- Goldrush
- 36 Medic achievements
- Three unlockable medic weapons
Tag Archive for 'update'
A nice big update was released for TF2. Changes are:
- Reduced Granary spawn advantage for capping the middle point
- Added new option for medigun beam to the Multiplayer->Advanced dialog.
If on, the medigun beam will stay attached to the current target without
the need to hold down the fire button
- Added new option for the sniper rifle to the Multiplayer->Advanced
dialog. If disabled, the sniper rifle won’t re-zoom after firing a
zoomed shot
- Added “nextlevel” server cvar. If set to a valid map name, server will
change to that map during the next changelevel
- Fixed PerfUI being used as a type of wall-hack on servers without
sv_cheats set to 1
- Fixed players turning into “Scout” model after lagouts (and a variety
of related issues, such as disappearing doors)
- Fixed obscure crash related to resolution changing
- Gave machinima creators access to “tf_testvcd” and “tf_testrr”
commands for playing scenes on characters
- SDK Launcher now has a drop list of engine versions in addition to a
drop list of games/mods. This eliminates the need to specify engine
version as a launch option
Servers have been updated, enjoy!
An update was released for Team Fortress 2:
Major points:
Team Fortress 2:
- Sudden Death mode is now a server option (a convar) and defaults to
OFF
- Sapped buildings now take slightly less damage from the Spy who sapped
them
- The Medic’s Medigun now charges at an increased rate during Setup
time, to remove the need for self-damage grinding
- Prevented players from playing the “civilian” class
- Fixed exploit where the Medigun UberCharge wouldn’t drain if you
switched weapons
- Fixed the flamethrower stuttering when firing directly into a building
- Added effects to players when they earn an achievement, visible to
other players nearbyDustbowl:
- Now waits until either team wins fully before changing to another map
on server timelimit expiring
- Teams now score a point per captured control point, rather than per
sub round
- Prevented Demomen being able to launch grenades into the stage three
alleys while standing at the final cap point
- Fixed gaps in stage gates that allowed snipers to kill defenders
during setup
- Added stair access to the upper area in stage three after the first
cap
- Limited line-of-sight at the first control point in stage 3 to remove
a griefable sniper spot
How will the dustbowl scoring change affect league play?
And what’s that exploit talking about, medic not draining Uber? That was a proper tactic ![]()