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Team Fortress 2 Update Topic

Discussion in 'Team Fortress 2' started by Anonymous, Oct 3, 2007.

  1. Killvion

    Killvion Registered

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    I say both :p
    but idd a lot of changes...
    I do like the new song! (faster than a speeding bullet)
    a short version of it was used in meet the scout...maybe that's their way of telling that the scout update will be de next one!
     
  2. Doelwit

    Doelwit Registered

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    So it seems it was an error.
    We'll see.
     
  3. Doelwit

    Doelwit Registered

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  4. Doelwit

    Doelwit Registered

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  5. Anonymous

    Anonymous Guest

    The Scout update is here!

    The Spy changes are interesting. So now it's even harder to recognize them... Just sucks that they release it with the Scout Update, since I'm not really going to play Spy in a bunch of crazed Scouts. They should've added it at the Heavy update. :D
    Also, they fixed the facestab "again". "Again", because that's certainly their 2-3th log, where they claim to have fixed the facestab.
     
  6. Doelwit

    Doelwit Registered

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  7. Doelwit

    Doelwit Registered

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  8. Doelwit

    Doelwit Registered

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  9. Doelwit

    Doelwit Registered

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    That fix should help server4.
     
  10. Doelwit

    Doelwit Registered

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  11. Anonymous

    Anonymous Guest

    if anyone feels like testing it out, Tazzledude was kind enough to link me this neat stresstest
    http://rapidshare.com/files/210922646/stress_test.zip

    download the file and extract it and place it in steam\steamapps\your account name\Team Fortress 2\TF folder

    then go to console and type "timedemo stress_test" wich should start a 32 playerdemo up with ridiculous amounts of action
    to monitor your fps go to console and type "net_graph 1"

    i got about a 10 to 15 fps increase.. but also got 2 big crashes sofar ;[
     
  12. Anonymous

    Anonymous Guest

    That means I don't have to try it.. :)
     
  13. Anonymous

    Anonymous Guest

    what the hell @:
    so if you delete an earned weapon like say the blutsauger, you can never get it back? ^________-
    also, check your charakters loadout, in particular the upperrightwindow that says "head" :p

    [​IMG]

    i'm guessing this is gonna be some thingy to pimp your charakters in the same trend of achievements.. but now instead of silly notifications, you get items?

    could be a pre emptive strike on battlefield as i think thats one of their main options they are goin to try and pull revenue of
     
  14. Snelvuur

    Snelvuur King of Sand

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    why would one ever want to delete stuff.. this only allows "f*ckers" to delete your account even more, so even if you restore your account, you loose all your items (if its hacked) or someone behind your pc at a lan, thinks he's funny and deletes all weapons..
     
  15. blackout

    blackout Registered

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    Yeah, WTF, I hope you cannot accidentially delete items. (Which idiot of a game designer invented that feature? Next time use your time for something useful like bringing the equip command back)

    Apart from that: I love the stats reset. 118 points as pyro seem to be unbeatable, same for heavy. Damn achievement maps.
     
  16. Jer9

    Jer9 Registered

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    Good that they fixed that! :)
     
  17. Anonymous

    Anonymous Guest

    I reset my stats and the retards didn't even think of an option to save the hours of playtime...

    The backpack feature is completely useless. Quite pissed off with this update tbh.
     
  18. Anonymous

    Anonymous Guest

    Edit: <snip> Post removed.
     
  19. Anonymous

    Anonymous Guest

    backpack feature and the option to delete items should prove their usability with the next updates i'm guessing
     
  20. Anonymous

    Anonymous Guest

    Copypasta from the Steamforums:

    New Content For All Classes" Conjecture Megathread
    I've been following the random weapon debate for nearly a year, this is the sum of what I've seen.


    1. Last year, a Robin Walker email told us we were all going to get new toys
    Quote:

    2. Coding for New Item Menus
    Quote:
    3. New voice responses were found about new weapons
    So far they are for sniper, heavy, and scout and include 9 responses each for finding a new weapon and several responses for getting awards (heavy calls them medals), presumably all classes will get these too.
    Quote:
    Quote:
    4. Code for Random Weapon Generation was found last year
    It allows random generation of an item from level 1 to 100
    Quote:
    Quote:

    5. The attributes were changed recently
    Quote:

    6. From the stuff above, it appears that there will be a ton of new script generated items. So many you won't feel bad deleting them.

    The highest level weapon we've seen so far is 15, but the coding can go to 100. I doubt we'll see any weapon that does 100% bonus damage because that would require a 100% ammo clip penalty to balance it out (no bullets is no fun). I suspect the numbers will not go over 50%, possibly not higher than 15.

    From everything I've seen, randomly generated weapons will have at least two attributes: one positive, one negative. Rarer items may have more.

    If I'm right, there will be advantages better suited for all playstyles:
    Quote:
    The trick will be finding the weapons with the right advantages for you with disadvantages you can handle.

    Even if you do accidentally delete your +15% damage, -15% firing rate sticky launcher, don't worry because you might acquire a +10% version which you might prefer better because maybe 15% was too slow. If I understand this right, there are so many possible weapons, you will have to delete them.


    7. Presumably hats will have trade-offs as well (everything else does)
    Quote:

    8. Limited Backpack space will make the game more interesting
    Quote:
    I see the limited backpack as a way to seperate specialists from generalists: store your favorite few items for 9 classes, or a ton of items for your favorite couple classes.

    People who only play one or two classes will have a much wider variety of tools with those classes, while people who collect weapons for all classes will have fewer options for each. This is a trade-off, and Valve loves trade-offs. Want to be a specialist or remain generic? They actually said before the medic update that they wanted to allow people to make that choice: specialize or remain generic.

    When you delete an item, you never get it again. This is a good thing in general. Unlike MMORPGS where you keep getting the same crap loot over and over, this system allows you to tell the game which crap you don't want and you won't get it again. If you simply don't want it right now, it looks like the Discard option may not be as permanent as Delete.

    If everyone has every counter available at all times, then everyone will try to use the perfect loadout for every situation. Valve's system will get players to personalize their loadouts based on their own preferences. Valve wants us to have fun choosing weapons based on how we like to play each class.


    9. How will we get the weapons?
    Quote:
    There are a ton of new weapons voice responses and currently voice responses happen while you are in-game and alive. Valve uses the words "earn," "acquire," and "find" in relation to the new items (no special items acquired yet, no special items found, etc). So presumably in the course of playing the game you will earn/find/acquire your new weapons. They won't be achievement based, and they are unlikely to be entirely performance based (they won't require kill streaks of 20 people because they want everyone to have fun with new toys). The weapons could potentially be random drops, earned at the end of a winning match (like getting a Powerhouse Offense achievement), earned for being in the top scorers, or earned as a result of a new leveling/award/medal system. We really have no clue yet.


    10. Will these changes ruin the game?
    Flamethrowers will still be flamethrowers and rockets will still be rockets. Simply the damage, firing rate, crit-chance, clip-size, etc will be less predictable (though has damage ever been really predictable?) The code does suggest each attribute might have an appropriate particle system or glow attached to indicate them from afar.

    Every positive attribute helps in some way, and every negative attribute hurts. No single weapon will be the best for everyone, but there will indeed be "perfect" weapons for each player. There will be a weapon perfect for Tom and one perfect for Erik. Some weapons will give advantages in the start of an ambush, but run out quickly in a siege. Other weapons will allow heavies to fire their guns much longer, but their guns might be less accurate... Trade-offs.

    Quote: