In the wake of the Sniper Vs Spy Update for Team Fortress 2 that was released last week, Valve have let us know there's now a required update to address a number of issues discovered during the extensive play periods since the initial update release.
Please run hldsupdatetool to receive it. The specific changes include:- The Ambassador now does full critical hits on headshots, instead of mini crits
- The
Cloak & Dagger Dead Ringer now fully drains the cloak meter, even if the Spy leaves cloak early - Fixed Spy disguise menu not being visible in HUD minimal mode
- Server log improvements:
- Added "player_extinguish" event for servers to log when a Pyro extinguishes flame with the airburst
- Fixed kill descriptions for Force-A-Nature & Sandman, so server logs can distinguish them
- Identified feign deaths in the events sent to server logs
- Fixed server crash related to the Jarate
So there you have it. Jump on and get the fixes applied asap so as to start covering people in jarred pee with renewed balance and vigour.
edit: Apparently it's the Dead Ringer that drains, not the Cloak and Dagger as Valve originally reported.
Posted 12:26pm 27/5/09
As i keep getting items that already have!
Posted 12:34pm 27/5/09
Posted 12:46pm 27/5/09
Posted 12:47pm 27/5/09
Posted 12:48pm 27/5/09
I still have no unlocks. I was top of the scores for 3 maps yesterday, I got MVP twice, I scored a bunch of spy and sniper achievements, I even got pyromancer. And nothing.
Haven't tried the spectator/idle overnight 'achievement'.
Posted 12:50pm 27/5/09
Posted 01:18pm 27/5/09
Posted 01:27pm 27/5/09
Posted 01:30pm 27/5/09
Posted 01:38pm 27/5/09
Where did you get this info from? They didn't do anything to the Cloak & Dagger, they made this modification to the Dead Ringer. Check for yourself:
http://store.steampowered.com/news/2540/
Posted 01:41pm 27/5/09
Posted 01:46pm 27/5/09
Posted 01:48pm 27/5/09
Posted 02:16pm 27/5/09
At the same time though, I can't stop using it! After a few hours of practice I'm pinning heaps of people to the wall.
It's s***, but it's fun and headshots are satisfying, pub is full of noobs anyway so you can still own with it.
Posted 02:26pm 27/5/09
Well, after playing at lunch time, it's incorrect. The Cloak & Dagger hasn't changed. Should be fixed in the OP.
Posted 03:50pm 27/5/09
Posted 03:56pm 27/5/09
Posted 04:24pm 27/5/09
Yeah its heaps of fun to own people coming around corners with an arrow to their face. But yeah.. if the other team has a half decent sniper, you can't really do much.
Posted 04:28pm 27/5/09
Posted 05:43pm 27/5/09
Also doesn't the shield for the the Sniper seem a bit redundant if the enemy spies can see it? (will trade for 2 Kritzriegs & a Natasha) As I haven't seen 1 Spy get electrocuted yet
Posted 06:29pm 27/5/09
Huntsman is more a medium range weapon. The arrows require charging and arcs after awhile so if you aim at someones head, if they are medium to far range, then you will either hit their chest or feet so it requires some aiming compensation
Posted 06:41pm 27/5/09
:(
Posted 09:31pm 27/5/09
so it's like a flare gun yea?
Posted 09:43pm 27/5/09
Posted 11:08pm 27/5/09
Got a few MVP's tonight on Node, bow only :D
It's all about the close range, nearly all my headshots are point blank around corners.
Completely useless long range, can not compete at all.
Posted 07:42am 28/5/09
thats the whole freaking point of it. they wanted snipers to get closer to the action instead of wanking off on the other side of the map.
Posted 07:45am 28/5/09
Posted 10:08am 28/5/09
You need a good med to keep you buffed and push up with the heavies and soldiers, bow is frontline weapon.
I was quite surprised, going toe to toe point blank with pyros nearly always coming out on top!
Corner spamming is amazing though on 32player server, charge/strafe/shoot... back behind the wall, headshot... repeat. Sometimes I get 5+ headshots within 20 seconds without even seeing an enemy.
Posted 10:31am 28/5/09
It's been a while since i played TF2 though, and I forgot how annoying pyros are. Such a f*****g annoying class, all most of them do is the obligatory hold W+M1. So annoying to have to go heal up after just getting narrowly hit by a flame.
Posted 11:21am 28/5/09
Posted 12:56pm 28/5/09
It's more of a deterrent I think. Most spies will just go to an easier instakill unless the sniper is alone somewhere.
Posted 01:17pm 28/5/09
Posted 01:18pm 28/5/09
No its not. It's more of a "whip out the ambassador and 2 shot them in the head while their zoomed in and cannot react"
The shield is a completely useless pos, unfortunately. Piss jar 4 lyfe!
Posted 01:27pm 28/5/09
Posted 01:43pm 28/5/09
Posted 02:04pm 28/5/09
As I sniper I'd rather die to a guy shooting me twice than just a lame o backstab. You're right though, the shield is pretty s***, the fact it takes away smg AND slows you down.
