So we're just done complaining about mini sentries? On to the next thing?
BLoodSirenataponanother day spent scrambling to get stuff working again!
This is my fear. I love the plugins for casting and I believe I'll be on with bear tonight for the Twitch Invitational
I don't believe that they'll release the update tonight, since they usually don't release major updates without giving us a good idea of what's in them. Personally, I'm much more worried for Thursday or possibly Wednesday night.
This is my fear. I love the plugins for casting and I believe I'll be on with bear tonight for the Twitch Invitational[/quote]
I don't believe that they'll release the update tonight, since they usually don't release major updates without giving us a good idea of what's in them. Personally, I'm much more worried for Thursday or possibly Wednesday night.
This may be nothing, but apparently they updated Portal 2 today: http://steamcommunity.com/games/portal2/announcements/detail/1407687840791582914
- Linux / SteamOS beta is now available
- Steam controller support beta
- Some translation updates
- Fixed bugs with triple-monitor displays
- Some other bug fixes
It's also apparently causing Norton AV to flip it's shit at the exe file, just fyi.
Why any reasonable person here would use Norton as their AV of choice is beyond me.
[list]
[*] Linux / SteamOS beta is now available
[*] Steam controller support beta
[*] Some translation updates
[*] Fixed bugs with triple-monitor displays
[*] Some other bug fixes
[/list]
It's also apparently causing Norton AV to flip it's shit at the exe file, just fyi.
[size=10]Why any reasonable person here would use Norton as their AV of choice is beyond me.[/size]
no, the countdown is for a preview of the update aka another countdown without a clock
suspense building at its finest
suspense building at its finest
futureno, the countdown is for a preview of the update aka another countdown without a clock
suspense building at its finest
Countdown to a countdown
http://i3.kym-cdn.com/photos/images/newsfeed/000/471/542/069.jpg
suspense building at its finest[/quote]
Countdown to a countdown
[img]http://i3.kym-cdn.com/photos/images/newsfeed/000/471/542/069.jpg[/img]
RodrakEnd of the Line
Changelog
ScoutScattergun now shoots 6 Pellets instead of the previous 10.
Pistol now has an ammo of 8 and does reduced damage.
Boston Basher now only applies bleed to enemies and not yourself. Damage is reduced.
SoldierDirect Hit now has a reduced blast radius of 40% instead of the prior 70%.
Liberty Launcher now provides 60% less damage when rocket jumping.
Reserve Shooter has a weapon switch speed of 45% and has 5 shells that can be loaded at once.
Buff Banner and Battalions Backup are now the same item. Requires 785 damage to charge though.
Disciplinary Action speeds yourself up when you whip the sky.
Market Gardner now crits for 0.20 Seconds after landing from a rocket jump.
Escape Plan grants less speed than before.
PyroThe Degreaser has been removed.
All flame throwers weapon switch speed has been set to 60% faster than before.
Detonator deals criticals when it directly hits a burning target. Mini-Crits when it explodes, hitting a burning target.
Reserve Shooter has a weapon switch speed of 45% and has 5 shells that can be loaded at once.
Axtinguisher now deals normal damage to targets not on fire, and reduced damage to targets in water.
Powerjack speed is slightly reduced. Speed has became a passive. Damage vulnerability is passive aswell but dropped to 10%.
DemomanLoch N' Load now Mini-Crits airborne targets.
Bootlegger and Ali Baba's Wee Booties give +15 Health and 600% increased charge turnning.
Scottish Resistance now only takes 0.4 Seconds to arm instead of 0.8. Can only place 12 Stickies instead of 14.
Charge N' Targe shield damage removed.
Splendid Screen Fire Resistance removed.
Eyelander reduces health by 10 instead of the prior.
Half-Zaitoichi's Honorbound effect is removed when any damage is done to an enemy. Only 80% of your health is restored, instead of 100%.
Heavy
Tomislav now gives the heavy no speed reduction while revved up.
Sandvich is now a Heal Over Time, giving 20 Heal per second.
Family Business now works like a Reserve Shooter, ammo still the same.
Gloves of Running Urgently take away 50 Health from the heavy.
EngineerWidowmaker now only consumes 15 Metal and restores a maximum of 30.
Short Circuit attack speed slowed.
Wrangler's shield gives less protection.
