Team Fortress 2 - Classless Update

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figmentPez

Staff member
"After setting a new standard for Lack of Class in an FPS with the addition of Jarate (the jar-based Karate), we've raised the bar on lowering the tone even further with the first ever Classless Update!"
http://www.teamfortress.com/classless/

Day One:
18 New hats and the community map Arena Offblast.

Not much so far, but I'm interested to see what else is in store.
 
R

rvdleun

All right, I need to know... what is up with the HATS in Team Fortress 2?

(coming from someone who only played TF2 rarely at the start and didn't bother continuing to play it)
 

figmentPez

Staff member
Day 2:
New game mode! King of the Hill!
"Since their discovery in 1895, hills have fascinated kings.
King of the Hill (KotH) is an intense new game mode focused around a single central capture point that must be defended for three minutes. Gameplay begins with the point initially locked—after a short time, it will open for capture by either team. Once the point is captured by a team, their team clock will start a three minute countdown. If the enemy team manages to capture the point back, their clock will start counting down while the other team’s clock freezes at the time the point was recaptured."

New Map: KotH Viaduct
"Viaduct is an all-new map especially built for KotH, set outside of the entrance to a secret underground base. Viaduct is also the first Team Fortress map to take place during a snowfall (not counting Acegikmo’s awesome cp_glacier map, or for that matter all the other community mappers who manage to think up and execute on all the cool stuff before we even think of it). Both teams start at the base of a low hill, and will have to climb to get to the capture point at the hill’s peak. The various elevations of the map and multiple routes to the central point guarantee some frenzied battles as the point changes hands during gameplay."

Nucleus and Sawmill have also been converted from Arena to KotH maps.
 
J

JONJONAUG

That hidden stuff looks more like a Solider update than an Engineer update.
 

figmentPez

Staff member
Team Fortress 2 Update Released

Aside from adding KotH and hats, there's a lot of other changes. What jumps out at me:

* Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing
* Pistol now fires at a fixed rate, not based on the speed at which you press the firing button

* Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity

* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

* Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists
- Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist

* Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)

* Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps

* Various UI improvements to the backpack (see link for details)

* Cloaked Spies standing in valid backstab positions no longer raise their knife

* Added current map name and gametype to the bottom right of scoreboard
* Updated the loading panel to show the game type under the map name during level transition

* Improved critboosted visuals, making it much clearer when an enemy has critboost

* Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail

* Various fixes and tweaks to PLR_Pipeline, CP_Granary, Arena_Sawmill

WEAPON CHANGES:
# The Force of Nature
* The enemy knockback now only works in close range and behaves more like the Pyro's air blast
* Enemies cannot be juggled by the FaN's effect
* The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards
* Knockback is now scaled by damage done

# The Sandman
* A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun
* Stunned players now take 75% of all incoming damage instead of 50%
* Ubercharged players can no longer be stunned
* Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)
* The minimum distance to stun a target has been reduced
* The negative attribute has changed from "no double jump" to "-25 max health"


* Various fixes to bugs and exploits

* Added various request from the community for map/server functionality

-- Thu Aug 13, 2009 6:05 pm --

Also, Day Three is up

CTF_Sawmill
"Arena Sawmill has been re-worked to function as the third official Valve ‘Capture the Flag’ map. Two side access routes have been blocked off to concentrate gameplay, and a building near each spawn point is now accessible. These lead to a flooded underground stronghold that holds the enemy’s top secret intelligence—a flag made entirely out of microfilm. Or possibly nylon. Either way, yoink!"

CP_Yukon
"Tunnels, Trouble and a Log
"This abandoned mountaintop coalmine was repurposed by shadowy operatives into a top secret surveillance outpost—one which also, so nobody gets wise, insidiously continues to mine coal. There is also a log hanging in the center of the map—possibly as an example to other logs. Logs that said too much.

"Five control points promise a lot of momentum swings in this compact outdoor map, with plenty of tunnels and rocky outcroppings. Plenty of alternate routes ensure that if you can’t get past a well-placed engineer through one tunnel, you might be able to sneak up behind them through another.

"CP_Yukon is a community map from the brilliant dual-powered brain trust of Patrick “MangyCarface” Mulholland and Joachim “Acegikmo” Holmér."
 
J

JONJONAUG

* Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists
- Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist


Ouch, that's going to make payload maps a lot tougher on Red Team spies.

* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

Not sure if this is a good idea, once you get the intel aren't there usually still some people left in the other team's base still? I can see this turning into a bum rush once someone captures the intel on the smaller CTF maps.
 
The CTF critboost appears to be part of Valve's design where the team at an advantage continues to get an advantage. For example, on symmetrical CP maps, the team with more points captured have faster respawn timers. I guess this is to prevent too many stalemates.

I like how I can now rocket jump when near a team mate, that always bothered me in the past.

Also, no more civilian Heavy? Damn. :(
 
They have basically made the Sandman useless however... it still won't be allowed in tourney play because it takes away somebody's ability to defend themselves, and it now makes the Scouts even easier to kill.
 
Yes, but the Sandman now guarantees me a kill even non-charged with my sniper rifle. I'm loving scouts with Sandman right now!
 
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