Via HLDS and the Steam Community:
For other parts of the game:
Valve- Mann Co. will now accept untradable items in exchange for Civilian Grade Stat Clocks
- The untradability will be applied onto the Stat Clock and onto any weapon the Stat Clock is applied to
- Fixed not being able to use custom hitsounds and killsounds on servers using sv_pure 2
- Updated cp_foundry to support the Competitive mode beta
- Updated the draw sound for the Dead Ringer
- Updated equip_region settings for the Exorcizor and the Cotton Head
- Updated models/materials for the Beep Boy, Sidekick's Side Slick, The Rotation Sensation, The Chill Chullo, and The Breakneck Baggies
For competitive matchmaking components:
Valve- Fixed a case where players who had previously opted to late-join Mann vs. Machine matches would sometimes appear in competitive matches
-- This would result in matches with unusual team sizes
- Games no longer end when a player abandons a match that is in-progress
-- The game is still considered safe to leave
-- The leaver still receives a large penalty to their rating
-- Remaining players will not gain or lose rating
- Fixed players not seeing their own cosmetics on the winner's stage screen
- Fixed cp_foundry and re-added it to the map cycle
- Removed ctf maps from the map cycle for now
- Fixed displaying "Last Match" medal counts for Kills in "Season" stats
- Fixed servers not cycling to the next map after a match ends
- Added a "Disconnect" button to the match end Stats and Medals screen
- Fixed the chat window sometimes overlapping Stats and Medals screen
- Fixed the "Player Abandoned" message appearing multiple times
- Fixed damage blocked during a medic ÜberCharge not counting toward the Support stat
- Increased server capacity for future stress tests to help meet demand
Rumor has it:
- Here's an item schema update: https://github.com/SteamDatabase/SteamTracking/commit/808f0d4fcbfcb7a04659b5068d3cec15e407bc70
- Size is ~60 MB
Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url] and [url=http://steamcommunity.com/groups/tfcompetitive/discussions/0/405693392912429710/]the Steam Community[/url]:
[B]For other parts of the game[/B]:
[quote=Valve]- Mann Co. will now accept untradable items in exchange for Civilian Grade Stat Clocks
- The untradability will be applied onto the Stat Clock and onto any weapon the Stat Clock is applied to
- Fixed not being able to use custom hitsounds and killsounds on servers using sv_pure 2
- Updated cp_foundry to support the Competitive mode beta
- Updated the draw sound for the Dead Ringer
- Updated equip_region settings for the Exorcizor and the Cotton Head
- Updated models/materials for the Beep Boy, Sidekick's Side Slick, The Rotation Sensation, The Chill Chullo, and The Breakneck Baggies[/quote]
[B]For competitive matchmaking components[/B]:
[quote=Valve]- Fixed a case where players who had previously opted to late-join Mann vs. Machine matches would sometimes appear in competitive matches
-- This would result in matches with unusual team sizes
- Games no longer end when a player abandons a match that is in-progress
-- The game is still considered safe to leave
-- The leaver still receives a large penalty to their rating
-- Remaining players will not gain or lose rating
- Fixed players not seeing their own cosmetics on the winner's stage screen
- Fixed cp_foundry and re-added it to the map cycle
- Removed ctf maps from the map cycle for now
- Fixed displaying "Last Match" medal counts for Kills in "Season" stats
- Fixed servers not cycling to the next map after a match ends
- Added a "Disconnect" button to the match end Stats and Medals screen
- Fixed the chat window sometimes overlapping Stats and Medals screen
- Fixed the "Player Abandoned" message appearing multiple times
- Fixed damage blocked during a medic ÜberCharge not counting toward the Support stat
- Increased server capacity for future stress tests to help meet demand[/quote]
Rumor has it:
- Here's an item schema update: https://github.com/SteamDatabase/SteamTracking/commit/808f0d4fcbfcb7a04659b5068d3cec15e407bc70
- Size is ~60 MB
munk33hstress test hype?
