporarily untradable items instead of permanent
  • Fixed a client crash related to the material system
  • Removed the Giftapult from the store and added a crafting recipe for it
  • Updated the equip_region for The Beastly Bonnet
  • Updated the localization files
  • Removed the map restriction on players in karts respawning ghost teammates when they touch them

[N] Obey

End of the Line TF2 Patch — 12/9/14

Posted on: December 9th, 2014 by Obey

Between a major Monday night TF2 update, and some minor updates I haven’t covered from the last few weeks, we have a lot to cover!  As usual, the summary is on top, and the full patch notes are at the end of the post.

  1. Packhead is no longer hosting a 24/7 Christmas music stream here, thru December 25th.  Thanks Pack!
    • Clink on the M3U button at the top-right to begin streaming.  (Works with iTunes too!)
  2. (12/9/14) The “End of the Line” Community Update is now live (see below)! Read its splash page and watch the 13-minute animated short movie.
    • Added EotL Crate Keys, Piles of EotL Keys, and Random EotL Keys. They do not expire.
    • See below for the list of 21 community cosmetics found in the End of the Line crate.
    • One weapon reskin: the melee Crossing Guard, a railroad crossbuck complete with lights.
      • Equippable by all classes except Engineer and Spy, and deals stock melee damage.
    • Added a Pyro taunt: Pool Party.
    • Added Duck Journal and Duck Tokens for the End of the Line event (see below).
      • You must purchase a Duck Journal from the Mann Co. Store if you wish to participate in tracking duckies collected.
      • Collect Duck Tokens, and add them to the Duck Journal to level it up.  Duck Tokens are also giftable and can be bought in the Mann Co. Store.
    • Four new Unusual Effects have been added. Any Unusuals unboxed from EotL crates receive one of these four Effects only.  These Unusual Effects can only be obtained on Unusuals found in EotL crates.
    • NOTE: The entire update–the movie, the cosmetics, the duckies–are community-designed!
  3. (12/3/14) Added the TF Tomb Contest 2014 winning cosmetic items: Jungle Booty, Crown of the Old Kingdom, and Tomb Readers
  4. (11/13/14) Added End of the Line Crates.
    • EotL Crates do not expire. Items uncrated before January 5, 2015 will receive an “early supporter” tag on the item.
    • RoboCrate and associated items have been renamed Robo Community Crates, etc.
    • The Alien: Isolation promo items can now be bought in the Mann Co. Store.

     

1. The “End of the Line” Update

EotL Community Crates

EotL Keys (and Random EotL Keys) are US$2.49 in the Mann Co. Store. EotL Piles of Keys are US$57.27.

EotL KeyEotL Pile

 

Opening an EotL crate drops one of 21 possible cosmetics, a new Pyro taunt, the Crossing Guard melee reskin, or the roughly 1% chance of an Unusual item with one of four EotL-specific Unusual Effects! A specific item has a roughly 4.3% chance of dropping. Some of the items uncrated will be Strange quality.

Leaderboard class scout.png
Scout
Brooklyn Booties Brooklyn Booties
Thermal Tracker Thermal Tracker
Leaderboard class soldier.png
Soldier
Coldfront Curbstompers Coldfront Curbstompers
Condor Cap Condor Cap
Mistaken Movember Mistaken Movember
Screamin' Eagle Screamin’ Eagle
Leaderboard class pyro.png
Pyro
North Polar Fleece North Polar Fleece
Wartime Warmth Wartime Warmth
Leaderboard class demoman.png
Demoman
Bomber's Bucket Hat Bomber’s Bucket Hat
Double Dog Dare Demo Pants Double Dog Dare Demo Pants
Double Dynamite Double Dynamite
Leaderboard class heavy.png
Heavy
Fur-lined Fighter Fur-lined Fighter
Hunter Heavy Hunter Heavy
Sleeveless in Siberia Sleeveless in Siberia
Leaderboard class engineer.png
Engineer
Insulated Inventor Insulated Inventor
Snow Stompers Snow Stompers
Leaderboard class demoman.png
Demoman
Leaderboard class heavy.png
Heavy
Leaderboard class sniper.png
Sniper
Snow Sleeves Snow Sleeves
TF2 crosshair orange.png
All Classes
Boxcar Bomber Boxcar Bomber
Coldsnap Cap Coldsnap Cap
Flashdance Footies Flashdance Footies
Winter Woodsman Winter Woodsman

Taunts

Leaderboard class pyro.png
Pyro
Pool Party Pool Party

 

Oh Look–Another Melee Reskin!

Crossing_Guard

Yep, it’s the Crossing Guard, a stock-reskin melee weapon equippable by all classes except Engineer and Spy. It is not currently craftable; the only way to obtain it at this time is to uncrate it from an EotL crate. But craft numbers have been enabled, so perhaps they will be craftable in the future.

 

Get Duckies

Carry your very own Duck Journal on your chest while you fight, and earn Duckstreaks that function as if you had a Killstreaker weapon equipped! Killing enemies also causes ducks to drop, which quack when picked up and are added to a Duck XP Level.

 

Duck_Journal

You must purchase a Duck Journal from the Mann Co. Store (US$4.99) to participate in this month-long, duck-collecting event. Basically, you collect ducks by killing enemies, and have a specialized Duckstreaker announcement in the killfeed.

Purchase Duck Tokens (US$1.99 from the Mann Co. Store) to level-up your Duck Journal up to a maximum of Level Five. Higher levels causes more ducks to drop from killed enemies. Piles of Duck Tokens are US$45.77, and function like the Piles of Keys tools (gives away one token to up to 23 random players on your current server). So do Random Duck Tokens Gifts (US$1.99). Duck Journals and Tokens are giftable after several days.

Statistics from duck collecting are being kept via leaderboards (much like the Dueling Game “Season”). Ducks will cease dropping on January 5th, 2015.  Is this just a shameless money grab? Who knows–but are those duck eyes hypnotizing?! If you are enjoying the new content, spring for a Duck Journal and Tokens so the creators of the content can get paid.

 

Snowplow…?

An attack/defend map, cp_snowplow, was intended for release with this update, reenacting the events of the EotL movie in the identical location.  Apparently it has not been included in the update.  Stay tuned.

 

 

Full Patch Notes: Patch 1–12/9/14

Undocumented Changes

Full Patch Notes: Patch 2–12/9/14

  • Fixed a client crash related to the main menu
  • Fixed a server crash related to ducks being created when players are killed
  • Updated the equip_region setting for some of the new cosmetic items[2]

Undocumented Changes

 

Patch Notes: 12/3/14

 

Patch Notes: 12/1/14

  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents

 

Patch Notes: 11/26/14

Undocumented Changes

  • Fixed the Necro Smasher not glowing when crit boosted

 

Patch Notes: 11/20/14

  • Additional improvements for client stability
  • Added a check to prevent building in trigger_hurt areas
  • Fixed seeing bumper cart icons for deaths while in hell on maps other than doomsday_event
  • Fixed not hearing localized audio while connected to a server using sv_pure
  • Updated pl_upward
    • Added stairs to forward Blue spawn underground
    • Updated the trigger hurt in the outer cliff area to cover the bottom of the map

Undocumented Changes

Updated model for the Buff Banner.

 

Patch Notes: 11/13/14

Note missed from the previous update:

  • Fixed a rendering problem for Linux clients using AMD drivers

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