Team Fortress 2 Update Released

AciD

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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:
  • The Engineer's teleporters can now be upgraded to level three. It will recharge faster the higher level it is
  • The Engineer's dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded
  • Spies will be able to recharge their cloaking ability by picking up ammo off of the ground or from health cabinets
  • Some changes to the second part of the first stage of Goldrush to give the attackers more of an advantage
  • Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's minigun, etc.) can now break apart the Demoman's stickybombs
  • The icon on the HUD for a person calling for Medic will now give more information to the medic (if the target is low on health, on fire, etc.)
  • Added an achievement tracker that will allow people to choose specific achievements that they are trying to get
  • There is now a custom icon for death messages when the player was killed from a critical hit
  • Added a new particle effect for when a player enters the water
  • Added smoke to the feet of a rocket jumping soldier
  • Players will now have some particles swirling around them so other players can see when they are overhealed
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As someone who only plays L4D...I am jealous..that is a pretty nice update.
:rolling:
 
Don't worry, I am sure L4D will get its share of kick ass content updates
 
I read this update and i JIZZED IN MY PANTS :D
 
Oh yay! I remember posting a thread on the SPUF about being unable to track achievements. Looks like they payed attention! \o/

The Spy buff is great. Now you get rewarded with extra cloak via the dropped weapons from your victim and I no longer have to wait around for my cloak to recharge, making escapes a million times easier as long as you know where all the ammopacks are.

Fantastic update!
 
This is basically so aweeesommmeeee
 
Man there is a reason why I quit playing TF2. Everybody is either an:
  1. Engineer
  2. Sniper

It should be renamed Defense Fort 2. Everybody just defends instead of pushing the cart forward. Almost always the game ends in a stalemate as well. I remember actually capping flags and the territory control thing in TFC. Now that was fun.
 
Man there is a reason why I quit playing TF2. Everybody is either an:
  1. Engineer
  2. Sniper

It should be renamed Defense Fort 2. Everybody just defends instead of pushing the cart forward. Almost always the game ends in a stalemate as well. I remember actually capping flags and the territory control thing in TFC. Now that was fun.

In my experience stalemates are pretty rare. Unless you've been playing fast or instant respawn, in which case that's your problem.
 
In my experience stalemates are pretty rare. Unless you've been playing fast or instant respawn, in which case that's your problem.
I usually play on 32 player servers but of it's anything less, it's too easy to win because the respawn timer takes too long.
 
The spy improvement is very useful, one problem though. When medics overheal players now they get like red/blu + signs coming off them. That is fine, but they are still visible on cloaked spies. I'm not sure if that is intentional or not? I mean...spies have no control whether they get overhealed or not, it's really annoying.

Fast teles are superb, upgraded dispensers heal as fast as medics! I didn't see much of the stickie shooting have much effect. Medic call signs being specific to medical problems are really neat and useful. Good update, but I'd be interested to know why the engineer has been improved.
 
That's a really cool "little" update. Shame I can't play TF2 to save my life anymore, I keep expecting to be rushed by a horde!!!
 
how do you heal 2 people at once, i got the achievement somehow but my friend keeps asking me how you do it and i can't answer because i think i just got lucky that time? :|
 
I usually play on 32 player servers but of it's anything less, it's too easy to win because the respawn timer takes too long.

32 man is too zergy. Play on a 24 slot with good regulars you'll enjoy it more.
 
The smoke from a Soldier's feet sounds like a neat visual update.
 
The spy improvement is very useful, one problem though. When medics overheal players now they get like red/blu + signs coming off them. That is fine, but they are still visible on cloaked spies. I'm not sure if that is intentional or not? I mean...spies have no control whether they get overhealed or not, it's really annoying.

Fast teles are superb, upgraded dispensers heal as fast as medics! I didn't see much of the stickie shooting have much effect. Medic call signs being specific to medical problems are really neat and useful. Good update, but I'd be interested to know why the engineer has been improved.

Overheal particles on cloaked spies is almost certainly a bug, given that glowy feet on teleporting spies was ironed out a while back.
 
When medics overheal players now they get like red/blu + signs coming off them. That is fine, but they are still visible on cloaked spies. I'm not sure if that is intentional or not? I mean...spies have no control whether they get overhealed or not, it's really annoying.
Another annoying thing is that when disguised and overhealed by an enemy medic it reveals that you are a spy because the "overheal signs" stay your team colour.

I suspect that they are just bugs/oversights that will be fixed soon - hopefully before the weekend, but that doesn't look likely.

