updates

Winter Fortress 2

by ZombieSkittles on December 19, 2010

There’s a Christmas Winter Australian Christmas update for Team Fortress 2! I knew there would be! What secrets does this update bring with it? Let’s look.

New weapons!

Of course with any major update the game needs new weapons. This update saw the Heavy, Medic and Demoman each receive an Item Set, complete with a set bonus when the items are equipped. Where these weapons differ from the previous sets released in the Mann Conomy Update is that the sets do not require the hat in order to get the bonus; just the weapons. This comes as a relief to the many who complained and complained, but I am disappointed; part of the allure of the sets was how difficult they were to obtain. Either way, it’s an interesting mix of items added. Additionally, there are quite a few other random assorted weapons added, but first up, the sets.

465px-ScotchbonnetThe Demoman received a set consisting of the Loch-n-Load and the Ullapool Caber which are replacements for the Grenade Launcher (Making this the Demoman’s first alternative for his primary weapon) and his melee weapon respectively.
The Loch-n-Load is a relatively basic yet interesting primary unlock; the Demoman fires 25% faster and does 10% damage. As a sacrifice the Lock-n-Load has a 60% smaller clip (Oh wow), and any self-damage from the grenades costs the Demoman an additional 25 damage. Additionally, any shots made that don’t make direct contact with an enemy disappear the moment they hit a surface. This prevents spam in maps while rewarding accuracy.
Even simpler still is the Ullapool Caber, which is designed to look like WWII grenade, and has only one attribute in that it doesn’t deal random critical hits. Additionally, the first hit it makes on a solid object, the weapon explodes damaging both the player and the enemy. While that seems rather bad, the trick is that when both of these items are worn, the player receives a bonus 10% resistance to fire damage.
Looking at those stats, it seems like it’d be a half decent set in combination with the Targe; both that and the set would add 60% fire resistance to the player, making the Pyro a rather ineffective class in one on one combat.

Next is the Medic’s set which seems amazingly interesting. It comes with two weapons again, a primary and a melee.
The melee weapon, The Amputator, is my favourite of the unlocks that I have seen so far. It has no negative attributes, or any battle-friendly attributes. Instead, when you taunt, everyone around you that is on your team receives a healing effect. This is quite an interesting feature that will inspire some such as the members of Kritzkast1 to cry out “World of Team Fortress 2-craft”, but is amazingly clever and fits in with the theme of “Team”.
The Crusader’s Crossbow is the primary weapon in the set, and it also a different style of weapon to what is expected. As the name suggests, it is a crossbow. It has 75% less ammo than it’s needlegun counterparts, and only loads one shot per clip. The major plus is that if you hit a teammate with a bolt, it will actually heal them. Furthermore, damage and healing it does actually build up over distance, as opposed to almost every other weapon which drops.
When both items are equipped, the Medic receives an additional boost on his health regeneration. With the set bonus this makes the set an all round marvel. The only negative I can see is the delay in ranged attacks means a pyro-or any class really-can make short work of the medic.

The final set contains three items necessary for the bonus. The Heavy gets the Brass Beast, Buffalo Steak Sandvich and the Warrior’s Spirit.
670px-Brass_BeastThe Brass Beast is a minigun replacement, the model of which is shown on the right. It feels more like the old version of the Heavy, with a slower spin up time, and even slower movement when the gun is spinning. The upside to such an obvious choice of downside is that the gun does an extra 20% damage, giving it a slight advantage one on one against a vanilla Heavy, and an even bigger one against a Heavy wielding Natascha. The slowdown would leave the Heavy susceptible to a variety of other attacks though.
Yet another edible secondary weapon, the Buffalo Steak Sandvich combines the features of Crit-a-Cola and the Gloves of Running Urgently. Eating it will give the Heavy increased speed, and any damage dealt or received will be mini-crits. When consumed the Heavy can only use his melee weapon, but this leads to some interesting combinations. The TF2 Wiki reports that when you use the steak in combination with the G.R.U the speed effect stacks, allowing the Heavy to run faster than a Scout. While the Buffalo Steak Sandvich does not heal when consumed, it can be dropped. When dropped, it becomes a normal consumable sandvich.
Finally, the Warrior’s Spirit is the melee replacement, causing an extra 30% damage dealt while reducing the Heavy’s maximum health to 2802. It’s a straight trade there that doesn’t require much, if any, explaining.