Mini-Sentries now have 50 Health and do 6 damage a shot.
MedicThe Medic has been removed entirely from Team Fortress Two.
SniperMachina can be shot while scoped, but can only penetrate once.
Cozy Camper gives 2 Health per second.
Darwin Danger Shield gives no health bonus but more bullet resistance.
Tribalman's Shiv does slightly increased damage.
SpyAmbassador only does 100 damage headshots, 10 damage maximum bodyshots.
Diamondback gives 2 crits for each building destroyed.
Red-Tape Recorder reverses building two times faster.
Your Eternal Reward gives 15% more cloak.
Dead Ringer cannot be restored through ammo pickups.
Edit: The copy paste was very buggy rest in peace :(
if this is true, im quiting tf2
[size=15][b]Changelog[/b][/size]
[b][size=13]Scout[/size][/b]
[list]
Scattergun now shoots 6 Pellets instead of the previous 10.
Pistol now has an ammo of 8 and does reduced damage.
Boston Basher now only applies bleed to enemies and not yourself. Damage is reduced.
[/list]
[b][size=13]Soldier[/size][/b]
[list]
Direct Hit now has a reduced blast radius of 40% instead of the prior 70%.
Liberty Launcher now provides 60% less damage when rocket jumping.
Reserve Shooter has a weapon switch speed of 45% and has 5 shells that can be loaded at once.
Buff Banner and Battalions Backup are now the same item. Requires 785 damage to charge though.
Disciplinary Action speeds yourself up when you whip the sky.
Market Gardner now crits for 0.20 Seconds after landing from a rocket jump.
Escape Plan grants less speed than before.
[/list]
[b][size=13]Pyro[/size][/b]
[list]
The Degreaser has been removed.
All flame throwers weapon switch speed has been set to 60% faster than before.
Detonator deals criticals when it directly hits a burning target. Mini-Crits when it explodes, hitting a burning target.
Reserve Shooter has a weapon switch speed of 45% and has 5 shells that can be loaded at once.
Axtinguisher now deals normal damage to targets not on fire, and reduced damage to targets in water.
Powerjack speed is slightly reduced. Speed has became a passive. Damage vulnerability is passive aswell but dropped to 10%.
[/list]
[b][size=13]Demoman[/size][/b]
[list]
Loch N' Load now Mini-Crits airborne targets.
Bootlegger and Ali Baba's Wee Booties give +15 Health and 600% increased charge turnning.
Scottish Resistance now only takes 0.4 Seconds to arm instead of 0.8. Can only place 12 Stickies instead of 14.
Charge N' Targe shield damage removed.
Splendid Screen Fire Resistance removed.
Eyelander reduces health by 10 instead of the prior.
Half-Zaitoichi's Honorbound effect is removed when any damage is done to an enemy. Only 80% of your health is restored, instead of 100%.
[/list]
[b][size=13]Heavy[/size][/b]
[list]Tomislav now gives the heavy no speed reduction while revved up.
Sandvich is now a Heal Over Time, giving 20 Heal per second.
Family Business now works like a Reserve Shooter, ammo still the same.
Gloves of Running Urgently take away 50 Health from the heavy.
[/list]
[b][size=13]Engineer[/size][/b]
[list]
Widowmaker now only consumes 15 Metal and restores a maximum of 30.
Short Circuit attack speed slowed.
Wrangler's shield gives less protection.
Mini-Sentries now have 50 Health and do 6 damage a shot.
[/list]
[b][size=13]Medic[/size][/b]
[list]
The Medic has been removed entirely from Team Fortress Two.
[/list]
[b][size=13]Sniper[/size][/b]
[list]
Machina can be shot while scoped, but can only penetrate once.
Cozy Camper gives 2 Health per second.
Darwin Danger Shield gives no health bonus but more bullet resistance.
Tribalman's Shiv does slightly increased damage.
[/list]
[b][size=13]Spy[/size][/b]
[list]
Ambassador only does 100 damage headshots, 10 damage maximum bodyshots.
Diamondback gives 2 crits for each building destroyed.
Red-Tape Recorder reverses building two times faster.
Your Eternal Reward gives 15% more cloak.
Dead Ringer cannot be restored through ammo pickups.