The smoke from a Soldier's feet sounds like a neat visual update.
It's pretty funny. I think I've seen it on Demomen's pipe jumps too.
 
I had 53 teleports last round.

FIFTY THREE!

It's hilarious to see an engineer wander into a building and have three heavies, a medic and a pyro follow him out.
 
Very good updates, but I'm not sure about playing this game again.
 
The spy improvement is very useful, one problem though. When medics overheal players now they get like red/blu + signs coming off them. That is fine, but they are still visible on cloaked spies. I'm not sure if that is intentional or not? I mean...spies have no control whether they get overhealed or not, it's really annoying.

Hopefully they'll patch this in a few days. :(

Fast teles are superb, upgraded dispensers heal as fast as medics! I didn't see much of the stickie shooting have much effect. Medic call signs being specific to medical problems are really neat and useful. Good update, but I'd be interested to know why the engineer has been improved.

I guess they improved the engineer because it's a very shallow class. All you had to do before was build a dispenser and a sentry, upgrade it to level 3 then sit back and whack away. Now you have to upgrade and manage 3 buildings making sure that your prioritise the right one depending on whether you're attacking or defending.
 
Is that dispensor on the kart?

Gah. Must register on steam forums to spam Scout ideas.
 
Apparently there's an invisible upgradable dispenser on the kart.
 
Man there is a reason why I quit playing TF2. Everybody is either an:
  1. Engineer
  2. Sniper

It should be renamed Defense Fort 2. Everybody just defends instead of pushing the cart forward. Almost always the game ends in a stalemate as well. I remember actually capping flags and the territory control thing in TFC. Now that was fun.

I only seem to notice f**king pyros. :|
 
I just noticed this upgrade today - awesome! Engineers are even further encouraged to work together, and often I'll lurk behind at the spawn point and upgrade their teleport entrances so by the time they fire up, they have level III teleports.

Then I'll build up at the second point (on any given map) because engineers rarely cooperate, and the first point falls entirely too quickly.

Does anyone else think they should nerf the pyros' ability to destroy engineer equipment? Even my level III sentries get dropped by pyros rushing them. The only way they kill pyros is if they're forced to come at it down a long corridor or otherwise from a distance.
 
Just played, helped a lot how fast the team was able to come to the front lines.
 
I think some of this things were not needed, but they are okay...

What I didn't like is that 'spies recharge cloak picking ammo'

What I mean, the cloak is like charged by a 'battery' or something, shouldn't be ammo or anything... But whatever, now imagine, They'll be able to probably stay cloaked for a whole match, and if their cloak charges fully down, they'll be able to get 'back in the cloaked action' in no time... That's kinda unfair considering spies are already extremely lethal.
 
The Spy feels way overpowered now. We shouldn't be able to recharge our cloak while cloaked. I was able to travel from one end of a map to the other with my cloak level still maxed out. It ruins the tactics needed to use it properly, before you had to charge,hide,wait,cloak and repeat. Now it's just cloak and run over ammo. I'm a poor spy and i felt this was to much, i dread to think what's going to happen when i come across some pro spy's
 
The Spy feels way overpowered now. We shouldn't be able to recharge our cloak while cloaked. I was able to travel from one end of a map to the other with my cloak level still maxed out. It ruins the tactics needed to use it properly, before you had to charge,hide,wait,cloak and repeat. Now it's just cloak and run over ammo. I'm a poor spy and i felt this was to much, i dread to think what's going to happen when i come across some pro spy's

Pffft and you still have the chance to be exposed at random by randomly flung grenades, randomly flung rockets, random shots, scouts taking unexpected paths, other spies, etc, etc...

It just means spies will pop up from unexpected places, it doesn't necessarily mean they'll be able to do anything.

Besides, stab detection is still borked.
 
The Spy feels way overpowered now. We shouldn't be able to recharge our cloak while cloaked. I was able to travel from one end of a map to the other with my cloak level still maxed out. It ruins the tactics needed to use it properly, before you had to charge,hide,wait,cloak and repeat. Now it's just cloak and run over ammo. I'm a poor spy and i felt this was to much, i dread to think what's going to happen when i come across some pro spy's

The spy is meant to be able to get behind enemy lines easily so this was a much needed change as it's very hard to predict whether you're going to make it from point A to B without running out of cloak especially with several enemies around your chosen path. Now you can just pick up fallen weapons to replenish your cloak on your journey and get through without embarrassingly running out of cloak and getting raped.
 
...I hadn't noticed this myself, but has anyone noticed ammo/metal disappearing before their eyes? heh.
 
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