updates

TF2 Game Update for April 29th, 2010

by ZombieSkittles on April 29, 2010

It’s a big one this time around. The first factors to catch the eye are the addition of a community map (CP_Freight) and a new item.

200px-Backpack_crit-a-cola The new item is a secondary for the Scout, replacing his Lugermorph/Pistol/Bonk!, called Crit-a-Cola. This lunchbox item gives the player guaranteed mini-crits for a small period of time, and as a negative makes him take guaranteed minicrits. I’d keep talking about it, but that’s what I want to focus on.

Along with these two additions and a few tweaks, there were quite a few balancing changes and bug fixes for the classes and their weapons.

Scout
The scout ended up not just receiving his new item, but also getting his Bonk! Atomic Punch and Sandman altered. The Bonk! now has it’s slowdown effect removed (would make the Scout move really slow for a few seconds after the Bonk! dodge effect went away) in favour of a charging metre which goes up in time, like the Jarate and Chargin’ Targe. The Sandman also received a small buff, in which an enemy stunned by the ball has his ability to run reduced a little. This is obviously so the scout can catch him quickly.
While welcome the Sandman’s change,
I’m a little wary of the Bonk! Atomic Punch’s change. This seems to remove all the negatives associated with the item, as the Scout can use it then carry on his way without worrying about someone catching up to him. There also happens to be an achievement which requires the player to kill a Scout who is caught in the “post-dodge” slowdown effect called “Retire The Runner”1. I can’t help but wonder if this change effectively kills this achievement (at least until Valve fix it).

Pyro
As an avid pyro player this particularly update interests me. On the negatives side of things, the Flamethrowers now do 20% less damage than previously, and the after burn damage they rely on so much has been reduced too. On the other side, the airblast received a number of boosts. Airblast now shoots quicker and takes only 20 ammo (allowing for 10 blasts total, in comparison to the previous 8). Any deaths caused by an airblast (air blasting off a cliff, into a train, etc) count as a kill credit for the Pyro, and any projectiles reflected with the blast will minicrit.
This seems like Valve are trying to do one of three things. This will make Backburner Pyros use their weapon a bit more strategically (actually ambushing their enemies for the guaranteed crits), otherwise they may not be able to make their kill. It will also make people use airblast a lot more thus creating new strategy against Demomen and Soldiers, and will make people use the Axtinguisher more. With the Axtinguisher guaranteeing a critical hit on burning players, and flame not doing so much damage, there is more incentive now in switching weapons.

Demoman
Now I don’t play Demoman much, and even when I do I don’t play as a Demoknight, so I’m not sure whether this change to the Chargin’ Targe is a buff or a nerf. Looking at it, it seems to be altered so that players using the Eyelander skillfully will get more power. The Targe is altered so when damage is dealt from the charge, it takes into account any heads claimed with the Eyelander2 and adds +10 damage per head.
It seems like a good idea, but I’m not sure how it’ll work in practice.

Heavy
Heavy got a rather all round positive update as well; the minigun and Natasha both spin up and slow down quicker, and the player can move faster while shooting too. This will make it harder for those who tend to try to surprise the Heavy player and kill them before they can react. Also, Heavys gain a whole point for sharing their Sandvich item with teammates, obviously an attempt to get Heavys to stop being selfish with their food.

Sniper
The last class to get what seems to be all buffs was the Sniper. The changes centre around the Huntsman unlockable, and mainly on it’s relationship with the Pyro. A Huntsman Sniper can now have his arrow lit by a Pyro without it having to be aimed, and if the arrow is lowered, the flame isn’t lost. The player can also ready his arrow while jumping now, but it can still only be shot once feet are on the ground again.
The flaming arrow changes are quite welcome in my books; originally you had to light it then use it straight away, as after keeping the arrow primed too long would cause it to shoot off randomly. This way, you can make more accurate and deadly shots, and take your time the whole way through.

There were a few bug fixes here and there too, notable ones being:

    • The amount count in the HUD now flashes red when you’re low on ammo.
    • Extinguishing a burning teammate now earns a full bonus point (was half a point).
    • Killing yourself with your own sentry no longer increments the sentry’s kill counter.
    • Fixed crit-boosted players not getting critical hits if their weapon has custom no-crit behavior.

There’s quite a few other changes in the update, all of which can be viewed here. What do you think of the various nerfs and buffs the classes received? Are you happy or annoyed?

  1. Today, in the 119th update, Valve have fixed it to work with someone under the Crit-a-Cola effect instead.
  2. for the unaware, the Eyelander is a sword which decapitates it’s victims

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Tucking it in.

by ZombieSkittles on March 16, 2010

This post is essentially being written to push down the picture of the penis. Bare with us, and by us I mean me.

While I haven’t been writing anything really decent here or there, I have been editing the site a tiny bit. First up, I’ve ditched the links cloud in favour of twitter-style mini avatars. I was inspired to do this after Doc_Swarley added buttons to Harnessed Crayon, but set out to make mine look closer to the display Twitter uses in profiles to display accounts a person is following. I like how it looks and I reckon I’ll use it more because along with looking prettier, it’s more interesting and maybe people will be more apt to visiting my friend’s websites.

