A new TF2 update landed today - here's the changelog:
* Fixed team switches on Attack/Defense maps spamming the console
* Fixed the Kritzkrieg not working on servers with crits turned off
* Fixed some clipped localized strings in various in-game dialogs
* Fixed several cases where files were synchronously loaded while the game was running
* Fixed a shutdown crash in the material system
* Cached rendering of item model panels to improve performance, in particular while weapon selection was visible
* Added a gear symbol behind the health bar for Engineer buildings, in both target IDs and freeze panels
* Players killing themselves will now give a kill credit to the last enemy who damaged them
* Fixed grenades, rockets, and flamethrower being able to fire through grates at round starts
* Fixed players being killed and creating ragdolls during team switches
* Fixed various exploits and performance problems in CP_Badlands, CP_Well, and CP_Fastlane
* Removed health bonus from the Backburner
As always just bounce Steam for the update.
Posted 12:09pm 30/7/08
F*****g finally.
Posted 12:16pm 30/7/08
Posted 12:24pm 30/7/08
Posted 12:45pm 30/7/08
why remove the extra hp?
Posted 02:06pm 30/7/08
Posted 02:13pm 30/7/08
Posted 02:40pm 30/7/08
Posted 05:13pm 30/7/08
Posted 05:45pm 30/7/08
win and win!
About f*****g time, I hope they fixed goldrush cause not only could you fire through the grates... you could fire through the freaken wall into the offense teams spawn on the first stage...
Posted 06:04pm 30/7/08
Posted 06:13pm 30/7/08
So basically a scout can kill a soldier in 2 hits, and even though the scout only has 125, it would still take a soldier at least 2 hits to kill them, thats bs, its a fricken rocket launcher.
Posted 06:13pm 30/7/08
Posted 06:13pm 30/7/08
Nice - I always had soldiers and demomen owning themselves after running away from my flamethrower.
I have some suggestions too:
- Make the spy a little more burn resistant when disguised, so the pyro must be deliberatly trying to light the guy to actually light him, none of this accidental bs.
- Apparently the spy's health is a give away to the enemy, so uh just show the real health and leave it up to the spy to sustain damage or fake damage somehow.
- Make the spy disguises more convincing, i.e, make the phony 'weapons' switchable and firable - I don't care if they do no damage.
Yes often as medic I do a double take on a teleporter or dispenser thinking there is an unhealthy team mate nearby.
Posted 06:15pm 30/7/08
Posted 06:16pm 30/7/08
Why would they want to make an already lame class more lame?!?! NERF SPIES NOWWWWWWWWWWWWWWWWWWWWWWW
Posted 06:20pm 30/7/08
Having said that, some of those suggestions are a bit silly.
Posted 06:27pm 30/7/08
... are you seriously that retarted, 1 a scout has 125 hit points so it cant really do much unless its in the hands of someone descent, 2 its not like pyro how person could just hold w and left click and get kills, and last but not least the only way scout does that much damage is point blank, and a soldier can kill a scout in 1 hit without much trouble most, soldiers i play with shoot at feet to get the extra 15-20 damage with the fall damage.
wow never thought id see someone b****ing about a scout.
Posted 06:32pm 30/7/08
Posted 06:44pm 30/7/08
scouts are balanced, you fail.
edit: pretty sure you can't 1 hit a scout on full health without a crit/fall damage/etc.
last edited by taggs at 18:44:22 30/Jul/08
Posted 07:44pm 30/7/08
a scout needs to be right on a soldiers ass to do that kind of damage. if the scout is at range, his gun only tickles.
Posted 07:49pm 30/7/08
"retarted" hey?
So what? Their high speed allows them to quickly get on top of enemies in tight maps like 2fort. A single shot at the enemy in the back, 100 health gone. Then they just run backwards shooting their shotty, out of the range of the enemy's rockets/flame-thrower.
