Base weapon switch speed changed from 0.67 seconds to 0.5 seconds
cool, they buffed the quickie not much though maybe they will more in the future.
when is this update going live? be prepared to buy the operation pass guys, it always ends up paying for itself
sopsIf medic gets more health regen when healing a target, does that mean bombing the med is slightly harder now?
It's still going to be 2 well-placed rockets or 3 less well-placed rockets. I doubt it'll be too much difference.
It's still going to be 2 well-placed rockets or 3 less well-placed rockets. I doubt it'll be too much difference.
Patch notes are out on the updates tab
EDIT: ITS OUT BOYS
EDIT: ITS OUT BOYS
ValveAdded Strange Count Transfer Tool
Takes the Strange scores from one item and adds them on to another. The count for the source item is reset to zero. Strange part scores are only transferred and zeroed if a matching Strange part is found. Can only be used between Strange items of the same base type.
Can be Crafted by 2 Strange parts in the crafting menu under Rare Items
And THAT'S what i Always wanted! Now nothing stops me from getting the skins!
Takes the Strange scores from one item and adds them on to another. The count for the source item is reset to zero. Strange part scores are only transferred and zeroed if a matching Strange part is found. Can only be used between Strange items of the same base type.
Can be Crafted by 2 Strange parts in the crafting menu under Rare Items
[/quote]
And THAT'S what i Always wanted! Now nothing stops me from getting the skins!
Players can no longer use blast damage to move during the pre-round freeze period
FUCK
FUCK
saffronPlayers can no longer use blast damage to move during the pre-round freeze period
FUCK
Added server convar tf_preround_push_from_damage_enable for servers to utilize the old behavior
FUCK[/quote]
Added server convar tf_preround_push_from_damage_enable for servers to utilize the old behavior
Players can no longer use blast damage to move during the pre-round freeze period
rest in peace demo rollouts
e: ninja'd
rest in peace demo rollouts
e: ninja'd
Elepimpcool, they buffed the quickie not much though maybe they will more in the future.
when modifying current stats valve would have to make QL an objective upgrade for demo mains to want to switch off stock
a majority of the best scenarios to use the QL in 6s are when pushing last. right off the bat, this means you're not using the QL unless you're respawning, because you're not going to go back to a resupply and ignore your chokepoints. even by that point, though, you're still at a disadvantage, because even when you're pushing offensively, a demoman is supposed to cover nearly all of his immediate defense for his team, and you can't do that when you have no way for your sticky traps to last
this is sort of an issue TF2 has with offensive weapons that lower defense in general--by comparison, a defensive weapon like the brass beast has little to no downsides when defending last compared to stock, because you're right next to spawn and you're only sitting in one place until you either die or successfully defend so who gives a shit--but idk how you solve that without fucking with core mechanics in the game
when modifying current stats valve would have to make QL an objective upgrade for demo mains to want to switch off stock
a majority of the best scenarios to use the QL in 6s are when pushing last. right off the bat, this means you're not using the QL unless you're respawning, because you're not going to go back to a resupply and ignore your chokepoints. even by that point, though, you're still at a disadvantage, because even when you're pushing offensively, a demoman is supposed to cover nearly all of his immediate defense for his team, and you can't do that when you have no way for your sticky traps to last
this is sort of an issue TF2 has with offensive weapons that lower defense in general--by comparison, a defensive weapon like the brass beast has little to no downsides when defending last compared to stock, because you're right next to spawn and you're only sitting in one place until you either die or successfully defend so who gives a shit--but idk how you solve that without fucking with core mechanics in the game
Fixed two most common forms of framerate stuttering / hitching when using popular FPS configs
Massively reduced memory consumption when using painted weapons
Improved particle system performance, boosting overall framerate, especially in particle-heavy situations.
FeelsGoodMan
Massively reduced memory consumption when using painted weapons
Improved particle system performance, boosting overall framerate, especially in particle-heavy situations.
FeelsGoodMan
Added an image to represent player ping values instead of the actual ping values. Added an option in Adv. Options to use the actual ping values.
Not sure i follow, is this like net_graph vs. scoreboard ping?
Eliminated many cases of hitching when using painted weapons
Eliminated occasional hitching caused by using mat_picmip 2 (or selecting low quality textures in Video Options -> Advanced)
Massively reduced memory consumption when using painted weapons
I CAN PLAY WITH SKINS ON???
Fixed two most common forms of framerate stuttering / hitching when using popular FPS configs
oh baby
Not sure i follow, is this like net_graph vs. scoreboard ping?
Eliminated many cases of hitching when using painted weapons
Eliminated occasional hitching caused by using mat_picmip 2 (or selecting low quality textures in Video Options -> Advanced)
Massively reduced memory consumption when using painted weapons
I CAN PLAY WITH SKINS ON???