[/list]
Edit: The copy paste was very buggy rest in peace :([/quote]
if this is true, im quiting tf2
For real tho most of their updates happen on Thursdays, and major updates usually have a 3-day teaser (New game mode, then new map, then new weapons, that sort of thing). We happen to be 2 days away from Thursday. 1 page today, 1 tomorrow, one as they release the update, perfect timing.
Countdown is for the update announcement, not the update.
Countdown is for the update announcement, not the update.
What does bread have to do with this? Someone ples respond!
brandbrandRodrakEnd of the Lineif this is true, im quiting tf2
Changelog
ScoutScattergun now shoots 6 Pellets instead of the previous 10.
Pistol now has an ammo of 8 and does reduced damage.
Boston Basher now only applies bleed to enemies and not yourself. Damage is reduced.
SoldierDirect Hit now has a reduced blast radius of 40% instead of the prior 70%.
Liberty Launcher now provides 60% less damage when rocket jumping.
Reserve Shooter has a weapon switch speed of 45% and has 5 shells that can be loaded at once.
Buff Banner and Battalions Backup are now the same item. Requires 785 damage to charge though.
Disciplinary Action speeds yourself up when you whip the sky.
Market Gardner now crits for 0.20 Seconds after landing from a rocket jump.
Escape Plan grants less speed than before.
PyroThe Degreaser has been removed.
All flame throwers weapon switch speed has been set to 60% faster than before.
Detonator deals criticals when it directly hits a burning target. Mini-Crits when it explodes, hitting a burning target.
Reserve Shooter has a weapon switch speed of 45% and has 5 shells that can be loaded at once.
Axtinguisher now deals normal damage to targets not on fire, and reduced damage to targets in water.
Powerjack speed is slightly reduced. Speed has became a passive. Damage vulnerability is passive aswell but dropped to 10%.
DemomanLoch N' Load now Mini-Crits airborne targets.
Bootlegger and Ali Baba's Wee Booties give +15 Health and 600% increased charge turnning.
Scottish Resistance now only takes 0.4 Seconds to arm instead of 0.8. Can only place 12 Stickies instead of 14.
Charge N' Targe shield damage removed.
Splendid Screen Fire Resistance removed.
Eyelander reduces health by 10 instead of the prior.
Half-Zaitoichi's Honorbound effect is removed when any damage is done to an enemy. Only 80% of your health is restored, instead of 100%.
Heavy
Tomislav now gives the heavy no speed reduction while revved up.
Sandvich is now a Heal Over Time, giving 20 Heal per second.
Family Business now works like a Reserve Shooter, ammo still the same.
Gloves of Running Urgently take away 50 Health from the heavy.
EngineerWidowmaker now only consumes 15 Metal and restores a maximum of 30.
Short Circuit attack speed slowed.
Wrangler's shield gives less protection.
Mini-Sentries now have 50 Health and do 6 damage a shot.
MedicThe Medic has been removed entirely from Team Fortress Two.
SniperMachina can be shot while scoped, but can only penetrate once.
Cozy Camper gives 2 Health per second.
Darwin Danger Shield gives no health bonus but more bullet resistance.
Tribalman's Shiv does slightly increased damage.
SpyAmbassador only does 100 damage headshots, 10 damage maximum bodyshots.
Diamondback gives 2 crits for each building destroyed.
Red-Tape Recorder reverses building two times faster.
Your Eternal Reward gives 15% more cloak.
Dead Ringer cannot be restored through ammo pickups.
Edit: The copy paste was very buggy rest in peace :(
thats a quite oblivious troll dude
[size=15][b]Changelog[/b][/size]
[b][size=13]Scout[/size][/b]
[list]
Scattergun now shoots 6 Pellets instead of the previous 10.
Pistol now has an ammo of 8 and does reduced damage.
Boston Basher now only applies bleed to enemies and not yourself. Damage is reduced.
[/list]
[b][size=13]Soldier[/size][/b]
[list]
Direct Hit now has a reduced blast radius of 40% instead of the prior 70%.
Liberty Launcher now provides 60% less damage when rocket jumping.
Reserve Shooter has a weapon switch speed of 45% and has 5 shells that can be loaded at once.
Buff Banner and Battalions Backup are now the same item. Requires 785 damage to charge though.
Disciplinary Action speeds yourself up when you whip the sky.