Wearing all three items will give the Heavy a 5% extra resistance to any critical hits made against him, which will reduce the negatives of the steak and give him a slight edge should he participate in a melee only battle.

The sets are interesting, with the Medic’s being my personal favourite (Coincidently the only one I have a complete set for). I’m kind of glad they eliminated hats from the set bonus, but it does mean they will be a lot more prominent now.

  1. I do suggest you check out their podcast.
  2. It reduces the Heavy’s maximum health by 20.

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Trading

by ZombieSkittles on October 22, 2010

This entry is part 3 of 3 in the series TF2 - Mann-conomy Update

There’s been time between this and the last post in the series because I felt the need to try everything out before I continued talking about it1. I now feel like I’m at semi-qualified to complain about the next part of the update; Trading.

Trading was promised, along with crafting, shortly after the item drop system was released with the Sniper/Spy Update. Over 15 months later, it has finally seen release, and now that it’s had time to settle, lets see what it’s all about.

The Basics

Trading is of course, the exchanging of goods for other goods. To start a trade, you’d access the load out manager, then select Trading. From there, you can decide whether to trade with someone on your friends list (provided they are in game), someone on the server you’re currently playing on, or by typing in someone’s Steam Profile name (provided they’re in game). The player being offered a trade then has the option to accept or deny the request. If they accept, we enter the Trade screen.

T-T-T-Trade Screen

trading Image borrowed from TFWiki; check it out.

On the screen you enter, you have 4 sections; on the left you have your backpack, spread out over 10 pages. Below that is a private chat window to communicate with the person you’re trading. On the right you have the trades themselves; what you’re offering goes on top, what they’re offering appears in the bottom. You can only trade eight items at a time. Once both parties are ready, you hit the tick box next to you offer, they hit theirs, and then you both hit trade now. Presto, you have each others items.

Problems

The system itself seems fairly solid. I myself have not come across any problems with it. However, there is a social impact concerning trading.

Scamming – As with anything, there are those people who insist on stealing and ripping off other people. This has taken many forms over the past couple of weeks, most of which you can read about on the Team Fortress Wiki. It was reported that people who scammed were getting their Steam accounts disabled, but I haven’t seen any proof of this yet.

Spamming – It’s funny how both of those words are similar, and they are also both annoying. The other negative I’ve encountered is the constant spam for trades. I myself am guilty of reaching out for trades so I can’t actively condemn others for that. However it can eventually clog up the chat to the point that teams can’t communicate with each other to get an active attack or defence going. Then you get those people who bind something along the lines of “SELLING V. HATS FOR METAL”, then hitting that button as many times as possible in the course of 3 seconds, filling up chat and infuriating other players.

Of course

That’s not to say all trading has done is cause problems. Those of us who are unlucky enough not to get the hat we want are now able to actively seek it out. I for one was able to obtain a Milk Man through a trade, and with plenty of new weapons out there is always someone looking for something that you might have, and offering something you need.

If you haven’t tried it I suggest you do; even if you don’t want to trade after the initial try, you get a free bonus drop with your first trade!

  1. That and well, Minecraft.

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The Mann Co. Store

by ZombieSkittles on October 2, 2010

This entry is part 2 of 3 in the series TF2 - Mann-conomy Update

Catalog_book The thing getting the most attention in this update is the store. Valve have finally done what many thought could never happen, and made items purchasable with real money. All weapons and hats you can get in game can be bought for a fee in the store, accessed in game. Not only that, but some exclusive (cosmetic only) items may be included in there1.
While the store has received a lot of flak in the one whole day it has been out, it’s an interesting addition on many fronts. Here are some of the important facts and theories around it.

All items can be obtained otherwise. You do not HAVE to buy anything.

Many people are complaining because they believe this will give people an unfair advantage, as they have access to new items instantly. The problem with this theory is that any community created item gets a specific crafting recipe to go along with it, so it is always obtainable through those means. Additionally, any item that changes gameplay can be found in drops, or traded2. A person who buys the item will have no more advantage against you as the person who immediately found it in a random drop. Both people got the item before you, but neither have an advantage.

There are more than just normal items in the store.