Fixed two most common forms of framerate stuttering / hitching when using popular FPS configs
oh baby
Performance Improvements
- Mac and Linux improvements (Windows Direct3D 9 players have these already)
- Texture streaming now enabled
- Reduced memory consumption by ~500 megs
- Faster map loads!
- Players on Mac can now select 'High' texture settings
- Eliminated many cases of hitching when using painted weapons
- Eliminated occasional hitching caused by using mat_picmip 2 (or selecting low quality textures in Video Options -> Advanced)
- Massively reduced memory consumption when using painted weapons
- Improved particle system performance, boosting overall framerate, especially in particle-heavy situations.
- Fixed two most common forms of framerate stuttering / hitching when using popular FPS configs
- Added -default launch option to help players triage performance / stability problems.
- When run with -default, the game will ignore most convar settings and run purely with default options
- Upon exit, -default runs do not overwrite the player's config.cfg file. If a player wants to save the settings of a default run, they should execute host_writeconfig in the console.
- Fixed 5 second stall when opening options menu
- VR players: You must now pass -vr to launch options to play TF using VR
- Fixed multiple cases of FPS stutter related to the sound system
[list]
[*] Mac and Linux improvements (Windows Direct3D 9 players have these already)
[*] Texture streaming now enabled
[*] Reduced memory consumption by ~500 megs
[*] Faster map loads!
[*] Players on Mac can now select 'High' texture settings
[*] Eliminated many cases of hitching when using painted weapons
[*] Eliminated occasional hitching caused by using mat_picmip 2 (or selecting low quality textures in Video Options -> Advanced)
[*] Massively reduced memory consumption when using painted weapons
[*] Improved particle system performance, boosting overall framerate, especially in particle-heavy situations.
[*] Fixed two most common forms of framerate stuttering / hitching when using popular FPS configs
[*] Added -default launch option to help players triage performance / stability problems.
[*] When run with -default, the game will ignore most convar settings and run purely with default options
[*] Upon exit, -default runs do not overwrite the player's config.cfg file. If a player wants to save the settings of a default run, they should execute host_writeconfig in the console.
[*] Fixed 5 second stall when opening options menu
[*] VR players: You must now pass -vr to launch options to play TF using VR
[*] Fixed multiple cases of FPS stutter related to the sound system
[/list]
this patch is GODLIKE
-perf improvements (HARDCORE, they lessened mem usage by upwards of 500 megs and fixed lots of fps issues)
-strange counter transfer tool (!!!) and its fucking craftable
-the "gifted by" tag can be removed thru restore now (gifted unusual pricing is obsolete now lol)
edit fucking ninja'd
-perf improvements (HARDCORE, they lessened mem usage by upwards of 500 megs and fixed lots of fps issues)
-strange counter transfer tool (!!!) and its fucking craftable
-the "gifted by" tag can be removed thru restore now (gifted unusual pricing is obsolete now lol)
edit fucking ninja'd
Fixed seeing the fire texture on the Captain Space Mann, A Head Full of Hot Air, and The Tomb Readers in DirectX 8
they still care :')
they still care :')
ValveAdded Strange Count Transfer Tool
Takes the Strange scores from one item and adds them on to another. The count for the source item is reset to zero. Strange part scores are only transferred and zeroed if a matching Strange part is found. Can only be used between Strange items of the same base type.
Can be Crafted by 2 Strange parts in the crafting menu under Rare Items
So you can copy the amount of kills on one strange to another?
Takes the Strange scores from one item and adds them on to another. The count for the source item is reset to zero. Strange part scores are only transferred and zeroed if a matching Strange part is found. Can only be used between Strange items of the same base type.
Can be Crafted by 2 Strange parts in the crafting menu under Rare Items
[/quote]
So you can copy the amount of kills on one strange to another?
'Gifted by' Tag can now be removed from items via 'Restore?' Context action from the Backpack view
LOL THERE GOES TRADING
LOL THERE GOES TRADING
namassinValveAdded Strange Count Transfer Tool
Takes the Strange scores from one item and adds them on to another. The count for the source item is reset to zero. Strange part scores are only transferred and zeroed if a matching Strange part is found. Can only be used between Strange items of the same base type.
Can be Crafted by 2 Strange parts in the crafting menu under Rare Items
So you can copy the amount of kills on one strange to another?
not copy but completely transfer i think, not actually sure how it will work specifically (does it switch values? does it wipe the one you transfer from? does it add the values up?) but i think it will add them up tbh
Takes the Strange scores from one item and adds them on to another. The count for the source item is reset to zero. Strange part scores are only transferred and zeroed if a matching Strange part is found. Can only be used between Strange items of the same base type.
Can be Crafted by 2 Strange parts in the crafting menu under Rare Items
[/quote]
So you can copy the amount of kills on one strange to another?[/quote]
not copy but completely transfer i think, not actually sure how it will work specifically (does it switch values? does it wipe the one you transfer from? does it add the values up?) but i think it will add them up tbh