Team Fortress 2 Update Released

Munro

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Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
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Added "Custom" tab to the server browser

  • Servers can now specify metatags describing the custom rules they've adopted
  • Players can use tag filtering to find servers running the custom rules they want to play
  • Added options for servers who want to become custom games: Disable critical hits (tf_weapon_criticals), eliminate respawn times (mp_disable_respawn_times), and raise maxplayers above 24
Initial release of Tournament mode (mp_tournament)
  • UI for handling team naming, ready mode, and win results
  • Disables team player limits, autobalancing, and intermission
Class balancing

  • Reduced Soldier's maximum rocket reserve ammo from 36 to 16
  • Reduced Demoman's maximum sticky bomb reserve ammo from 30 to 16
  • Reduced Demoman's maximum grenade launcher reserve ammo from 40 to 24
General

  • Added protection against voice command spamming. Dramatic reduction in teleporters needed
  • Fixed mp_timelimit ending the map during the middle of a round on maps like Dustbowl and GravelPit
  • Fixed "lastdisguise" command not remembering if you were disguised as your own team
  • Added "Toggle Disguise Team" binding in Options->Keyboard to toggle the disguise team for the Spy's PDA
  • Changed PDA menus to accept keys bound to "slot1", "slot2", etc., and "slot10" cancels
  • Fixed Spectator targetID not using team colors
  • Changed team autobalance code to not balance the teams when the active round timer shows less than 60 seconds
  • Fixed "-maxplayers" on the command line not correctly setting the maxplayers value for the server
  • Fixed Badlands never having Sudden Death triggered
  • Fixed Engineer being able to detonate buildings that are being sapped
  • Changed Engineer buildings to detonate when a player disconnects instead of blinking out
  • Fixed potential client crash for players being healed by a Medic or dispenser
  • Made several improvements to server-side stat reporting (not related to individual player stats)
 
* Reduced Soldier's maximum rocket reserve ammo from 36 to 16
* Reduced Demoman's maximum sticky bomb reserve ammo from 30 to 16
* Reduced Demoman's maximum grenade launcher reserve ammo from 40 to 24

:(
 
Nerfing classes is boring. Buffing classes however is interesting.
 
Ah, I was wondering when this would be announced. I'd say most of the improvements are an advancement. The soldier reserve deduction is annoying, but I guess I'll get used to it.

The custom server options are also rather interesting.
 
I never used forty rockets at once anyway.

Some of the general changes are interesting. Mainly the engineer ones.
 
Dramatic reduction in teleporters needed
I lol'd.

Reduced Demoman's maximum sticky bomb reserve ammo from 30 to 16
Reduced Demoman's maximum grenade launcher reserve ammo from 40 to 24
...and this sucks. :(
 
I never used forty rockets at once anyway.

That's precisely why. I think they're the only two classes I haven't run out of ammo on. Mainly because I don't play as Demoman usually, but as a Heavy I constantly run low on ammo.
 
That's precisely why. I think they're the only two classes I haven't run out of ammo on. Mainly because I don't play as Demoman usually, but as a Heavy I constantly run low on ammo.
I liked the way it took forever to run out of ammo as Demo. I guess this is more balanced though.
 
I dont mind the nurfs, actually. The two classes that didn't really NEED all that ammo. Not so bad. Now you can't spam in hopes for crit rockets :p
 
Fixed "lastdisguise" command not remembering if you were disguised as your own team

I don't think I'll like that. :(

I disguise as my team, go invisible and I just have to press b to disguise as the enemy. Now I have to open up the disguises.
 
btw does the engy do damage to enemy team when detonating his buildings?(they did in the original didn't they?...I seem to remember that being a tactic when enemies were using your dispenser.)
 
I don't think I'll like that. :(

I disguise as my team, go invisible and I just have to press b to disguise as the enemy. Now I have to open up the disguises.

Why bother disguising as your own team, then?
 
The nerfs have only quelled the casuals, but this:

Added protection against voice command spamming.

