Omg Spy buffJune 23, 2009 - Team Fortress 2, Half-Life 2: Episode 1 & 2, and Portal Update Released
Updates to Team Fortress 2, Half-Life 2: Episode 1 & 2, and Portal have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2, Episode 1 & 2, and Portal
Added support for the Novint Falcon
General
Added an option to the advanced multiplayer menu to select left or right handed view models
Fixed a bug where a spectator's wearable items could be seen floating around the player they were spectating
Fixed a bug where a fake Spy hand would appear on the screen of other players
Custom death animations now only play 25% of the time
Fixed teleporters not being build-able in some places where they should be (such as within the pit at the end of Badwater Basin)
Fixed rare client crash on connection and level change
Removed refract from water ripples caused by bullet impacts for performance reasons
Added log entries for player extinguished events using the medigun, jarate, flamethrower and dispenser
Started tracking localization settings to help make decisions regarding localization in the future
Fixed the blank progress bar in the upper-left of the screen when the client scheme is reloaded
Mapmaker requests
Added spawn flag to func_respawnroomvisualizer that allows it be non-solid to players
Added SetSolid input to func_respawnroomvisualizer to change solidity to players dynamically
Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
Sniper
Fixed a bad detection case in the "Friendship is Golden" achievement
Changed the description of the "Triple Prey" achievement so it better describes how to get it
Critical arrows now have a trail and correctly deal enhanced damage
The Huntsman now defaults to be right handed
Friendly arrows will no longer trigger the near miss sound on you
Fixed several sources of floating arrows
Spy
Fixed disguised Spies occasionally looking like they have invulnerability, instead of the correct fake Spy mask
Disguised spies will no longer lose their disguise weapon when they interact with a weapon locker
Fixed a bug where the spy's watch would randomly change models during play
Fixed uncloaked spies flickering in and out of the cloak effect when taking damage
The Cloak and Dagger now always regenerates at its intended rate. Previously it only regenerated at the correct rate when the spy was cloaked
Increased the Cloak and Dagger regeneration rate slightly
Capped the rate of energy loss from moving faster than run speed (falling / air toss) while cloaked with the Cloak and Dagger
The Dead Ringer's cloak consume rate has been slightly reduced, giving about an extra second of cloak time on a full meter
Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter instead of 100%. This drain only happens if the meter is at least 60% full
The Dead Ringer's cloak meter can now be regenerated from ammo sources
The Ambassador now only crits when fully accurate and no longer penetrates enemies
The Spy can no longer change weapons from the knife while shocked by the Razorback
Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies
Fixed disguised Spies showing the wrong teleporter effects when using an enemy teleporter
mint
Is it just me or is it alot easier to reflect arrows
"If I have to crack some skulls, I will.."
IRT
Lefty swap Soldier is fun. Righty swap Huntsman is hard.
IRT
Lefty swap Soldier is fun. Righty swap Huntsman is hard.
Last edited by Spidery_Yoda (2009-06-23 22:35:45)
Tried the guns-on-the-other-side-of-the-screen thing.
Asploded my brain tbh.
Asploded my brain tbh.
Whoa... Can't believe these forums are still kicking.
Nooo Soldier doesn't look like that.Spidery_Yoda wrote:
"If I have to crack some skulls, I will.."
http://img43.imageshack.us/img43/9546/124371591625.png
IRT
Lefty swap Soldier is fun. Righty swap Huntsman is hard.
Soldier looks like this:
didn't need it, but even betterIncreased the Cloak and Dagger regeneration rate slightly
not coolForce-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies
also not coolThe Huntsman now defaults to be right handed
"people in ny have a general idea of how to drive. one of the pedals goes forward the other one prevents you from dying"
tbh isnt holding the huntsman on the left how a right handed person holds it so really when it was on the left is was right (right as in correct not the side right) but now its on the right which is not right because that makes him left handed whereas all the other classes are right handed on the right.
Last edited by SamBo:D (2009-06-24 08:56:21)
Not only that, but as a side effect the airblast now extinguishes disguised enemy spies, adding insult to injury.haffeysucks wrote:
not coolForce-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies
I think its correct. He's now using his right hand to pull the arrow back which is right isn't it? I dunno i'm no archery expert.SamBo:D wrote:
tbh isnt holding the huntsman on the left how a right handed person holds it so really when it was on the left is was right (right as in correct not the side right) but now its on the left which is not right because that makes him left handed whereas all the other classes are right handed on the right.
