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.
Posted 12:43pm 03/2/09
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.
Hasn't that been there for a while?
Posted 01:30pm 03/2/09
this may promote more camping...
Posted 01:50pm 03/2/09
Posted 03:25pm 03/2/09
Came just in time for LS'ers 3v3 tournament this weekend :P No medics and restricted classes yerrrrrrr
Posted 04:03pm 03/2/09
Posted 04:24pm 03/2/09
Posted 04:26pm 03/2/09
Posted 05:52pm 03/2/09
edit: good soldier change with the increased ammo too
Posted 06:05pm 03/2/09
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.
Posted 06:10pm 03/2/09
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.
Posted 08:11pm 03/2/09
Posted 12:20am 04/2/09
killing you with a blutsauger kek
Posted 12:30am 04/2/09
Posted 02:14am 04/2/09
Posted 02:25am 04/2/09
orly? I get plenty of kills with it:
Posted 02:27am 04/2/09
Posted 02:58am 04/2/09
Posted 03:00am 04/2/09
Posted 03:15am 04/2/09
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)
Posted 05:27am 04/2/09