I NEED THE PATCH NOTES
Medic - Base - All Mediguns allow the Medic to match the speed of their heal target
WHAT
WHAT
Badlands: - Final cap point capture time increased to 2 seconds (from 1 second)
THEY FINALLY DID IT
THEY FINALLY DID IT
All Mediguns allow the Medic to match the speed of their heal target
YO WHAT THE FUCK
Pyro
All Flamethrowers
Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%
Medics hear a "healing interrupted" sound when this is happening to their heal target
YOOOOOOOOOOOO
YO WHAT THE FUCK
Pyro
All Flamethrowers
Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%
Medics hear a "healing interrupted" sound when this is happening to their heal target
YOOOOOOOOOOOO
OH MY GOD BADLANDS IS FINALLY ALMOST PLAYABLE AHHHHHHHHHHH
- All Mediguns allow the Medic to match the speed of their heal target
wh.... what?
wh.... what?
im in fucking tears looking at the new default menu. oh my god.
- All boots now require a shield to activate any move speed bonus listed on the item
are u happy now mustard
are u happy now mustard
Medic
- Base
- All Mediguns allow the Medic to match the speed of their heal target
- Previously only available on The Quick Fix
oh my
- Base
- All Mediguns allow the Medic to match the speed of their heal target
- Previously only available on The Quick Fix
oh my
Holy shit, just reading these changes is blowing my mind. That's a LOT of fundamental changes.
EDIT: Some other notable changes:
ValveAdded check to prevent players with P-REC loaded from participating in matchmakingUpdated the Demo Support feature
- Prevents P-REC crashing which results in players receiving abandon penalties
Performance
- Added an option to only record matches that are played using Tournament mode (mp_tournament)
- Added an option to auto-delete matches that don't have any events recorded
- Fixed a bug where tickcount values were being noted incorrectly
- Options can be set using the Adv. Options menu
- Fixed several cases of loading and rendering hitches that would cause abrupt changes in FPS
- Improved Flamethrower flame performance in Mann vs. Machine on clients and servers by up to +500%
- VGUI .res files are now cached after loading, reducing framerate hitches. Custom HUD authors can disable this by setting vgui_cache_res_files to 0.
- Improved rendering performance of zombies
- Improved VGUI font performance
Custom HUD Versioning
- In order to reduce crashing and broken UI elements after updates, custom HUDs now must explicitly specify the version of the TF UI with which they are compatible.
- Custom HUD files must now be installed as add-ons under the tf/custom/ folder. Loose .res files extracted to the game directory will not be loaded.
- Custom HUDs must now contain a file named "info.vdf" in their root folder, with the key "ui_version" set to the TF UI version with which they are compatible.
- The current TF UI version is 1.
- Non-HUD add-ons under tf/custom/ will continue to work without an "info.vdf" file, but may not load .res files.
EDIT: Some other notable changes:
[quote=Valve]
Added check to prevent players with P-REC loaded from participating in matchmaking
[list]
[*] Prevents P-REC crashing which results in players receiving abandon penalties
[/list]
Updated the Demo Support feature
[list]
[*] Added an option to only record matches that are played using Tournament mode (mp_tournament)
[*] Added an option to auto-delete matches that don't have any events recorded
[*] Fixed a bug where tickcount values were being noted incorrectly
[*] Options can be set using the Adv. Options menu
[/list]
Performance
[list]
[*] Fixed several cases of loading and rendering hitches that would cause abrupt changes in FPS
[*] Improved Flamethrower flame performance in Mann vs. Machine on clients and servers by up to +500%
[*] VGUI .res files are now cached after loading, reducing framerate hitches. Custom HUD authors can disable this by setting vgui_cache_res_files to 0.
[*] Improved rendering performance of zombies
[*] Improved VGUI font performance
[/list]
Custom HUD Versioning
[list]
[*] In order to reduce crashing and broken UI elements after updates, custom HUDs now must explicitly specify the version of the TF UI with which they are compatible.
[*] Custom HUD files must now be installed as add-ons under the tf/custom/ folder. Loose .res files extracted to the game directory will not be loaded.
[*] Custom HUDs must now contain a file named "info.vdf" in their root folder, with the key "ui_version" set to the TF UI version with which they are compatible.
[*] The current TF UI version is 1.
[*] Non-HUD add-ons under tf/custom/ will continue to work without an "info.vdf" file, but may not load .res files.
[/list][/quote]
Would this medigun change also follow rocket/sticky jumping players or is it just movement speed?