Doesn't say anything about fixes to competitive mode, so probably not? Just a guess though.
edit: jk im wrong
[quote=munk33h]stress test hype?[/quote]
Doesn't say anything about fixes to competitive mode, so probably not? Just a guess though.
edit: jk im wrong
wickedplayer494- Fixed not being able to use custom hitsounds and killsounds on servers using sv_pure 2
thank you. It's been hard having to play while relying entirely on my animated crosshair and hud close captions
[quote=wickedplayer494]
- Fixed not being able to use custom hitsounds and killsounds on servers using sv_pure 2 [/quote]
thank you. It's been hard having to play while relying entirely on my animated crosshair and hud close captions
joejoe347munk33hstress test hype?
Doesn't say anything about fixes to competitive mode, so probably not? Just a guess though.
They updated Foundry and said (according to b4nny) they would probably have a stress test tonight. Very possible they use tonight to see if foundry is good to go.
[quote=joejoe347][quote=munk33h]stress test hype?[/quote]
Doesn't say anything about fixes to competitive mode, so probably not? Just a guess though.[/quote]
They updated Foundry and said (according to b4nny) they would probably have a stress test tonight. Very possible they use tonight to see if foundry is good to go.
Niko_Jimsjoejoe347munk33hstress test hype?
Doesn't say anything about fixes to competitive mode, so probably not? Just a guess though.
They updated Foundry and said they would probably have a stress test tonight. Very possible they use tonight to see if foundry is good to go.
Are they going to announce the stress test happenings on teamfortress.com?? because I'd love to play it but I have no idea where to look to get info on when it's happening
[quote=Niko_Jims][quote=joejoe347][quote=munk33h]stress test hype?[/quote]
Doesn't say anything about fixes to competitive mode, so probably not? Just a guess though.[/quote]
They updated Foundry and said they would probably have a stress test tonight. Very possible they use tonight to see if foundry is good to go.[/quote]
Are they going to announce the stress test happenings on teamfortress.com?? because I'd love to play it but I have no idea where to look to get info on when it's happening
http://steamcommunity.com/groups/tfcompstresstests
http://steamcommunity.com/groups/tfcompetitive/discussions/0/405693392912429710/
This is a separate patch list for comp mm
I tried using my custom hitsound and I still hear residual noise. It's still fucked unless I messed something up majorly
I tried using my custom hitsound and I still hear residual noise. It's still fucked unless I messed something up majorly
Games no longer end when a player abandons a match that is in-progress
-- The game is still considered safe to leave
-- The leaver still receives a large penalty to their rating
-- Remaining players will not gain or lose rating
WOO
Games no longer end when a player abandons a match that is in-progress
-- The game is still considered safe to leave
-- The leaver still receives a large penalty to their rating
-- Remaining players will not gain or lose rating
WOO
ShikiShikiI tried using my custom hitsound and I still hear residual noise. It's still fucked unless I messed something up majorly
mine work fine. try snd_restart in console or re-downloading your hitsound.
[quote=ShikiShiki]I tried using my custom hitsound and I still hear residual noise. It's still fucked unless I messed something up majorly[/quote]
mine work fine. try snd_restart in console or re-downloading your hitsound.
Queued a few minutes ago and saw around 4000 servers worldwide. That's a pretty big step up, maybe this stress test will be longer.
Queued a few minutes ago and saw around 4000 servers worldwide. That's a pretty big step up, maybe this stress test will be longer.
So that's what the support stat is
So that's what the support stat is
why dont they just add a mode that has class limits and have one that doesnt
why dont they just add a mode that has class limits and have one that doesnt
"in about an hour" VOLVO PLS
"in about an hour" VOLVO PLS
mmrarktewhy dont they just add a mode that has class limits and have one that doesnt
Because extra modes at this point will increase queue times.
[quote=mmrarkte]why dont they just add a mode that has class limits and have one that doesnt[/quote]
Because extra modes at this point will increase queue times.
4000 servers?
TF2GAMES was valve :o
4000 servers?
TF2GAMES was valve :o
LIVE BOYS GO PLAY NOWNOWNOWNOW
LIVE BOYS GO PLAY NOWNOWNOWNOW
can you use custom stuff now?
can you use custom stuff now?
I changed my resolution and it reconnected me to the server. Now I have an abandon and low prio. FeelsBadMan
I changed my resolution and it reconnected me to the server. Now I have an abandon and low prio. FeelsBadMan
why can't I change my brightness in mm ?
why can't I change my brightness in mm ?