While the store mainly houses weapons and hats, there are a few other goodies hidden away in there. You can purchase paint which is then used to colour items (I have a purple Heavy Duty Rag) to give them a more personalized look, as well as a name tag so you can name your items3. There is also an additional “mini game mode” you can purchase called duelling, where you challenge a member on the opposite team and whoever has the most kills against the other one wins the duel. There are a couple of other oddities but I’ll leave them for you to find out, if you haven’t already.

It stops people charging too much money to trade items.

One of the biggest fears among players was that trading would introduce a whole new group of spammers who try to sell their items to gullible players for money. By introducing a store into the game, Valve have minimized this.
The prices in the store can be a bit high at times, with the newest hats cost seventeen dollars. This could be because they’re new and to keep them rare, or to ensure there is enough revenue to split between Valve and the creators (see below)
, but either way they’ll probably go down in price as time goes on. Despite this, many hats are only five dollars (some even less), thus people won’t be able to sell them for too much. Why would you pay someone for their hat, when you could just as easily buy it in the official store for five dollars? Valve deserve the money far more than the player trying to convince you to buy his Texas Slim’s Dome Shine. Speaking of making a profit…

The creators receive a portion of the money.

Not just referring to Valve, either. If you purchase an item that was made by a community member (Such as the Powerjack), the creator actually receives some of the money from that purchase. This is an amazing move by Valve as it rewards people for their quality content, and therefore encourages more people to contribute models. It’s not just about having your item included in the game; you can make money out of the casual endeavour too. As such, there’s a strong chance items that do get contributed will be of a higher standard too, to try and increase the chance of it getting included in the game.

The store may seem scary at first, but will more likely than not be one of the things that keeps the game alive. I’m quite partial to it.

  1. Currently if you make a purchase you receive a free Mann Co. hat.
  2. That is, it can be traded provided it wasn’t purchased. This may change in the future.
  3. As you would expect, there are people running around with “Big Black Dildo”, and “Bottle of cum”. Mature, correct?

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The Mann-conomy Update

by ZombieSkittles on October 1, 2010

This entry is part 1 of 3 in the series TF2 - Mann-conomy Update

Today a major update for Team Fortress 2 has finally seen release, formerly known as the Polycount Update. This update has been eagerly awaited by fans, as it not only introduces several new weapons and hats for players, but also came with the promise of trading and apparently a new game mode.

mannmann

It’s finally out, and while it did not include the nerfs to the Natascha that I expected, it did come with some fixes of sorts in addition to all the new content. As usual, I could copy and paste the whole lot of patch notes into this post and be done with it, but I think it is far more useful to simply link you to the page with those notes on it.

In addition, because this update is so large, I’m going to divide it up into different posts to address each issue. As such, prepare for a surge of nothing but TF2 related posts similar to when the Engineer Update was released.

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TF2 Game Update for July 8th, 2010

by ZombieSkittles on July 9, 2010

As I wrote earlier, the official Engineer Update was released today. Along with the things spoken about that were revealed over the past few days, some additional and hinted at things were added. One of the major ones was that Engineers can pickup and move their buildings around. This is an interesting game changing mechanic, as up until now they have had to deal with quickly demolishing and then building elsewhere. Now they can just jump up with the team’s push and not worry about that. The Engineer also has his own theme music on the main menu, and a community CP map called ColdFront has been added into the game.

Along with that, some notable tweaks that alter gameplay:

  • The sandvich has a cooldown similar to the Bonk! Atomic Punch and Jarate.
  • The Gunboats have had their damage reduction changed from 75% to 60%.
  • The bleed time on the Shiv has been reduced to only 6 seconds, and it’s damage decrease brought up to 50% from 35%. This makes it less effective, which is good for spies who keep getting the sharp end in their face.

There are some additional things you can read on the official news page, but this is the interesting stuff.

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Git Along!

by ZombieSkittles on July 9, 2010

This entry is part 4 of 4 in the series TF2 - Engineer Update

Here we are kids, the final day of the Engineer Update. I cannot wait until I finally get a chance to get in game and try all the new weapons, feast on the little bug fixes that will be slipped in, and play all three of the new maps.
The third Payload map was revealed today; Thunder Mountain. The caption “Really long track” suggests that it is a multi-stage map, but apart from that that is all that is known.

The name of the community contributed wrench has been revealed as being called Southern Hospitality too. It has a bleed effect, which is slightly shorter than that of the Tribalman’s Shiv, has no critical hits, and makes the user more vulnerable to fire.