Hey look no real optimization or perf improvements good thing you just killed your game valve
ValveAdded: Direct damage reduces Medi Gun healing and resist shield effects by 25%
Medics hear a "healing interrupted" sound when this is happening to their heal target
Pyro Holy Hell. Is this only on the patient or on the Medic as well, also how does this mesh with Vaccinator?
Medics hear a "healing interrupted" sound when this is happening to their heal target[/quote]
Pyro Holy Hell. Is this only on the patient or on the Medic as well, also how does this mesh with Vaccinator?
Demoman
Base
All boots now require a shield to activate any move speed bonus listed on the item
thank the good lord
Base
All boots now require a shield to activate any move speed bonus listed on the item
thank the good lord
Cozy Camper
Now requires a full charge to gain flinch resistance
Now requires a full charge to gain flinch resistance
an indirect buff to scouts now they can be at a constant 185 and thanks u valve : - }
DarkNecrid#276/#277
By real competitive game I mean every major e-sport at the moment with good prize money, not the tiny ones, but the big ones that people hope this game will be. So, as of this post that includes League of Legends, Counter-Strike Global Offensive, DotA 2, Hearthstone, StarCraft 2, with Overwatch on the way.
Things these games all have in common:
* People are mostly playing the competitive format when they play the actual game.
* The developer is supporting the game both monetarily and by working with their players to improve it further.
(conversely all the tiny ones also lack both of these things pretty much lol)
These are things that obviously current 6v6 has never had. Current competitive TF2 is a completely different game than actual TF2. Valve has helped out the competitive community with many options over the years and a little bit of visibility, but they never made the grand gestures to really improve it.
Trust me, you're preaching to the choir here when it comes to doubt about Valve in this game. I personally am very cynical about this big balance update coming shortly and am unsure if Valve can actually do all of this from the get go. History tells me this balance update might suck because of absurd decisions like buffing Crit Cola 3 times in a row or buffing Crusader's Crossbow even though statistically, even in pubs, it is overwhelming equipped over Syringes.
But, this is a grand gesture that Valve has never given this community before. This transcends the private competitive beta, adding all those options, all those blog posts, anything. This is a Competitive Matchmaking queue built right into the game. This is Valve officially saying, yes, this is a competitive game - and not just that they are changing Quick Play to use competitive-esque settings. For the first time in 9 years likely 90+% of this community will be playing with no random crits, no shotgun spread, and Stopwatch. Valve making this gesture means a lot when you look outside of TF2, look at how big DotA is, look at how big CSGO is. Valve did something that even the CS community themselves thought was impossible and united two communities that disliked each other and got them into one game. They are 2 for 2 when it comes to making hugely successful e-sports when that is actually their intention. So, historically I think we have to look past previous TF2 history - where they were trying to balance the game more towards the casual minded with some nice scraps for the community competitive scene - and look towards the rest of their history. DotA/CS embraced their choices and worked with them to fix the stuff they didn't like (and from everything I've seen Valve is very good at this in both of those games) and they are massive.
I'm not going to try to convince you to change your cynicism because I have it too in spades, but logically what they are doing here means a lot and I think you are completely underselling it. The only way this winds up being a completely unbalanced stupid mess, again, is if the competitive community at large abandons Valve on this junction. People aren't going to be happy at first, no, because there is absolutely zero chance this is going to be perfect at the first step, but this first step means everything in the long run.
You still have not addressed my primary concern.
I /get/ what successful esports have in common. I /get/ that TF2 doesn't have those things, I /get/ that this is a big, grand gesture towards the competitive community and that it has potentially good and potentially very bad side effects. But Dota/CS launched with working competitive that was balanced and intended for professional play. They weren't perfect, but the gap between their launch and a better state of competitive being wasn't literally change the dynamics and weapon balance of 80% of their game immediately.
So my question for you is, that I was trying to put and has not been addressed.
What happens if, when matchmaking launches (which is like right now as I am getting HLDS announcement), the game is not ready, not balanced, not good and not fun for a competitive audience and it belly flops, ruining our chances at making this game what it can be and what we know it can be? What happens when all the community supporters and high level players that were holding out for matchmaking to breathe new light into the game see what it is and realize there is, minimum, 1-2 /years/ worth of valve time balance changes before true competitive viability? We will be pushing 10 or 11 years at that point, which would make us by far the oldest game to receive this kind of mass support. What happens if we don't get an international, don't get the support, but all of our rules changed and no one wants to play anymore?
I'm not saying all of that will happen, but its at least as likely as us becoming huge esports. These are the kinds of things that we need to keep in mind, because they are problems we will have to face.