TF2 Patch 3/3/2016- Games no longer end when a player abandons a match that is in-progress
-- The game is still considered safe to leave
-- The leaver still receives a large penalty to their rating
-- Remaining players will not gain or lose rating
If a player leaves your game and you're forced to play 5v6, it should still affect your rating. You could potentially win 5v6, and that should allow you to increase your rating. Even if you lose 5v6, I think you should still lose rating like you would in other games. As Riot Lyte says on 1/9/2013:
LyteWe're open to suggestions on how to handle games that have a leaver, resulting in a 4v5.
However, just reducing the Elo loss (or weighting most of the Elo loss on the leaver) is actually not an ideal solution; in fact, it creates situations where players often blame, scream, or harass the player performing the worst on the team to try to make them leave so they can reduce their losses.
Full discussion here: http://forums.na.leagueoflegends.com/board/showthread.php?t=2986881&page=1
Valve could implement a system in TF2 like they have in CS:GO where you keep the changes to your ELO based on the rounds where you did play full team vs full team.
CS:GO rules:
Show Content
Effect of Surrender on Elo Points
Another seemingly confusing matter, is surrendering and how it affects the ranks of Players on each team. You can only surrender if a Teammate leaves (and receives cooldown for doing so), and there are people claiming that if you surrender you will not lose any Elo Points which is not true.
This subject can be observed from two different point of views, first I will describe what happens to the player who leaves a match. A player who leaves a match will keep any changes to his Elo Points until the points round he leaves. For example if a player loses the first 3 Rounds of the match and rage-quits, he will only lose the points for those 3 rounds and how his Team performs afterwards will NOT affect that individual at all. Same is applied if he wins some rounds and disconnects for any reason. So in a nutshell, if a player wins a round and leaves, he will get some points (although very little) and vice versa. Please note that the finished game will still show up as loss in history, the extra rounds won or lost whatsoever have no effect on his Elo Points.
But what happens to the remaining players is a bit different than normal matches. From the round a player leaves, they will have the extra Elo Points removed from their total points and all points gained will be distributed only among 4 players. The BOT will have 0 Elo Points, and will never gain or lose points. An MVP gained through a BOT control will result in Elo Points being normally distributed among the 4 players (the game will assume no one gained an MVP and thus no one will gain the EXTRA BONUS). Please don't confuse this with less points gained, they will still take the full amount of points from the enemy team, however it will be more evenly distributed among the 4 remaining players.
So if a player leaves, the remaining 4 players of that team will gain significantly more points for Round Wins and the enemy team loses a significantly more points for Round Losses. That is because, it is highly unlikely for the 4 player team to beat a 5 player team (based on Elo; BOT is not considered). So in a sense, it's not really a good idea to surrender IF you're strong enough to Win ROUNDS. However, the moment your team surrenders, any extra rounds out of 30 will be forfeited and all players will keep the changes to their Elo Points.
To sum it up, if you lose against a team with a leaver, you will lose a lot more Elo Points and if they surrender everyone would keep their current ratings. Thus, it's not uncommon for someone to derank even if they win through a vote surrender. Because they might have lost enough rounds and thus enough Elo Points for a Demotion. Everytime a player leaves, the Elo Rating System will be revised for the remaining players, no matter how many they are.
Effect of Kick on Elo Points
The effect of Kick is the same as a normal leave, the only difference it that it won't unlock the option to Vote Surrender. So if a Team votes of an individual player, they will only lose the advantage of keeping their current points through a surrender. They will however, gain significantly more points if they Win Rounds which is unlikely.
The voted-off player (doesn't matter if he receives cooldown or not) will keep any changes made to his Elo Points until the round he was kicked and the rest of the match will have no effect, even though it shows up as a loss in history. If a player is kicked by 4 other players who queued together, the whole match will be nullified.