Posted 02:12pm 28/5/09
Posted 02:33pm 28/5/09
Posted 06:42pm 28/5/09
Indeed. Spies need to factor so much s*** into 'the next 5-15 seconds' it's not funny.
A good spy doesn't make decisions in the 'right now'. He acts on what he's decided 7 seconds ago, WHILE checking his peripherals for potential witnesses, and is ALSO thinking about the best escape direction/plan for EACH class that could come up behind him.
Pretty much the only 'right now' decision a spy makes is how to escape if he's caught, which would constitute either A) Retreat with revolver or B) Find the nearest water/pool/medic.
An anti-backstab device forces spies to make hasty decisions. That's the best defense against bad-medium spies IMO.
Edit: Plus, you can't be backstabbed, so that protects you from the nub spies. :)
last edited by Phooks at 18:40:00 28/May/09
So really, if you wear it the only spies you need to worry about are the pro spies, and let's admit it, if one of them is after you you're f***ed anyway.
last edited by Phooks at 18:42:09 28/May/09
Posted 06:52pm 28/5/09
phooks you're starting to sound a lot like infi and his little speech about metagaming.
Posted 06:53pm 28/5/09
Funnest class imo
Posted 07:07pm 28/5/09
I wasn't privy to this.
Link?
Posted 10:20am 30/5/09
last edited by ravn0s at 10:20:20 30/May/09
Posted 10:42am 30/5/09
Yay finally.
Would have benefited from this one last night when two knobs playing engie in nucleus decided to see how far they could climb in the map while 14 other players watched.
Now they just need to fix the glitch in sawmill where you can build a teleporter exit outside the fence...
Posted 10:45am 30/5/09
Neverending Arena battles between the last two players can get boring, although there have been some great moments.
Posted 10:55am 30/5/09
huntsman is so fun
Posted 11:35am 30/5/09
Posted 11:42am 30/5/09
You make it sound as if making these decisions is hard. You have two options:
1) Backstab the sniper with the shield and get stunned
2) Go find someone else
Wow, so many complex options to consider.
I've played against a lot of "good" spies as sniper, and barely ever die to them. A good sniper will only die to a spy when the spy is putting himself in a position that will lead to his death if he manages to kill you anyway.
Posted 11:48am 30/5/09
3. shoot him in the head with ambassador
Posted 12:09pm 30/5/09
And by the time you put your plan into motion, everybody has moved around, or you could get spy-checked and then you have to decide whether to get in a few kills before you burn to death, and you may well stab the sniper with the razorback.
Often you may invest a lot of time making your way to a sniper's nest, only to discover the sniper has a shield, and once again you have to quickly change your plan.
Posted 12:55pm 30/5/09
Posted 02:47pm 30/5/09
I don't like it :( I can stand toe to toe with most good players and come out on top, but I want my 10:1 ratio and topping the server/MVP's non-stop.
Lame, but it's fun :)
Posted 02:56pm 30/5/09
Yes, it would be nice to play a game where it's the same players from start to finish, and your team has a cooperative plan they stick to, but I cannot stand how serious you have to be to participate in that world - they all have rules which pretty much equate to 'all you ever do is play tf2' They're probably high school kids with a lot of time to dedicate, and that's fine, but it's not what I want to do. I'm just in it to enjoy it, and getting into those situations where your pub team actually works together is probably way more awesome than if you all play to a formula with the same guys.
Posted 05:03pm 30/5/09
Because spies are so common in pugs...
Posted 05:28pm 30/5/09
I play on iinet servers and there's usually 4 spys.
Posted 12:26pm 31/5/09
Posted 12:38pm 31/5/09
It's like a clan match without the specific clan, usually a higher quality of player. All the pug's I've played have stemmed from mIRC channels, someone announces a PUG and people sign up.
They're arranged beforehand (map, teams, timelimit etc.), someone will have a passworded server somewhere and you're expected to play the entire match.
last edited by CHUB at 12:38:17 31/May/09
Posted 01:00pm 31/5/09
Posted 01:24pm 31/5/09
the rest of the classes are completely imbalanced.
The clans have such a precise formula, spies are so obvious it's funny.
However in PUBS spies can slaughter a whole team. And that's a whole different ball game to the drudgery that is PUG formulas.
Posted 03:03pm 31/5/09
Posted 03:05pm 31/5/09
Arena was a new gamemode released at a later date.
Posted 03:15pm 31/5/09
why would they play them in arena when the teams constantly change?
last edited by ravn0s at 15:15:44 31/May/09
Posted 04:04pm 31/5/09
Posted 04:11pm 31/5/09
it seriously doesn't sound like you've ever played clan/pug. where do you pug, and have you ever played for a clan? if so, which one?
cause you couldn't be more wrong. snipers, engis and to a lesser extent spies are all used to great effect by top teams in australia.
greazy: clan matches are played on mostly cp maps with 6v6, nocrits and class restrictions.
Posted 04:58pm 31/5/09
Posted 05:00pm 31/5/09
Really? I would have thought even a mediocre demoman could take out a sentry with his eyes closed.