That's not cynicism. Cynicism is distrusting the motives of valve. They mean and want well for us. I'm questioning the means they have taken to get there.
By real competitive game I mean every major e-sport at the moment with good prize money, not the tiny ones, but the big ones that people hope this game will be. So, as of this post that includes League of Legends, Counter-Strike Global Offensive, DotA 2, Hearthstone, StarCraft 2, with Overwatch on the way.
Things these games all have in common:
* People are mostly playing the competitive format when they play the actual game.
* The developer is supporting the game both monetarily and by working with their players to improve it further.
(conversely all the tiny ones also lack both of these things pretty much lol)
These are things that obviously current 6v6 has never had. Current competitive TF2 is a completely different game than actual TF2. Valve has helped out the competitive community with many options over the years and a little bit of visibility, but they never made the grand gestures to really improve it.
Trust me, you're preaching to the choir here when it comes to doubt about Valve in this game. I personally am very cynical about this big balance update coming shortly and am unsure if Valve can actually do all of this from the get go. History tells me this balance update might suck because of absurd decisions like buffing Crit Cola 3 times in a row or buffing Crusader's Crossbow even though statistically, even in pubs, it is overwhelming equipped over Syringes.
But, this is a grand gesture that Valve has never given this community before. This transcends the private competitive beta, adding all those options, all those blog posts, anything. This is a Competitive Matchmaking queue built right into the game. This is Valve officially saying, yes, this is a competitive game - and not just that they are changing Quick Play to use competitive-esque settings. For the first time in 9 years likely 90+% of this community will be playing with no random crits, no shotgun spread, and Stopwatch. Valve making this gesture means a lot when you look outside of TF2, look at how big DotA is, look at how big CSGO is. Valve did something that even the CS community themselves thought was impossible and united two communities that disliked each other and got them into one game. They are 2 for 2 when it comes to making hugely successful e-sports when that is actually their intention. So, historically I think we have to look past previous TF2 history - where they were trying to balance the game more towards the casual minded with some nice scraps for the community competitive scene - and look towards the rest of their history. DotA/CS embraced their choices and worked with them to fix the stuff they didn't like (and from everything I've seen Valve is very good at this in both of those games) and they are massive.
I'm not going to try to convince you to change your cynicism because I have it too in spades, but logically what they are doing here means a lot and I think you are completely underselling it. The only way this winds up being a completely unbalanced stupid mess, again, is if the competitive community at large abandons Valve on this junction. People aren't going to be happy at first, no, because there is absolutely zero chance this is going to be perfect at the first step, but this first step means everything in the long run.[/quote]
You still have not addressed my primary concern.
I /get/ what successful esports have in common. I /get/ that TF2 doesn't have those things, I /get/ that this is a big, grand gesture towards the competitive community and that it has potentially good and potentially very bad side effects. But Dota/CS launched with working competitive that was balanced and intended for professional play. They weren't perfect, but the gap between their launch and a better state of competitive being wasn't literally change the dynamics and weapon balance of 80% of their game immediately.
So my question for you is, that I was trying to put and has not been addressed.
What happens if, when matchmaking launches (which is like right now as I am getting HLDS announcement), the game is not ready, not balanced, not good and not fun for a competitive audience and it belly flops, ruining our chances at making this game what it can be and what we know it can be? What happens when all the community supporters and high level players that were holding out for matchmaking to breathe new light into the game see what it is and realize there is, minimum, 1-2 /years/ worth of valve time balance changes before true competitive viability? We will be pushing 10 or 11 years at that point, which would make us by far the oldest game to receive this kind of mass support. What happens if we don't get an international, don't get the support, but all of our rules changed and no one wants to play anymore?
I'm not saying all of that will happen, but its at least as likely as us becoming huge esports. These are the kinds of things that we need to keep in mind, because they are problems we will have to face.
That's not cynicism. Cynicism is distrusting the motives of valve. They mean and want well for us. I'm questioning the means they have taken to get there.
https://i.gyazo.com/cdb7ad643b2e44002c079cee56c1c467.png
rip games tonight?
rip games tonight?
a passive scout update = soldier nerf
Rob was right \ D: /
Rob was right \ D: /
the medic and pyro changes are totally going to screw the ronin v froyo match
All Mediguns allow the Medic to match the speed of their heal target
Previously only available on The Quick Fix
Previously only available on The Quick Fix
http://images.akamai.steamusercontent.com/ugc/704037974368566170/B2C108C08257988EF3C3DDBBE88EAC2D9ACD2F5D/