Big Team Fortress 2 Update Released, Drop Sandviches

DigiQ8

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Team Fortress 2 has been just updated with new additions, changes and bug fixes. This new update expand the backpack to 100 slots, gives The Heavy the ability to drop his sandvich which heals 50% of the collector's health and more.[br]

Engine:
  • If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set

Additions / Changes:
  • Added support for 100 slots in the backpack
  • Backpack can now be sorted by type
  • Multi-selection in the backpack is now done by holding down the Ctrl key
  • Alt-fire on the Sandvich now drops sandviches
  • A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy
  • A Heavy can regain his sandvich by collecting a healthkit while already being at full health
  • Eating a sandvich using the taunt method now heals a Heavy to full health
  • Dropped sandviches heal 50% of the collector's health

  • Medic regen changes
  • Base regen amount increased from 1/sec to 3/sec
  • Regen amount increase since time of last damage decreased from 3x to 2x
  • End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec[br]
  • Blutsauger
  • Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
  • Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec[br]
  • Added "mp_windifference" server ConVar (default to 0)
  • When set to X, matches will be considered won if a team gets X points ahead of the other team
  • Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog
  • Added "Disable weather effects" option to the Multiplayer->Advanced options dialog
  • Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog
  • If set (default), it'll show non-standard items being carried by the player you're spectating[br]
  • Tournament mode changes
  • New item whitelist allowing tournaments to control what items can be used by players
  • Added "item_whitelist_example.txt"
  • Added "item_show_whitelistable_definitions" command to get a list of whitelistable items
  • Added Tournament mode Spectator HUD
  • Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog
  • Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level
  • Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
  • Changed idle player check to include spectators & players who haven't chosen a team

Bug Fixes:
  • Fixed explosive radius detection using an axially aligned box instead of a sphere
  • Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
  • Grenades/Pipes radius change: 132->159
  • Rocket radius change: 121->146
  • End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant
  • Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses
  • Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as
  • Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team
  • Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted
  • Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged
  • Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned
  • Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
  • Fixed wearables not destroying their attached particles when they're removed
  • Fixed several player & viewmodel simulation issues that occurred when the game was paused
  • Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2

Community Requests:
  • Added the entindex() of the object being built to the "player_builtobject" game event
  • Added flag to allow CTF map authors to turn off the Overtime mode when timers expire
  • Added IgnitePlayer input to TFPlayer
 
Ok so to clarify, as Medic you now have a choice between 3hp per second passive, or 1hp per second passive and the rapid heal from the needles. I guess the old gun did need a buff, as pretty much no one with the Blutsauger used it.

Often as heavy you have to retreat with your medic so he can heal up at a medkit, I guess if you can throw him a sandvich, it might get you out of a tight spot.
 
ha, they fixed the bug I reported :)
 
Holy cow, they made the blutsauger sexy. At least in my eyes.
 
Huge Syringe Gun buff by the sounds of it, looking foward to trying it out again.

As a Sandvich eater I'm pleased by it's buff, not the dropping of sandviches which I don't care about, but the full-heal-on-taunt sounds useful.
 
These little changes don't help the fact that every team i was on tonight sucked donkey balls! no one understands the meaning of "get to the cart" anymore and every team i was on on several servers had like 5-6 snipers and it was really annoying
 
Loving the larger backpack. It suits my sense of organisation to have one row for every class.
 
I take it back, dropping sandviches is an awesome addition. I concider myself, when I play Heavy, to be pretty mobile taking the alternate angles, flanks and surprise attacks. Now I can throw out a sandvich first and then walk over it when I reach half-health which makes those kinda of attacks much more effective.
 
no one understands the meaning of "get to the cart" anymore and every team i was on on several servers had like 5-6 snipers
Problem, Warped?

2chrrds.png
 
Die in a fire you easy mode son of a bitch. You know where that bow goes. WHERE THE SUN SHINETH NOT.
 
A Heavy can regain his sandvich by collecting a healthkit while already being at full health

WHAT A BRILLIANT IDEA VALVE! IT WASN'T LIKE IT WAS ANNOYING ENOUGH ALREADY TO HAVE SOME RETARD STEAL A LARGE MEDKIT IN FRONT OF A DYING BURNING MEDIC WHEN HE HAD ONLY LOST 10HP.

now we also get full health heavies running around stealing medkits from people that really need them...and don't think for second that any of these bastards will ever bother dropping a sandvich for anybody else. :flame:

for a long time I've been quite or even supportive of Valve decisions but **** me...they've blown it on the last couple of updates.


they finally decide to fix the blutsauger, but do it in the dumbest way possible, I doubt anyone relies on the medics passive regen to stay alive or even notices it enough that this "balancing" will affect anyone enough that they would ever think the regular medic gun is an equal counterpart to the blutsauger...especially now that the only "noticeably" advantage the medi-gun had over the blutsauger is now shared between them. the better way to balance the two would be to simply decrease the firing rate of the blutsauger so that it would be less spammy and you'd have to be more careful with your aim making every single shot count(increase the health gain pr. hit to balance it out obviously)

also they "fix" the blutsauger...but leaves the horrible broken übersaw untouched!? WHAT THE ****!? seriosuly have any of you ever seen anyone with access to the übersaw go with the bonesaw!? a possible fix to this would be to remove the crits or limit them to minicrits for the übersaw and maybe make is so that when these occur it juices up even faster.

what do you think?
 
Does the Sandvich still heal the Scout more than other classes? It would be a shame if Valve forgot that.
 
This is so awesome.... it's fun to actually be a medic for a heavy, now he can do more to help keep you alive.
Why wasn't the sandvich like this in the 1st place?
 
IMO the blutsauger was perfect and needed no 'fixing.' But I'm not complaining as now it can do critical hits.
 
WHAT A BRILLIANT IDEA VALVE! IT WASN'T LIKE IT WAS ANNOYING ENOUGH ALREADY TO HAVE SOME RETARD STEAL A LARGE MEDKIT IN FRONT OF A DYING BURNING MEDIC WHEN HE HAD ONLY LOST 10HP.

now we also get full health heavies running around stealing medkits from people that really need them...and don't think for second that any of these bastards will ever bother dropping a sandvich for anybody else. :flame:

for a long time I've been quite or even supportive of Valve decisions but **** me...they've blown it on the last couple of updates.


they finally decide to fix the blutsauger, but do it in the dumbest way possible, I doubt anyone relies on the medics passive regen to stay alive or even notices it enough that this "balancing" will affect anyone enough that they would ever think the regular medic gun is an equal counterpart to the blutsauger...especially now that the only "noticeably" advantage the medi-gun had over the blutsauger is now shared between them. the better way to balance the two would be to simply decrease the firing rate of the blutsauger so that it would be less spammy and you'd have to be more careful with your aim making every single shot count(increase the health gain pr. hit to balance it out obviously)

also they "fix" the blutsauger...but leaves the horrible broken übersaw untouched!? WHAT THE ****!? seriosuly have any of you ever seen anyone with access to the übersaw go with the bonesaw!? a possible fix to this would be to remove the crits or limit them to minicrits for the übersaw and maybe make is so that when these occur it juices up even faster.

what do you think?

why the hell did you abbreviate per like that?
 
IMO the blutsauger was perfect and needed no 'fixing.' But I'm not complaining as now it can do critical hits.

I feel the same way...

Really, it's exactly the same, except that now it can crit... why don't people understand this?
 
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