Makes me :(

RIP 'NEED A DISPENSAH HEA' 2007-2008
 
yay. Another update without any of the new features we were promised months ago :p
 
I don't think I'll like that. :(

I disguise as my team, go invisible and I just have to press b to disguise as the enemy. Now I have to open up the disguises.

Same here. I'm hoping "Toggle Disguise Team" is the workaround to this. If not, I wonder if there is a command to change to the enemy disguise that you can bind yourself.
 
Sounds good to me.

There's no reason soldiers and demomen should take so much longer to run out of ammo than the other classes, esp. considering their damage potential. Look at how fast a Heavy or Pyro runs out if they don't pick some up.
 
Ammo nerf isn't a nerf for anyone except the Heavy. Soldiers and demomen should have plenty of time to resupply with that many anyway. Although only being able to do 2 sticky mine traps without getting more ammo kind of sucks.
 
Ammo nerf isn't a nerf for anyone except the Heavy. Soldiers and demomen should have plenty of time to resupply with that many anyway. Although only being able to do 2 sticky mine traps without getting more ammo kind of sucks.

3. Reserve ammo is down to 16, you still spawn with a full clip.
 
Oh right, didn't think about that.

Then I have nothing to really complain about despite those being my two main classes at the moment :p
 
I'm so glad about this, it means soldiers will have to spam rockets less and it wont be so easy for them to get cheap easy kills
 
Ahh so no more explosive jumping to neat places and being able to camp for half the round :(
 
These are all neat changes, especially that ****ing tv_timelimit ending Dustbowl maps early. God that was annoying.
 
Yes, but I see little point in disguising as your own team unless you're in a crowd.

I always disguise as my own team. That way you can make yourself around a map without being the other team. All you need is one person to see you cloaked as their team and they'll shout it over the mic, meaning an insta-death when someone sees you. If you're as your own team, there's no suspicion.
 
Damn sapper fix ;)

Oh well, guess I'll have to hang around my spawn more if i want the teleport entrances to last very long.
 
I always disguise as my own team. That way you can make yourself around a map without being the other team. All you need is one person to see you cloaked as their team and they'll shout it over the mic, meaning an insta-death when someone sees you. If you're as your own team, there's no suspicion.

I sometimes like to stand at the spawn gate during setup time, disguised as my own team, to trick the enemy into changing tactics. Like I'll pretend to be a heavy or pyro and ask a medic to build his charge with me as though we're an uber combo.
 
Nerf this and that but the really interesting part for me is the custom filtering. Anyone know how I can make en exclusive filter ("no HLStatX servers" for example) since the filter thingy seems to be only inclusive filters at the moment.
 
I sometimes like to stand at the spawn gate during setup time, disguised as my own team, to trick the enemy into changing tactics. Like I'll pretend to be a heavy or pyro and ask a medic to build his charge with me as though we're an uber combo.

Yeh, I do exactly the same and then use the "battle cry" to alert them towards me ;)
 
They lowered it so now the soldiers and demos have to worry about ammo just as much as heavys and pyros do. When I play soldier or demo the last thing I used to worry about was ammo, so this does balance some of the gameplay.
 
I never used forty rockets at once anyway.

Some of the general changes are interesting. Mainly the engineer ones.

Personally, I found firing 1 at a time plenty.
 
The beta was great but all these nerfs made the game less appealing to me.
I haven't played it in weeks now.These changes will add a few more weeks on top of those.It's really sad what they are doing with this game.I just hope those weapon unlocks will lure me back.
 
The rocket nerf sucks balls. Much of winning maps like Well and Granary depended on how quickly soldiers could rocket jump the center, and now we have barely enough ammo do do it. In a match the other night I only had 8 rockets left by the time the Well gates opened. Tf2 is already overly simple and an unnecessary dumming down like this only makes it less involved.
 
Yea the rocket and nade spam surely was one of the greatest points of TF2...
 
A deduction of nades and rockets would be fine, but not one quite as dramatic.

I find it really hard to camp areas with demo now (Eg. Ontop of GravelPit B rooftop) as by the time you've spread 6 or 7 out, you're nearly out of ammo :(
 
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