Market Gardner now crits for 0.20 Seconds after landing from a rocket jump.
Escape Plan grants less speed than before.
[/list]
[b][size=13]Pyro[/size][/b]
[list]
The Degreaser has been removed.
All flame throwers weapon switch speed has been set to 60% faster than before.
Detonator deals criticals when it directly hits a burning target. Mini-Crits when it explodes, hitting a burning target.
Reserve Shooter has a weapon switch speed of 45% and has 5 shells that can be loaded at once.
Axtinguisher now deals normal damage to targets not on fire, and reduced damage to targets in water.
Powerjack speed is slightly reduced. Speed has became a passive. Damage vulnerability is passive aswell but dropped to 10%.
[/list]
[b][size=13]Demoman[/size][/b]
[list]
Loch N' Load now Mini-Crits airborne targets.
Bootlegger and Ali Baba's Wee Booties give +15 Health and 600% increased charge turnning.
Scottish Resistance now only takes 0.4 Seconds to arm instead of 0.8. Can only place 12 Stickies instead of 14.
Charge N' Targe shield damage removed.
Splendid Screen Fire Resistance removed.
Eyelander reduces health by 10 instead of the prior.
Half-Zaitoichi's Honorbound effect is removed when any damage is done to an enemy. Only 80% of your health is restored, instead of 100%.
[/list]
[b][size=13]Heavy[/size][/b]
[list]Tomislav now gives the heavy no speed reduction while revved up.
Sandvich is now a Heal Over Time, giving 20 Heal per second.
Family Business now works like a Reserve Shooter, ammo still the same.
Gloves of Running Urgently take away 50 Health from the heavy.
[/list]
[b][size=13]Engineer[/size][/b]
[list]
Widowmaker now only consumes 15 Metal and restores a maximum of 30.
Short Circuit attack speed slowed.
Wrangler's shield gives less protection.
Mini-Sentries now have 50 Health and do 6 damage a shot.
[/list]
[b][size=13]Medic[/size][/b]
[list]
The Medic has been removed entirely from Team Fortress Two.
[/list]
[b][size=13]Sniper[/size][/b]
[list]
Machina can be shot while scoped, but can only penetrate once.
Cozy Camper gives 2 Health per second.
Darwin Danger Shield gives no health bonus but more bullet resistance.
Tribalman's Shiv does slightly increased damage.
[/list]
[b][size=13]Spy[/size][/b]
[list]
Ambassador only does 100 damage headshots, 10 damage maximum bodyshots.
Diamondback gives 2 crits for each building destroyed.
Red-Tape Recorder reverses building two times faster.
Your Eternal Reward gives 15% more cloak.
Dead Ringer cannot be restored through ammo pickups.
[/list]
Edit: The copy paste was very buggy rest in peace :([/quote]
if this is true, im quiting tf2[/quote]
thats a quite oblivious troll dude
The soldiers bread rations mention not taking it through teleporters
in game, if you go through a tele bread shows up, including soldiers rations.
fucked up bread mutant mini boss in space
in game, if you go through a tele bread shows up, including soldiers rations.
fucked up bread mutant mini boss in space
From reddit, havn't seen it in this thread yet:
In addition, the following are new UserMessages, both of size 3, indices 51 and 52 (if you don't know what it is, I can't really explain it properly): RDTeamScoreBar, RDTeamScoreIntel Relevant: tf_logic_robot_destruction.cpp, as testinglol pointed out. Also tf_robot_destruction_robot.cpp.
Also ubercharge_ammo and ubercharge_transfer. A weapon with the "ubercharge_ammo" attribute will, upon firing, lose that amount of Uber from the player's Medigun. If the weapon also has ubercharge_transfer, and if you fire at another Medic, they gain (ubercharge_ammo value) * (ubercharge_transfer value). Only works if your uber percentage is above the ubercharge_ammo limit. ...FUN TIMES.
back_headshot does as advertised, but only for tf_weapon_scout_pistol_secondary (the Scout pistol unlocks): shots from behind that hit the head are crits.
mod_flamethrower_spinup_time does as advertised, though to the client (because of clientside prediction and the way I'm accessing these attributes) it appears as if you're still firing even though you're not actually firing until the time specified by the attribute elapses after pressing attack. However, the sound you hear for the flamethrower sounds a bit empty until you start actually firing; it's hard to describe, but it adds the "roasting" sound effect, I guess, when the fire actually starts emitting.