Engineer_Update_Gunslinger The official weapon release today is an interesting one. Entitled The Gunslinger, this robotic hand (and not a guitar like I expected) replaces the wrench, and does a few things. First up, it grants the user 25% additional health (which will no doubt be subject to buffs and nerfs as time goes on), and every third punch in a series of attacks is guaranteed to be a critical.
In addition, it “Lets the Engineer drop mini-sentries instead of normal sentries”. These mini-sentries look similar to normal sentries with a blue light on their top. The differences being:

  • It only costs 100 metal to build
  • Cannot be upgraded or repaired
  • Builds four times faster
  • Deals half the normal damage

The gun is designed for the offensive engineer who builds and rebuilds in random places to try and catch the enemy off guard. The low cost means it’s not detrimental if the Engineer planned on building something elsewhere, and the fact it cannot be repaired, while a negative, means the Engineer doesn’t have to concern himself with coming back and repairing it, or guarding it.
Unfortunately, because of the negatives this isn’t a viable option for classic defensive engineers, which explains the addition of the Southern Hospitality in the update.

The update is out today, and you can read all the extras that were added on the official patch notes, or in this blog post I’ve conveniently written here.

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Best Little Slaughterhouse in Texas

by ZombieSkittles on July 8, 2010

This entry is part 3 of 4 in the series TF2 - Engineer Update

I woke up today, and the first thing I did apart from check my twitter account was to check the number of wrenches found. This has become a daily routine for me this week, and a particularly thrilling one at that, which shows just how dull my life can be.

339px-Engineer_Update_Logo

However, apart from the fact that when I woke up 74 (!) wrenches had been found, something else had happened. Apparently there was a reason that the TF2-famous Drunken F00l managed to get the 58th wrench; it wasn’t chance. Apparently the wrenches weren’t random as Valve had led us to believe, but were instead dropped at predetermined times, and whoever crafted first after the drop got it. Several people got when the drops were going to be, and crafted at exactly the right time. That, along with some crafting scripts, resulted in people, including F00l being VAC-banned and their Golden Wrench removed and recycled back into the system.

Today no official weapons were released, but a new map was revealed; a second official Payload Race called Hightower. This is interesting because the screenshot supplied seems to indicate that the cart actually goes on an elevator. This is an interesting aspect if it’s actually what it looks like; do you need to stay on the cart for the elevator to work, and if there is no-one on it the elevator goes back down? Interesting gameplay mechanic there. Hopefully this proves popular and makes Payload Race a more played game mode.

six_string_stinger It was also hinted that along with the official melee weapon (which judging by the achievements page is most likely his acoustic guitar), we’re also getting a community made melee item for the Engineer too. That gives the Engineer three alternative melee weapons to choose from (if you count the Golden Wrench).

I can’t wait to see what the choices in melee are and what their abilities are, as they are the ones that normally result in an overpowered “upgrade” instead of an alternative.

As a final note, what does this look like to you? It looks like movable sentries to me.

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The Wrench Connection

by ZombieSkittles on July 7, 2010

This entry is part 2 of 4 in the series TF2 - Engineer Update

50 more wrenches have been found1, which means the next day of the Engineer Update has been released. This one introduces more than just a new weapon; a new map and the achievements have been revealed. But for now, we’ll start with the weapon, which replaces the pistol.

Engineer_Update_Wrangler The Wrangler does no damage outright, instead allowing you to aim your Sentry Gun at the target of your choice. This forces the Engineer to camp with his buildings, but opens up a whole new world to how he works with them. Sentry Guns have always had that weakness of being tricked into attacking the scout under the effect of Bonk! or an Ubercharged heavy, while a Demoman takes advantage of the distraction and destroys it. I can see it being used cleverly to force the gun to attack the medic in a combo, for example.
In addition, when an Engineer has The Wrangler equipped, his sentry gun has a “shield” around it that absorbs 60% of damage it receives, and makes it fire faster2. As a negative, when the Engineer swaps to another weapon from The Wrangler the Sentry Gun goes inactive for three seconds, presumably while it switches to “autopilot” targeting. Not sure how this will work if say, a spy is disguised; could an Engineer use the sentry to spy check?
It’s interesting that while the Frontier Justice is seemingly designed and balanced for both defensive and offensive Engineer play styles, while the Wrangler requires the Engineer to be defensive only.

