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Topic: Team Fortress 2 Update
trog
AGN Admin
Posts: 24560
Location: Brisbane, Queensland

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.
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Midda
Posts: 2499
Location: Brisbane, Queensland
* Fixed grenades, rockets, and flamethrower being able to fire through grates at round starts

f***ing finally.
TiT
Posts: 1592
Location: Brisbane, Queensland
removing the Backburner health bonus interesting
ravn0s
Posts: 6787
Location: Brisbane, Queensland
yay they got rid of the 50 hp
ctd
Posts: 6321
Location: Brisbane, Queensland
yay for door exploit finally


why remove the extra hp?
Basket
Posts: 272
Location: Gold Coast, Queensland
im glad! pyro is most skill less class eva, stupid pub clans just running around with it 24/7 and still fail. cbs/tdw etc etc
eighty-eight
Posts: 832
Location: Brisbane, Queensland
yeah awesome. the back burner was too much in most smaller maps imo.
sc00bs
Posts: 3060
Location: Brisbane, Queensland
yay finally they nerfed the pyro! no more bulls*** pyros running around
Fish
Posts: 2590
Location: Brisbane, Queensland
* Removed health bonus from the Backburner
ohs noes :'(
rubba-chikin
Posts: 6040
Location: Brisbane, Queensland
* Fixed grenades, rockets, and flamethrower being able to fire through grates at round starts
* Removed health bonus from the Backburner


win and win!

About f***ing 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...
FraktuRe
Posts: 308
Location: Gold Coast, Queensland
I don't know about that rubba, but you can still snipe through the gates of the second stage.
`ViPER`
Posts: 455
Location: Brisbane, Queensland
Still reckon they need to lower the hit points on the scouts gun, according to the tf2 wiki it does between 84-105 damage and the soldiers rocket launcher does between 92-112.

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.
FrostyTheDopeMan
Posts: 3
Location: Melbourne, Victoria

lol bad luck pyros
thermite
Posts: 82
Location: Brisbane, Queensland
Players killing themselves will now give a kill credit to the last enemy who damaged them


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.

Added a gear symbol behind the health bar for Engineer buildings, in both target IDs and freeze panels


Yes often as medic I do a double take on a teleporter or dispenser thinking there is an unhealthy team mate nearby.

`ViPER`
Posts: 456
Location: Brisbane, Queensland
Also, the demomans grenade launcher can do up to 125 damage, so a grenade is more powerfull than a rocket launcher.
reso
I can't read
Posts: 4460
Location: Brisbane, Queensland
- 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.


Why would they want to make an already lame class more lame?!?! NERF SPIES NOWWWWWWWWWWWWWWWWWWWWWWW
Midda
Posts: 2503
Location: Brisbane, Queensland
Spies don't need to be nurfed at all imo. It's a tough class to play, so if you're getting owned by them often, either they're a really good spy, or you're really unobservant.

Having said that, some of those suggestions are a bit silly.
Basket
Posts: 273
Location: Gold Coast, Queensland
Still reckon they need to lower the hit points on the scouts gun, according to the tf2 wiki it does between 84-105 damage and the soldiers rocket launcher does between 92-112. 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.


... 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 bitching about a scout.
FrostyTheDopeMan
Posts: 4
Location: Melbourne, Victoria

u cant kill a scout in 1 hit not many scouts can kill sollys
taggs
Posts: 2169
Location: Brisbane, Queensland
if you let a scout get close enough to 2 hit you then you've already lost.

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
ravn0s
Posts: 6788
Location: Brisbane, Queensland
Still reckon they need to lower the hit points on the scouts gun, according to the tf2 wiki it does between 84-105 damage and the soldiers rocket launcher does between 92-112.

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.


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.
parabol
Posts: 4604
Location: Brisbane, Queensland
... are you seriously that retarted

"retarted" hey?
1 a scout has 125 hit points

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.
ctd
Posts: 6324
Location: Brisbane, Queensland
chub killed 10 scouts in one life without even looking in the same direction
icewyrm
Posts: 2008
Location: Brisbane, Queensland
Scouts could do with a boost imo, they aren't used much these days. Scattergun is so short ranged its practically a melee attack, the actual melee attack is a bit too weak to be useful, and the pistol doesn't have a lot of utility.
ravn0s
Posts: 6790
Location: Brisbane, Queensland
yer scouts are hardly used. usually i only see them when a team is scout rushing a cap.
FraktuRe
Posts: 309
Location: Gold Coast, Queensland
BS scouts are hardly used. Over the course of the day ingame, there was almost always at least 1 scout... most of the time more.
Tollaz0r!
Posts: 8870
Location: Brisbane, Queensland
Glad they finally fixed the nade problem.