Luckily this is well countered by the fast projectile speed of the flare gun. One well-placed flare and they retreat while shooting. Two flares into them and they don't care about shooting anymore :)
/cue CHUB coming here saying that scouts have never sprung him.
Posted 08:08pm 30/7/08
Posted 08:54pm 30/7/08
Posted 09:02pm 30/7/08
Posted 09:26pm 30/7/08
Posted 09:28pm 30/7/08
Sucks how they fixed the ragdoll bug, it was fun to spend blu setup time shooting ragdolls aorund.
I'm glad they reduced the backburner health. It was tough enough without it.
Also, if a spy could shoot fake weapons they would be incredibly tough.
Posted 09:50pm 30/7/08
Posted 10:52pm 30/7/08
yeah they are, some of the best players around are scouts.
Posted 11:22pm 30/7/08
there are some insane scouts out there, ive seen some guys u cant even hit cause they are darting and dodging and jumping and s*** :/
Posted 06:08am 31/7/08
You know that shooting through the gates was an unintended bug. By doing it you were exploiting the bug and thus cheating right?
Busted.
Posted 07:13am 31/7/08
Scouts are IMO the best class... scouts are old school deathmatch style, older Quake players have a field day, if you got fast twitch and strafe skills you're laughing.
Posted 08:01am 31/7/08
Posted 01:22pm 31/7/08
Not for the engineer trying to get a decent sentry up ya douche~
Also, generally speaking, scout is overpowered. Anyone who says otherwise is clearly retarded.
Posted 01:33pm 31/7/08
Posted 01:48pm 31/7/08
Posted 02:05pm 31/7/08
Point still stands, if they can lob through gates and kill it, they can lob from spawn after they open.
Posted 02:09pm 31/7/08
Thats what I was getting at, you get a scout jumping and double jumping around the place and moving alot faster than everyone elses, pretty damm hard to hit with a soldiers rocket.
Posted 02:29pm 31/7/08
Posted 02:30pm 31/7/08
I think that's the point. That's what sentry guns are for.
Posted 02:33pm 31/7/08
Lately I have been playing scout on the first section of defense of goldrush. I am finely tuned as demo but I get bored with the sticky pwnage after a while so have been playing other classes a lot more.
With scout I tend to just float around and pepper random people coming out of the spawn at a distance. When the ubers come out I bounce around behind them till the uber wears off then pwn the medic which generally results in the swift death of the heavy or whoever was getting healed.
I find it pretty random, sometime I absolutely rape, other times I get a whole bag of assists but no kills. The scattergun CAN do 100 damage but getting every scattershot to hit for max damage is pretty rare occurance. On the flipside if you cop a direct rocket or crit anywhere near you... gawn!
Posted 02:53pm 31/7/08
It's also pretty easy to take down a scout with a shotgun, assuming you can aim for s***.
Posted 02:59pm 31/7/08
Yeah but after the gates open you have to contend with other players as well F***HE!!!!!AD
Posted 03:00pm 31/7/08
Plus unless you're working with a good team scout really has no chance against a half-decent defence.
Posted 03:25pm 31/7/08
Every now and then you'll just get a golden run and pwn everyone.
Posted 09:06pm 31/7/08
Even if there are people at your spawn (why are there people point blank at your spawn entrance? :S), I can get 2-3 pipes off before I die... that's the dispenser + engineer dead. If your entire team can't shoot 2 pipes off WITHIN YOUR OWN SPAWN it's doubtful you could even cap the first point.
l2demo
Posted 09:19pm 31/7/08
Posted 09:32pm 31/7/08
Posted 09:46pm 31/7/08
Posted 11:04pm 31/7/08
Posted 11:18pm 31/7/08
The point you seem to be missing is that once the gates are opened it is free for anyone to do anything within the game rules. If you can nade sentries from spawn, so be it.
If you do it before the gates are up, you are exploiting a bug and thus cheating. Whatever excuse is used doesn't break the fact that it is/was a bug exploit.