Posted 09:43am 01/6/09
the usual class restrictions are for 6v6: 1 med, 1 demo, 1 heavy, 1 engi, 1 spy, 2 scout, 2 sniper, 2 solly, 2 pyro.
edit: haven't seen the new pl maps played yet but maybe they will be i dunno. lots of different maps get played but i guess people always come back to the tried and tested ones. granary and badlands are always popular i suppose because they're symmetrical and pretty well designed so noone can complain.
haha, maybe i was being a bit of a d*** before phooks i genuinely am interested if you've played competitively or even if you want to know where to etc.
edit: woops, meant scouts not spies in the first paragraph. just reread the post then =/
last edited by taggs at 09:43:43 01/Jun/09
Posted 11:17pm 31/5/09
Posted 02:33am 01/6/09
Posted 06:57am 01/6/09
Posted 07:47am 01/6/09
Half the challenge of this game is figuring out if you should stick to the class you're playing or switch to demoman.
Posted 09:01am 01/6/09
Posted 09:50am 01/6/09
not sure about the new unlocks. standard rules for most comps in the past have been all unlocks allowed except for sandman because that's pretty overpowered. in reality though pretty much all unlocks don't get used, only really the kritz when one team is owning or just f*****g about. they are great fun for pub though :D
which of the new unlocks would be useful in comp play do you think? probably only the jarate for sniper and maaaaaybe the ambassador or cloak and dagger for spy. but i'd probably just use the stock rollout for spy, myself.
Posted 09:58am 01/6/09
taggs: wouldn't pyro players use the new axe?
Posted 10:55am 01/6/09
edit: wait that's not entirely true. i've seen clans run pyros on certain sections of certain maps using mainly the blow gun before and it's worked relatively well. that's probably the most effective use of a pyro in a clan match, to stop long-range spam etc. but you'd have to factor that in vs. the loss of potential firepower of another scout/solly etc.
so really, most of the time they aren't used.
edit2: oh yeah, forgot about that. meds def always use both of the other 2 unlocks. didn't even think about them because once you have em they should always be equipped :D
last edited by taggs at 10:55:04 01/Jun/09
Posted 10:23am 01/6/09
Posted 10:44am 01/6/09
I've killed many heavies 1 vs 1 at medium range.
Posted 11:09am 01/6/09
Posted 11:20am 01/6/09
Posted 03:15pm 02/6/09
Posted 03:26pm 02/6/09
I'm not trolling and I strongly disagree. Do the rules also tell you which weapon to use, which route you should pick, and who exactly you should attack? If you've played tf2 before even for a little i'm sure you can work out why weapon/route/attack restrictions make for a much faster, more balanced, easier, less-to-think-about, and more efficient game. think about it. or rather don't think about it, since thinking is not enjoyable for you.
Posted 10:14pm 02/6/09
Posted 10:19pm 02/6/09
Infact I'm pretty sure I've been telefragged as spy a lot - so I don't think the exit to entrance thing is true.
Posted 11:52pm 02/6/09
They've only just made it so spies can use enemy teleporters. It was added in the spy/sniper update. I've gone from entrance > exit, never tried the other way.
Posted 12:11am 03/6/09
That sounds epic.
Posted 12:14am 03/6/09
I think you are reading too much into it. Bear in mind the class restrictions are only for the competitive leagues, which aim to keep the games as competitive, balanced and entertaining as possible.
When you are playing cricket at the park with mates, you can mess around and play with whatever rules you want. When sports are played competitively, they generally have rules to keep the game fair and balanced. Same thing.
Posted 07:50am 03/6/09
No they can just use teleporters. I dont think they could before.
Posted 07:52am 03/6/09
wow, you're really that retarded huh?
yes, not letting teams run 3 medics and 3 demos is exactly the same thing as telling every player exactly what to do at every point in time during the game isn't it...
Posted 08:20am 03/6/09
Posted 08:42am 03/6/09
i suppose i could sit here and try to justify to people who don't play competitve tf2 why they are the best rules (that i've played under, and i've been playing comp tf2 since it came out) but you probably won't fully get it anyway cause you've never played in that setting.
i mean, the restrictions on meds, demos and sollys are pretty straight forward. if you don't restrict meds, each team will run as many as possible and the game becomes uberfortress 2. if you don't restrict demos and sollys the game becomes an epic spam fest, making classes like scouts and spies way less useful.
the other restrictions are just there i suppose to stop retarded s*** like teams building 5 sentries on the final point of maps. not that it really needs to be against the rules, no team would ever do that. well, in a serious game anyway.
if you still don't understand why those rules are in place. have a bash at a few pugs and see how you go.
Posted 08:45am 03/6/09
GA ET just moved from 6v6 to 5v5 and now you can only run one solider. :(
Posted 08:49am 03/6/09
without the restrictions each game would degenerate into essentially the same class rollouts: as many meds and heavy classes (solly/demo) as possible, depending on the map.
Posted 08:55am 03/6/09