Last edited by Spidery_Yoda (2009-06-24 08:54:28)
ye if your right handed the right way would be to pull the arrow back with the right hand, which is what he has been doing all along
yeah but the hand thats holding the bow goes across your body. so the player model should have the bow on the right, being held with the left arm taking up a lot of the screen, and the right arm holding the string backSamBo:D wrote:
ye if your right handed the right way would be to pull the arrow back with the right hand, which is what he has been doing all along
"people in ny have a general idea of how to drive. one of the pedals goes forward the other one prevents you from dying"
Yeah. The way the huntsman was before this patch would have made him left handed, it is corrected now.
Aww, I liked the Ambassador being able to shoot through heads. Made me feel all warm and fuzzy when the Snipers on the 2fort battlements lined up.
[Blinking eyes thing]
Steam: http://steamcommunity.com/id/tzyon
Steam: http://steamcommunity.com/id/tzyon
Well fuck, I got used to the Huntsman being on the left side awhile ago.
But I rarely use it anymore, so oh well..
It's too much of a "Shoot and hope the enemy walks into it" weapon for me.
But I rarely use it anymore, so oh well..
It's too much of a "Shoot and hope the enemy walks into it" weapon for me.
Battlement Snipers need to get anally raped. Violently.Ty wrote:
Aww, I liked the Ambassador being able to shoot through heads. Made me feel all warm and fuzzy when the Snipers on the 2fort battlements lined up.
It's a more objective based weapon. Imo.DefCon-17 wrote:
It's too much of a "Shoot and hope the enemy walks into it" weapon for me.
People are quite willing to walk into it if they are racing toward a CP/pushing the cart.
Whoa... Can't believe these forums are still kicking.
It's a combination of Aim+Elevation+Luck, whereas the rifle is only Aim.Flecco wrote:
It's a more objective based weapon. Imo.DefCon-17 wrote:
It's too much of a "Shoot and hope the enemy walks into it" weapon for me.
People are quite willing to walk into it if they are racing toward a CP/pushing the cart.
well pre-firing is a big thing too. i find using the huntsman nice at times because i'm used to waiting for enemies to come around corners with rocket launchers and whatnot.Fenris_GreyClaw wrote:
It's a combination of Aim+Elevation+Luck, whereas the rifle is only Aim.Flecco wrote:
It's a more objective based weapon. Imo.DefCon-17 wrote:
It's too much of a "Shoot and hope the enemy walks into it" weapon for me.
People are quite willing to walk into it if they are racing toward a CP/pushing the cart.
"people in ny have a general idea of how to drive. one of the pedals goes forward the other one prevents you from dying"
I've decided that I prefer the Sniper Rifle too.
Also I can't seem to find a use for the Dead Ringer.
Also I can't seem to find a use for the Dead Ringer.
I love snipers who use the Huntsman as they are so easy to kill with the sniper rifle. You both fire at the same time but my bullet kills them and I just sidestep their arrow.
Oh and btw C&D > Dead Ringer.
Oh and btw C&D > Dead Ringer.
There goes my firing around both corners as sodlier. It sure didn't last long.June 25, 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:
Linux Dedicated Server
Improved connection logic to help servers that aren't automatically reconnecting to Steam, and added extra logging to track it
Added extra data gathering to help us understand and improve Linux performance
Team Fortress 2
Changed cl_flipviewmodels so it can no longer be set while connected to a server
Fixed problem with Loadout Menu "Back" button not preserving the currently equipped weapon
Fixed a case where an observer could set the observed player's view models
Fixed the Heavy's punches not matching mouse button presses when the view models are flipped
Fixed Bonk! ammo count exploit after using a regeneration locker
Fixed Dead Ringer damage reduction exploit involving Spy taunting
Reverted Force-A-Nature and airblast knockback on disguised Spies, so that they can once again be knocked back
Missed notes from previous update
The Ambassador no longer penetrates buildings
Removed the movement speed penalty on The Razorback
Step 1. Go to AU chat.Rod Foxx wrote:
I love snipers who use the Huntsman as they are so easy to kill with the sniper rifle. You both fire at the same time but my bullet kills them and I just sidestep their arrow.
Oh and btw C&D > Dead Ringer.
Step 2. Post plenty and become a regular.
Step 3. Play TF2 with us some time.
Whoa... Can't believe these forums are still kicking.
That's right, a lvl 90 Ambassador.
Which doesn't change a god damn thing ffs.
Yes that viewmodel flip limit is rather annoying. I always switched it when I went Sniper to get the left hand Huntsman. Now I can't
Why don't they make it changeable in respawn rooms / next to supply closets?Spidery_Yoda wrote:
Yes that viewmodel flip limit is rather annoying. I always switched it when I went Sniper to get the left hand Huntsman. Now I can't
I actually sent an email last night asking if they could do just that.