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.
CHUB
Posts: 4423
Location: Brisbane, Queensland
Sucks that they ruined the demo through gates, I used to hammer heaps of c***s and a bunch of SG's every startup :(
/cue CHUB coming here saying that scouts have never sprung him.
Nobody has ever sprung me, I'm untouchable.
taggs
Posts: 2172
Location: Brisbane, Queensland
Scouts could do with a boost imo, they aren't used much these days.


yeah they are, some of the best players around are scouts.
sc00bs
Posts: 3066
Location: Brisbane, Queensland
Scouts could do with a boost imo, they aren't used much these days.

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*** :/
Tollaz0r!
Posts: 8871
Location: Brisbane, Queensland

Sucks that they ruined the demo through gates, I used to hammer heaps of c***s and a bunch of SG's every startup :(


You know that shooting through the gates was an unintended bug. By doing it you were exploiting the bug and thus cheating right?

Busted.
CHUB
Posts: 4424
Location: Brisbane, Queensland
You know that shooting through the gates was an unintended bug. By doing it you were exploiting the bug and thus cheating right?

Busted.
It made the 60 seconds startup fun :S

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.
ravn0s
Posts: 6791
Location: Brisbane, Queensland
i would like to play scout more but im trying to improve my spy and sniper skills.
DeePer
Posts: 3176
Location: Brisbane, Queensland
"It made the 60 seconds startup fun :S"

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.
CHUB
Posts: 4429
Location: Brisbane, Queensland
Not for the engineer trying to get a decent sentry up ya douche~
Anyone building in a spot that can be hit from the gates instantly fails from demo spam.
ctd
Posts: 6325
Location: Brisbane, Queensland
Yeah but on the first goldrush cap you can shoot hidden SG's which is bulls***. Engies need time to get some s*** up.
CHUB
Posts: 4430
Location: Brisbane, Queensland
Yeah but on the first goldrush cap you can shoot hidden SG's which is bulls***. Engies need time to get some s*** up.
I can hit them after they open anyway... 4 random gren lobs without aiming and they're dead, over the hill.

Point still stands, if they can lob through gates and kill it, they can lob from spawn after they open.
`ViPER`
Posts: 457
Location: Brisbane, Queensland
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*** :/


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.
ravn0s
Posts: 6792
Location: Brisbane, Queensland
geez some of you guys must be pretty s*** if you think scouts are hard to kill and overpowered.
Midda
Posts: 2507
Location: Brisbane, Queensland
moving alot faster than everyone elses, pretty damm hard to hit with a soldiers rocket.

I think that's the point. That's what sentry guns are for.
rubba-chikin
Posts: 6043
Location: Brisbane, Queensland
I killed a medic + fatty last night as scout by myself boom boom boom boom boom boom cap cap cap cap cap cap 2 dead nubes :P

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!
icewyrm
Posts: 2010
Location: Brisbane, Queensland

I think that's the point. That's what sentry guns are for.


It's also pretty easy to take down a scout with a shotgun, assuming you can aim for s***.
ctd
Posts: 6327
Location: Brisbane, Queensland

Point still stands, if they can lob through gates and kill it, they can lob from spawn after they open.

Yeah but after the gates open you have to contend with other players as well f***HE!!!!!AD
Denny
Posts: 3273
Location: Brisbane, Queensland
Exactly what Rubba said. I love playing scout but it can be pretty unrewarding most of the time.

Plus unless you're working with a good team scout really has no chance against a half-decent defence.
rubba-chikin
Posts: 6045
Location: Brisbane, Queensland
I find it a lot like playing spy, you get smashed a fair bit because of the low health, especially by crits or SGs around corners you didn't see.

Every now and then you'll just get a golden run and pwn everyone.
CHUB
Posts: 4431
Location: Brisbane, Queensland
Yeah but after the gates open you have to contend with other players as well f***HE!!!!!AD
Not really, they can't shoot pipes/rockets into spawn and any heavies or other players with bullet guns are cleared out in the first 30 seconds... pick a better spot that doesn't die in the first minute of the round.

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

taggs
Posts: 2174
Location: Brisbane, Queensland
scout is harder to play on large pub servers cause there's so much spam. they fare better in 8s and aboslutely dominate 6s.
ctd
Posts: 6330
Location: Brisbane, Queensland
pyros can shoot into spawn dickface. anyway i would roll you any class so it doesnt matter. quit life.
reso
I can't read
Posts: 4468
Location: Brisbane, Queensland
no way ctd, chub is master of the universe
FraktuRe
Posts: 310
Location: Gold Coast, Queensland
I was playing demo a little today and I noticed my pipes would fire into the gates on first cap of goldrush (after they opened of course). Don't know if they changed it or what though.
Tollaz0r!
Posts: 8874
Location: Brisbane, Queensland

Point still stands, if they can lob through gates and kill it, they can lob from spawn after they open.


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.
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