Team Fortress 2 Update

DigiQ8

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New small Team Fortress 2 update has been released.

  • Added rate limit for several client commands to prevent server spamming
  • Added consistency checking for particle systems
  • Updated r_particle_timescale ConVar so it can only be changed if the server has sv_cheats set to 1
  • Updated loading/disconnect dialogs so they're easier to read
  • Updated Dustbowl, Granary, and Badwater Basin with several exploit fixes
  • Updated Granary to remove the setup time and gates

Restart Steam, receive update. Oh and thanks Operational for the heads up.
 
I'll have to see if they have fixed a bug in Badwater where you could get stuck in the roof of the tunnel if you stood on the cart - I stand on the cart a lot so it got annoying.

Glad to see the gates removed in Granary, even though I don't play it much, it made the map more unique. Although it also means I'll probably have to save my offencive engineering for arena_granary.
 
I have no idea what exploited were on granary, but it's good that they changed back the map to no gates and setup time.
 
I actually kinda liked the setup gates on Granary. I didn't think it made it better or worse but I like the idea of being able to setup and get a plan. Means people can actually start getting the other points defend instead of everyone Scout rushing the point. Still, either or, I don't really play that map.
I knew they were gonna fix the part in Badwater where you could run along the side wall and get into the stair well that led down to the bottom of the basin just behind the final point. Shame, it was fun flanking people! :)
 
I knew they were gonna fix the part in Badwater where you could run along the side wall and get into the stair well that led down to the bottom of the basin just behind the final point. Shame, it was fun flanking people! :)
Oh so it's gone :(

I find it hard to believe it was a map exploit - it was so obvious. But I don't get why it would be a balance thing either, that path was an advantage for BLU and since RED currently wins Badwater more often...
 
Oh so it's gone :(

I find it hard to believe it was a map exploit - it was so obvious. But I don't get why it would be a balance thing either, that path was an advantage for BLU and since RED currently wins Badwater more often...

Yeah its gone. :( They should have put a walkway or something in the place. I feel the BLU's can have a pretty hard time as it is getting into the basin so having that back route really helped. Never mind, new tactic required!
 
Updated Granary to remove the setup time and gates
I actually kinda liked the setup gates on Granary. I didn't think it made it better or worse but I like the idea of being able to setup and get a plan. Means people can actually start getting the other points defend instead of everyone Scout rushing the point. Still, either or, I don't really play that map.

Strange that they took the gates back out of Granary. Without them Scout rushes would win the middle point every damn time and because of the design around CP2 it's very difficult to fight back. Unlike Badlands, which has more flowing routes from CP2 to CP3, Granary CP3 to CP2 all goes through a very chokey area just outside CP2. I prefer it with the gates in.

Unless they've changed the layout somewhat around CP2 and the flow to CP3 I can't see this being a good update.
 
They probably figured no one played Granary anyway, so let's turn it into a death match arena like 2fort is.
 
They clearly put the gates in there in the first place for a reason so taking them out was a bit of stupid move but people must have complained to make them take it out.
 
They clearly put the gates in there in the first place for a reason so taking them out was a bit of stupid move but people who don't really understand their importance must have complained to make them take it out.
Fixed.

Also I noticed 3(?) minor changes to Granary when playing it last night. The layout looks identical, but in addition they have added in 4 small medpacks and some cover.

There are now small medpacks on the floor of the ramp rooms just outside CP3 and (if they weren't already there - I don't remember them) small medpacks in the sniper rooms overlooking CP1.

There is a bit of added cover in the long attic corridor above and to the right of CP2, I'm not sure why - maybe to nerf Sentrys placed there or to make it harder for Soldiers to camp there. Snipers can still camp there quite easily I think. It might provide hiding places for Spies too.

---
We tried a few Scout rushes yesterday (although not proper Scout rushes, just 3 of us in a team of 11). All our attempts succeeded in taking middle before the other team's heavy cavalry appeared. This meant that as long as the rest of our team arrived in time, if the Scouts died we would respawn in under 10 seconds and it would take ~3 secods to get back to CP3 to stop a counter-cap (longer if we changed classes).

Even though we did this every time, a few times the other team's Heavies took down the Scouts and re-capped. But I think it's because 3 Scouts aren't enough to cap the point and hit the other team as they're reaching the doorways. If you have another 2 Scouts to cap the middle extra fast and then run on to keep them in the doorways (and the new medpacks should make that easier), or past them to force them to run after you and away from CP3, they don't have any hope.

I'm sure within a couple of weeks the Scoutrush tactic will become the dominant strategy in Granary again (and remember kids - dominant strategies in multiplayer games are bad).
 
Yeah. I don't see how taking out the gates could be a good idea. I like the way you start with everyone charging for the central point at once.
 
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