sniper_crit_no_scope seems to be for the new Sniper rifle. Zooming for CTFSniperRifleClassic is very interesting: When you first zoom in, you aren't slowed down and you don't have a sniper dot (but it seems like you also cannot fire). However, after a certain amount of time spent zoomed, you slow down and gain the sniper dot, and can fire (if you're not in midair); I think Valve will also add the zoom penalty to it so that it has no FOV change on zoom either, and here's why: Valve presumably added the sniper_crit_no_scope attribute because typically the "can this sniper crit" check looks at, among other things, your FOV being less than your default FOV, and having this attribute allows you to bypass that check. Zooming just adds the scope overlay, without actually zooming in. testinglol's already posted the aforementioned scope overlay. (Walkabout much?)
So I was doing more digging.
It looks like the tf_weapon_throwable (bread) weapon slots are: secondary for every class except Medic, who gains it as primary, and Spy, who actually doesn't appear to gain it at all.
In addition, the tf_weapon_parachute weapon slots are secondary for Soldier and primary for Demoman. There's code in here that does have it for Demoman. Once again: FUN TIMES.
I got this info from the weapon ent translation list, which takes a given classname from schema (e.g. tf_weapon_shotgun) and turns it into the actual entity classname used for a particular class (tf_weapon_shotgun_primary, etc.). For both tf_weapon_parachute and tf_weapon_throwable, there's _secondary and _primary as well, and they're mapped to the classes as I described above.
lifeleech_on_damage, which, as you could probably tell, gives you back any damage you deal as health (like the Kunai, but for any weapon and any damage instead of just backstabs). The value of the attribute scales the damage so, say I deal 20 damage to somebody and the attribute value is 0.2, then I gain 4 health. It doesn't overheal, so I'm hoping this ends up as a Kunai buff (if it even needs one) for like, .1 damage dealt regained as health.
taunt_by_itemid, a command. Personally I think this is huge, as it means you can equip like, four taunts at once. I'll explain why with an example. See this?http://optf2.com/440/item/76561197998466511/1550342122[1] It's got an itemID, that ID field there. Say I equip my High Five on the Soldier. Then I switch to Medic and I equip, say, a Spellbook (or the Director's Vision). If I press my action slot key, I'll use my spellbook/Director's Vision. If I use the command 'taunt_by_id 1550342122', I use the High Five taunt. That is to say, if you've equipped a taunt on any class, you can use it on any other class, though MtM is still class-locked to Medic. Note that it must be in some class's ACTIVE loadout, not simply in any of the four preset loadouts you've saved.
Cross-map scout headshot 45 damage cleanup inc.
[quote]In addition, the following are new UserMessages, both of size 3, indices 51 and 52 (if you don't know what it is, I can't really explain it properly): RDTeamScoreBar, RDTeamScoreIntel Relevant: tf_logic_robot_destruction.cpp, as testinglol pointed out. Also tf_robot_destruction_robot.cpp.
Also ubercharge_ammo and ubercharge_transfer. A weapon with the "ubercharge_ammo" attribute will, upon firing, lose that amount of Uber from the player's Medigun. If the weapon also has ubercharge_transfer, and if you fire at another Medic, they gain (ubercharge_ammo value) * (ubercharge_transfer value). Only works if your uber percentage is above the ubercharge_ammo limit. ...FUN TIMES.
back_headshot does as advertised, but only for tf_weapon_scout_pistol_secondary (the Scout pistol unlocks): shots from behind that hit the head are crits.
mod_flamethrower_spinup_time does as advertised, though to the client (because of clientside prediction and the way I'm accessing these attributes) it appears as if you're still firing even though you're not actually firing until the time specified by the attribute elapses after pressing attack. However, the sound you hear for the flamethrower sounds a bit empty until you start actually firing; it's hard to describe, but it adds the "roasting" sound effect, I guess, when the fire actually starts emitting.
sniper_crit_no_scope seems to be for the new Sniper rifle. Zooming for CTFSniperRifleClassic is very interesting: When you first zoom in, you aren't slowed down and you don't have a sniper dot (but it seems like you also cannot fire). However, after a certain amount of time spent zoomed, you slow down and gain the sniper dot, and can fire (if you're not in midair); I think Valve will also add the zoom penalty to it so that it has no FOV change on zoom either, and here's why: Valve presumably added the sniper_crit_no_scope attribute because typically the "can this sniper crit" check looks at, among other things, your FOV being less than your default FOV, and having this attribute allows you to bypass that check. Zooming just adds the scope overlay, without actually zooming in. testinglol's already posted the aforementioned scope overlay. (Walkabout much?)