With this update also comes a new Payload map made entirely by Valve, titled Upward. Not much is known apart from what you can see in screenshots, but the full wiki page is available here, complete with description and screenshots! Make your judgements.

And last but not least, today the achievements were revealed3. While how to get them was not, I’ve been having fun guessing how each is obtained. Take a look at them via this cleverly placed link, and post here if you think you know what one is about. The first few are obvious (Search Engine suggests it’s earned by using the Wrangler to kill a Spy), but what do you think?

  1. 59 at the time of posting this article, only 16 until the next update page!
  2. Doubled firing rate for the guns, and an increased rocket rate.
  3. One of those achievements became the name of this blog post. Isn’t that just neat?

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It’s time to craft!

by ZombieSkittles on July 6, 2010

This entry is part 1 of 4 in the series TF2 - Engineer Update

Unfortunately for you guys, this is another Team Fortress 2 post. There’ll more than likely be one every day, as new things happen with the update.

Today, the Engineer Update began. I have been anticipating this update for a few months now, and planned to spend all day playing it. Of course, it has landed in the one week I need to work five shifts straight, so I’ll be a bit late in trying out everything.

First up, we have the Golden Wrench. Now, I have always treated the cosmetic items with apathy. There is a thrill in initially getting them, but they don’t really factor into gameplay much. However, for some reason this item just connects with me; I have to have it. The Golden Wrench replaces the Engineer’s wrench and does nothing special except that the ragdolls of those it kills turn to gold. The trick is, there are only 100 to be found, and they can only be found when crafting. If you craft an item, there is a small percent chance that you will get the wrench instead. I crafted all my duplicate items today and turned up nothing, but I did get enough refined metal to craft a hat for the heavy, so I didn’t lose out.

Every time 25 wrenches are found, a new unlock is revealed for the update, or so it’s thought. The first revealed is the Frontier Justice; a shotgun replacement of epically pretty proportions.

800px-Engineer_Update_Frontier_Justice

Doesn’t that look damn sexy? The Frontier Justice has a smaller clip than the regular shotgun with three shots instead of six, and no random criticals. In exchange, the Engineer gets “revenge crits”. These take two forms:

  • Two critical shots for every sentry kill they make, and 1 for every assist.
  • When the sentry gun is destroyed, Frontier Justice receives bonus criticals.
  • There’s not much that can be talked about with this. It guarantees criticals for a good engineer who has good sentry placement. What interests me is that the bonus criticals are rewarded for destruction through both enemy and self destruction. Does this mean I could place a sentry, run into their base, destroy it myself using the remote, and be guaranteed criticals? That seems a little overpowered to me, but I guess we won’t know until it’s actually in game.

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Well it’s finally here, the update that brings Team Fortress 2 to the Mac. With it comes a multitude of new stuff, including new maps and a training mode.

Of course, bets are on the new hat causing quite a bit of bitching in the community; Mac users who log on during this weekend (which also happens to be a free weekend, with the game 50% off if you buy it, just saying), will get a pair of ear buds that can be worn on any class. Son of a bitch.

earbudsmotherfucker Protip: They make you look about as tough as when Pyro wears his beanie.

But the ear buds are just one part of the update. The proud members of the Team Fortress 2 team have added a Training Mode to the game, for those who need to learn the basics, and an offline practice mode for those who want to bring their skills up a little. I’ve tried maps like TR_Walkway, and it’s awesome to see it becoming more of an official thing. I’ll be giving them a go as soon as I get some sleep though.

There’s also a bitching comic starring Australian Saxton Hale, and some general updates:

      • Added Mac support.
      • Overhauled the main menu, and added help to Loadout, Backpack, and Crafting screens.
      • Added Training, with support for General gameplay & Soldier class training for now.
      • Added Offline Practice mode, with support for KOTH maps and Dustbowl.
      • The "Open Character Loadout" key will now go to your future class if you’ve requested a class change, but haven’t respawned yet.
      • Added community submitted gameplay tips
      • Community Requests:
        • Added "mp_forceautoteam", a server convar that forces all joining players to autoteam.
        • Added "mp_stalemate_meleeonly", a server convar that allows melee weapons only during stalemates.
        • Added "ExtinguishPlayer" input to tf_player for map makers.

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