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  1. #1
    Data de Ingresso
    Mar 2009
    Localização
    Porto Alegre
    Posts
    78
    Poder de Reputação
    3

    Update - 13 de agosto de 2009

    [-]August 13, 2009 - Team Fortress 2 Update Released


    Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

    New Content

    Added King Of The Hill game mode

    Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them

    Added lots of new hats


    Additions / Changes

    Added "Auto Reload" option to the multiplayer advanced options

    Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing

    Pistol now fires at a fixed rate, not based on the speed at which you press the firing button

    Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity

    Significantly reduced the amount of network traffic being sent

    Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

    Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists

    Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist

    Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)

    Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps

    Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating

    Added an "Inspect" key that allows you to look at items being carried by your team mates

    Backpack improvements:

    Added drag & drop to move items around. Item positions are maintained on the backend

    Added multi-select, allowing you to delete multiple items at once

    Added a new key to the key binding page that opens your inventory directly to your backpack

    Fixed mouseover panel being incorrectly position when the backpack first appears

    Cloaked Spies standing in valid backstab positions no longer raise their knife

    Added current map name and gametype to the bottom right of scoreboard

    Added class icons to tips on the loadout and loading screens

    Improved visuals around flags when they're being carried by a player

    Improved critboosted visuals, making it much clearer when an enemy has critboost

    Updated the loading panel to show the game type under the map name during level transition

    In-game chat dialog now supports full Unicode characters

    Added BLU main menu background

    Added response caching for some server queries to help reduce the CPU load from DOS attacks

    Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail


    Map Changes

    Update PLR_Pipeline

    Increased the starting advantage in the third round if a team has won the first two rounds

    Fixed carts not continuing to the second round if they're capped at the same time in the first round

    Fixed being able to shoot pipebombs over the starting gates in the first round

    Fixed being able to open the doors in the first round before the setup time was finished

    Fixed players getting stuck in some doors

    Fixed players being able to get onto rooftops and out of the map boundaries

    Fixed other minor bugs and exploits

    Added community map Arena_Offblast

    Added community map Cp_Yukon

    Update Arena_Sawmill

    Fixed DirectX8 bug where some models would not be visible

    Fixed exploit with building teleporters outside of the map

    Updated CP_Granary

    Made a few changes to improve balance based on competitive community feedback


    Item Reworks

    The Force of Nature

    The enemy knockback now only works in close range and behaves more like the Pyro's air blast

    Enemies cannot be juggled by the FaN's effect

    The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards

    Knockback is now scaled by damage done

    The Sandman

    A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun

    Stunned players now take 75% of all incoming damage instead of 50%

    Ubercharged players can no longer be stunned

    Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)

    The minimum distance to stun a target has been reduced

    The negative attribute has changed from "no double jump" to "-25 max health"


    Fixes

    Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs

    Fixed an exploit that allowed players to work around sv_pure

    Particle files are now protected by sv_pure

    Fixed critboost effect getting stuck on when you die while critboosted

    Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players

    Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife

    Fixed an exploit where you could reload The Huntsman faster than intended

    Fixed Heavy "civilian" exploit

    Fixed a set of exploits using the DXSupport config files

    Fixed r_screenfademinsize and r_screenfademaxsize exploits

    Fixed sentries firing at a fully cloaked Spy if they're still the closest target


    Community requests

    Added a HUD element for hybrid CTF & CP maps

    Supports 1 or 2 flags, and any number of CPs

    Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it

    Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards

    Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")

    Added new "medic_death" event for server logs

    Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")

    healing is the amount the Medic healed in that life

    ubercharge (1/0) is whether they died with a full charge

    Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it

    Site do update: http://www.teamfortress.com/classless/

    BAZINGA!

    Steam Profile



  2. #2
    Data de Ingresso
    Aug 2009
    Posts
    14
    Poder de Reputação
    0
    Fui iniciado nos "paus" pós update com esse, resultado tive q reinstala o tf2, mas agora ta tdo normal, pensei q ia sair ileso dos updates...doce engano =D

  3. #3
    Data de Ingresso
    Jan 2009
    Posts
    37
    Poder de Reputação
    0
    Gostaria que parassem de mexer no gameplay e só trabalhar em mapas... (por sinal deveriam haver mais já que eles só estão oficializando community maps)

    Esses changelogs sempre me animam.. até chegar em uma linha fatal. Ex "double jump -> -25hp"

  4. #4
    Data de Ingresso
    Nov 2008
    Posts
    681
    Poder de Reputação
    4
    Não entendi o comentário acima ai do double jump de vc se referindo a sandman, q no meu sinal deixou ela bem equilibrada agora
    [ Intel C2D E8400 - 4.4Ghz @ CoolerMaster Hyper 212 | XFX 790i ULTRA | eVGA GTX 285 | OCZ Reaper 2 x 2 GB 1600mhz | Corsair TX850W | X-Fi Titanium Fatal1ty | Logitech X-540 | CM690 nVidia EDITION | LG 2243S FullHD ]
    [ Razer Deathadder | SteelSeries 5Hv2 | Razer ProType | SteelSeries QCK | iPhone 3G 8GB | Microsoft X360 Controller ]

  5. #5
    Data de Ingresso
    Jan 2009
    Posts
    37
    Poder de Reputação
    0
    A diferença entre 120hp para 95hp é extrema, qualquer hit causa instant kill ao invés de deixar no red.
    É extremamente frustrante, parecido com morrer repetidamente para crit.
    Coisas ridículas que te matam com 95hp: 2 splashes de explosão na distancia máxima e dano mínimo, um tiro de flare gun ou 1 hit do foguinho + o dano por tempo, 2 tiros de revolver.

    Não vejo porque o taco estaria OP sem o update, muito raramente via alguém além de mim usando e todos falavam que era ruim ser doublejump. Além da bola já ser bastante difícil de acertar e demorar para voltar.


    Pode ser bom para mix, mas nos publics onde o médico raramente percebe que tem um gritando em sua frente pedindo heal (buff então...) é garantia de morte especialmente em mapas/áreas menos abertas.

  6. #6
    Data de Ingresso
    Nov 2008
    Posts
    681
    Poder de Reputação
    4
    Ele é OP no TF2 competitivo por parar o UBER, que é oq faz o jogo andar, com esse update agora o taco ficou bem equilibrado
    [ Intel C2D E8400 - 4.4Ghz @ CoolerMaster Hyper 212 | XFX 790i ULTRA | eVGA GTX 285 | OCZ Reaper 2 x 2 GB 1600mhz | Corsair TX850W | X-Fi Titanium Fatal1ty | Logitech X-540 | CM690 nVidia EDITION | LG 2243S FullHD ]
    [ Razer Deathadder | SteelSeries 5Hv2 | Razer ProType | SteelSeries QCK | iPhone 3G 8GB | Microsoft X360 Controller ]



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