[/quote]
[quote]
So I was doing more digging.
It looks like the tf_weapon_throwable (bread) weapon slots are: secondary for every class except Medic, who gains it as primary, and Spy, who actually doesn't appear to gain it at all.
In addition, the tf_weapon_parachute weapon slots are secondary for Soldier and primary for Demoman. There's code in here that does have it for Demoman. Once again: FUN TIMES.
I got this info from the weapon ent translation list, which takes a given classname from schema (e.g. tf_weapon_shotgun) and turns it into the actual entity classname used for a particular class (tf_weapon_shotgun_primary, etc.). For both tf_weapon_parachute and tf_weapon_throwable, there's _secondary and _primary as well, and they're mapped to the classes as I described above.
lifeleech_on_damage, which, as you could probably tell, gives you back any damage you deal as health (like the Kunai, but for any weapon and any damage instead of just backstabs). The value of the attribute scales the damage so, say I deal 20 damage to somebody and the attribute value is 0.2, then I gain 4 health. It doesn't overheal, so I'm hoping this ends up as a Kunai buff (if it even needs one) for like, .1 damage dealt regained as health.
taunt_by_itemid, a command. Personally I think this is huge, as it means you can equip like, four taunts at once. I'll explain why with an example. See this?http://optf2.com/440/item/76561197998466511/1550342122[1] It's got an itemID, that ID field there. Say I equip my High Five on the Soldier. Then I switch to Medic and I equip, say, a Spellbook (or the Director's Vision). If I press my action slot key, I'll use my spellbook/Director's Vision. If I use the command 'taunt_by_id 1550342122', I use the High Five taunt. That is to say, if you've equipped a taunt on any class, you can use it on any other class, though MtM is still class-locked to Medic. Note that it must be in some class's ACTIVE loadout, not simply in any of the four preset loadouts you've saved.
[/quote]
Cross-map scout headshot 45 damage cleanup inc.
[url=http://facepunch.com/showthread.php?t=1398764&p=45099568&viewfull=1#post45099568]Source of the claims.[/url]
The page uses pictures that say day0. Today will be day 1, update will be on Thursday (or Friday if they fuck things up).
The crazy crap is probably just for the new game mode.
Guys i think im on to something. If you look really closely there's a circle in the middle divided into four triangles. What gets cut into triangles? Pizza. Who likes pizza? Everyone. When you get a pizza, before you eat it you look at it with your eye. Its all a trick.
[spoiler]Pizza Hut is trying to kill tf2.[/spoiler]
alec_yo what the fuck r u talking about
i really dont know
i really dont know
BLoodSire
Bear´s casting again? WHOOP WHOOP
Bear´s casting again? WHOOP WHOOP
Does anyone acutally know any hints of what the update is going to be?
Actually seriously I wish they added a command that disables hat drops on death.
http://i.imgur.com/uPQSmbr.png
From facepunch.
edit: after messing with my own screenshot in gimp:
http://puu.sh/9ybeG/f6d48d08c0.jpg
might just be part of the table though
From facepunch.
edit: after messing with my own screenshot in gimp:
[img]http://puu.sh/9ybeG/f6d48d08c0.jpg[/img]
might just be part of the table though
Guys if you click on the bottom middle right side of the screen you get sent to a secret page!! Not sure what I'm looking at but it's awesome!
flatlinehttp://i.imgur.com/uPQSmbr.png
From facepunch.
edit: after messing with my own screenshot in gimp:
http://puu.sh/9ybeG/f6d48d08c0.jpg
might just be part of the table though
update going up
From facepunch.
edit: after messing with my own screenshot in gimp:
[img]http://puu.sh/9ybeG/f6d48d08c0.jpg[/img]
might just be part of the table though[/quote]
update going up
This just came out