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Post by trog @ 12:37pm 03/02/09 | 20 Comments
Valve have bounced out another Team Fortress 2 update with a few interesting changes. The announcement has all the details, but here's some of the juicy bits:
- Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based.
- Base chance is now 2% (was 5%).
- Bonus range based on damage done changed from 0%-15% to 0%-10%
- Damage range required for bonus changed from 0-1600 to 0-800.
- Reduced random damage spread applied to all player damage from +-25% to +-10%.
- Slight reduction (improvement) of the minigun's spread.
- Increased flare direct hit damage from 20 to 30.
- Rewrote Natascha's slowdown code to be more consistent.
- Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits).
- Stealthed spies are no longer able to pickup the intelligence. They must uncloak first.
- Increased soldier primary ammo count from 16 to 20.
There's a few other bug fixes and minor changes, and they also mention that they're still working on issues to do with client timeout and lag.



team fortress 2





Latest Comments
parabol
Posted 12:43pm 03/2/09
- Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based.
- Base chance is now 2% (was 5%).

Finally. I don't mind crits being rewarded for performance, but it annoyed me how someone could leave spawn and have their first rocket be a critical for no reason. Randomness is crap, but 'guided' randomness is fine.
Added view model FOV slider to advanced multiplayer options.

Hasn't that been there for a while?
Martz
Posted 01:30pm 03/2/09
- Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based.


this may promote more camping...
DeePer
Posted 01:50pm 03/2/09
yeah good crit changes
-=Blade=-
Posted 03:25pm 03/2/09
Awesome crit changes... and awesome server changes for tournaments!

Came just in time for LS'ers 3v3 tournament this weekend :P No medics and restricted classes yerrrrrrr
TiT
Posted 04:03pm 03/2/09
really looking forward to the scout update!
Basket
Posted 04:24pm 03/2/09
rofl gl at 3v3 tournament if a mad dog shows up prepared to get f*****g rolled
Dazhel
Posted 04:26pm 03/2/09
prediction: weenies will still whinge about crits
DeePer
Posted 05:52pm 03/2/09
of course, there is still that 2% which makes it even more bs to get that first shot crit so mathematically it's even more justified....

edit: good soldier change with the increased ammo too
thermite
Posted 06:05pm 03/2/09
- Stealthed spies are no longer able to pickup the intelligence. They must uncloak first.


f***

This was a great trick for keeping guarded intel that was reaching the back-to-intel-room timelimit out in the open. Often also made a clean break before the enemy could react.
ctd
Posted 06:10pm 03/2/09
This was a great trick for keeping guarded intel that was reaching the back-to-intel-room timelimit out in the open. Often also made a clean break before the enemy could react.

While I do agree... at the same time it could be annoying when you are trying to disable an SG near the flag and it auto picks it up when you didn't want to.
thermite
Posted 08:11pm 03/2/09
good point, that was annoying
Crakaveli
Posted 12:20am 04/2/09
crit thing doesn't bother me as i only play medic

killing you with a blutsauger kek
Crakaveli
Posted 12:30am 04/2/09
And while the slight increase with flare damage is kinda cool.. It's still a fairly useless weapon. Only good for pissing people off.
FraktuRe
Posted 02:14am 04/2/09
I dunno what it is, but I always seem to get flared while cloaked as spy. f*****g annoying.
parabol
Posted 02:25am 04/2/09
And while the slight increase with flare damage is kinda cool.. It's still a fairly useless weapon

orly? I get plenty of kills with it:


DM
Posted 02:27am 04/2/09
Flare is a pretty handy weapon if you use it right. Can put some panic on the other team, can kill low hp players if they aren't paying attention to their hp and is just always fun to see the "player X killed by tampon" icon
Crakaveli
Posted 02:58am 04/2/09
Shotgun can kill low hp players too, and it works underwater
Crakaveli
Posted 03:00am 04/2/09
orly? I get plenty of kills with it:
Yeah i can get kills with it too, but the shotgun is still a much better fallback weapon.
parabol
Posted 03:15am 04/2/09
but the shotgun is still a much better fallback weapon.

Fallback? I use it 50% of the time as my main weapon:

* countering snipers at long range and getting them to run away for health
* setting soldiers/demomen alight as they're leaving their base, again to run back for health
* lighting up a soldier's medic (instead of the soldier himself) and getting him to flee
* picking off a retreating scout/spy as they usually run backwards down narrow corridors
* setting a heavy on fire multiple times from a distance (where he can't reach you)
* any other situation that requires a long-distance shot (as seen in the vid)
Crakaveli
Posted 05:27am 04/2/09
Funny thing happened while i was playing before. Got hit with flare and insta died with full health; didn't show an assist or anything.
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