Source:
https://steamcommunity.com/sharedfiles/filedetails/?l=english&id=312582297
[quote=TF2 Patch 3/3/2016]- Games no longer end when a player abandons a match that is in-progress
-- The game is still considered safe to leave
-- The leaver still receives a large penalty to their rating
-- Remaining players will not gain or lose rating[/quote]
If a player leaves your game and you're forced to play 5v6, it should still affect your rating. You could potentially win 5v6, and that should allow you to increase your rating. Even if you lose 5v6, I think you should still lose rating like you would in other games. As Riot Lyte says on 1/9/2013:
[quote=Lyte]We're open to suggestions on how to handle games that have a leaver, resulting in a 4v5.
However, just reducing the Elo loss (or weighting most of the Elo loss on the leaver) is actually not an ideal solution; in fact, it creates situations where players often blame, scream, or harass the player performing the worst on the team to try to make them leave so they can reduce their losses.[/quote]
Full discussion here: http://forums.na.leagueoflegends.com/board/showthread.php?t=2986881&page=1
Valve could implement a system in TF2 like they have in CS:GO where you keep the changes to your ELO based on the rounds where you did play full team vs full team.
CS:GO rules:
[spoiler]Effect of Surrender on Elo Points
Another seemingly confusing matter, is surrendering and how it affects the ranks of Players on each team. You can only surrender if a Teammate leaves (and receives cooldown for doing so), and there are people claiming that if you surrender you will not lose any Elo Points which is not true.
This subject can be observed from two different point of views, first I will describe what happens to the player who leaves a match. A player who leaves a match will keep any changes to his Elo Points until the points round he leaves. For example if a player loses the first 3 Rounds of the match and rage-quits, he will only lose the points for those 3 rounds and how his Team performs afterwards will NOT affect that individual at all. Same is applied if he wins some rounds and disconnects for any reason. So in a nutshell, if a player wins a round and leaves, he will get some points (although very little) and vice versa. Please note that the finished game will still show up as loss in history, the extra rounds won or lost whatsoever have no effect on his Elo Points.
But what happens to the remaining players is a bit different than normal matches. From the round a player leaves, they will have the extra Elo Points removed from their total points and all points gained will be distributed only among 4 players. The BOT will have 0 Elo Points, and will never gain or lose points. An MVP gained through a BOT control will result in Elo Points being normally distributed among the 4 players (the game will assume no one gained an MVP and thus no one will gain the EXTRA BONUS). Please don't confuse this with less points gained, they will still take the full amount of points from the enemy team, however it will be more evenly distributed among the 4 remaining players.
So if a player leaves, the remaining 4 players of that team will gain significantly more points for Round Wins and the enemy team loses a significantly more points for Round Losses. That is because, it is highly unlikely for the 4 player team to beat a 5 player team (based on Elo; BOT is not considered). So in a sense, it's not really a good idea to surrender IF you're strong enough to Win ROUNDS. However, the moment your team surrenders, any extra rounds out of 30 will be forfeited and all players will keep the changes to their Elo Points.
To sum it up, if you lose against a team with a leaver, you will lose a lot more Elo Points and if they surrender everyone would keep their current ratings. Thus, it's not uncommon for someone to derank even if they win through a vote surrender. Because they might have lost enough rounds and thus enough Elo Points for a Demotion. Everytime a player leaves, the Elo Rating System will be revised for the remaining players, no matter how many they are.
Effect of Kick on Elo Points
The effect of Kick is the same as a normal leave, the only difference it that it won't unlock the option to Vote Surrender. So if a Team votes of an individual player, they will only lose the advantage of keeping their current points through a surrender. They will however, gain significantly more points if they Win Rounds which is unlikely.
The voted-off player (doesn't matter if he receives cooldown or not) will keep any changes made to his Elo Points until the round he was kicked and the rest of the match will have no effect, even though it shows up as a loss in history. If a player is kicked by 4 other players who queued together, the whole match will be nullified.
Source: https://steamcommunity.com/sharedfiles/filedetails/?l=english&id=312582297[/spoiler]
crashing more often compared to the first stress test, rip
crashing more often compared to the first stress test, rip
when I load my game after having downloaded the update I crash after loading the main menu, anyone having the same problem or know how to fix this?
nvm it was because my hud didn't support competetive
when I load my game after having downloaded the update I crash after loading the main menu, anyone having the same problem or know how to fix this?
nvm it was because my hud didn't support competetive
does it use total damage still, or has it changed to dpm?
does it use total damage still, or has it changed to dpm?