TF2 02/02 Update (better fixes)

Keero

Tribe of Judah Membership Administrator
New client features


Added Viewmodel FOV slider to advanced multiplayer options

Added a hide viewmodel option to advanced multiplayer options

Added custom crosshair support

Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab

Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings

Added "open_charinfo_direct" command that opens the loadout directly to the class you're currently playing

Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it


New server features

Added "tf_damage_disablespread" convar to disable the 25% damage spread on all damage

Added class limit support to tournament mode

Set the "tf_tournament_classlimit_X" convars to the max number of class X allowed

Added "tf_tournament_hide_domination_icons" convar, that allows a tournament mode server to force clients not to display domination icons over their nemeses


Gameplay changes

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


Bugfixes

Fixed crash when running in tools mode

Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" CON_COMMAND scripts to prevent clients issuing the commands

Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values

Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff)

Fixed Medic UberCharge percentage in minimal-HUD mode

Yay! ^__^
 
It should be out on Thursday since all the other big content patches released towards the end of the week.

The new crosshairs look kinda meh but the I wanna play the Heavy to see how the minigun does now. The no model view looks rather tacky, but I know a lot of scrimmage players would use commands to remove them so Valve added that in. Crits seemed to have been reduced, so maybe we can try a round on the toj server with them on? Or not. I get my crit fix with the KritzKrieg. xD
 
Personal favorite

Valve time:
Christmas 2007

Real time:
Coincident with the Rapture
 
Two big things that stick out to me:

Increased soldier ammo (YAY YAY YAY YAY YAY)

Lowered Random crits and increased damage crits

The crits thing really interests me. I don't mind crits so much the problem is that they are completely random. If they are mostly performance based I think they could make them much more viable.
 
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