After reading Tarale’s post yesterday I’ve decided to install Disqus here too. Disqus is a commenting system which allows threaded comments, notifications, cleaner management, and an ability to “like” comments, along with some other nice abilities. We’ll see how it goes, and if it works out I’ll keep it. Otherwise, there’s always the deactivate button.

And finally, the thing which is still currently frustrating me a little, is at the very top of this page. I’m a simple person, and simple things amuse me. This is a simple little “one liner” message I’ll update every so often with a random thought. I’m using an old twitter account of mine to display it, so I can also change it on a whim wherever I am.  Also, thank you to all the people who helped me make it work (or attempt to; apostrophes still won’t display) last night; you’re all amazing (but not as much as me *nods*)

What are your thoughts on these? Like them? Don’t give a shit?

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The Engineer Update is in the works

by ZombieSkittles on March 3, 2010

repairnodeWhile some skeptical players will tell you Valve are going to leave the game in the dust, an update on the official Team Fortress 2 blog points in the opposite direction, talking about how they are indeed working on the inevitable Engineer Class Update, and share with us one of the scrapped ideas they’ve been playing with.

The Repair Node was designed to give players the ability to leave their buildings without risking their destruction straight away. However, as is pointed out in the post, many problems arise from overpowered bases, slowed maps, and created an engineer who was less about support and more about himself.

There’s not much to say on this issue, but I’d like to see this feature come as maybe a modified dispenser, where it maybe can’t heal players, but can heal buildings (draining it’s ammo/metal supplies) it’s right next to. The Repair Node is a great idea, so it’s going to be interesting to see what they actually use in the update.

Do you have any thoughts on the building? Do you see anything that could of been tweaked to make it a more viable option? Or do you have a completely better idea for the Engineer? Do you want me to stop asking questions in this post? Then reply in the comments below.

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Game Update for January 27th, 2010

by ZombieSkittles on January 28, 2010

A new update for the game came out today, and has some fixes to some funny bugs. The best of which, is the bug that allowed snipers to shoot through the gates at the start of maps, as you can see below.

The bug resulted from another fix allowing snipers to shoot through teammates, because it was often annoying when a teammate runs in front and ruins a shot. I never got to do this, but I wish I had. Also in the update:

  • The Main Menu, which has displayed the Soldier/Demo picture since the update, now cycles between different themes.
  • Some new class-universal hats have been added. With names like “Noble Amassment of Hats”, they’re bound to be worth at least a chuckle.
  • Stickybombs can’t be destroyed until they’ve stuck to something.

It’s a decent sized update, and you can view the rest of the fixes and additions here.

Edit: There has been a follow up update attached to this, in which a crash is fixed, and the new hats are changed so when crafting a class-specific hat, they don’t have a chance of coming up. This is due to the usual complaining on the Steam Forums, however it seems everyone finds something to whine about. You can view the addition changes here.

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What’s next?

by ZombieSkittles on January 21, 2010

So with the last Team Fortress 2 update settling behind us, the question is inevitably going to come up; what’s next? There’s so much that Valve could do with the game, it’s just a question of where to start.

Engineer Update

It’s been almost 2 years since the first of the class updates were rolled out, we’ve only got one class who hasn’t received a major update, complete with new weapons and achievements. So it’s a fair to assume that one of the next updates to be released will be for the Engineer. This of course means new achievements, but in the case of weapons, the Engineer is a little different to other classes, being he is able to build sentries and other buildings. This leads to a lot of options; will the Engineer get new types of buildings, or new upgrade levels for them? I can see something being made similar to the Sniper’s Razorback item, but can be applied to buildings to protect from sapping.
In the case of new buildings, an idea in my head is having more than one type of sentry, such as one that shoots flame, or a trip mine similar to those in Half Life (you step into the laser beam and the bomb goes off). The concept being that an Engineer could only build one type, creating more strategies and abilities for the character without creating building spam. Just some thoughts.

Trading System

As was hinted by Valve months ago in the TF2 Blog, eventually we will see a system for trading items with other players, and being able to work towards getting specific items. The latter was rolled out with the Soldier/Demo class update in the form of a crafting system, which lets you combine multiple items together to eventually create an item you (hopefully) didn’t already have. This leaves us waiting for the trading system. Implementation needs to be thought out though, since we can’t just stop midgame to see if anyone wants to trade a weapon, bring up a box, and do it while bloody war rages around us. It’ll probably be something like a trade with Steam Friends, or more likely it’ll be set up like a bidding list system, where you post that you want to trade item a for item b, and someone goes through the search results and finds the swap they want. Either way, it’ll be interesting; will players be able to ask for more things? Like someone putting up a Tyrant’s Helm and asking for 3 camera beards?

l4d_dem_cerealbox_ss_rzThe Fabled 10th Class

Someone, somewhere, is currently posting on a forum about the age old theory that Valve will incorporate a 10th class into the game to shake things up. The whole thing was caused by the cereal box in Left 4 Dead, and whether or not this will happen has long been debated, as while it would create a new experience, the complete overhaul of the game dynamic is too large to think. I’ll leave you to think about this one.

New map type

Although I have no idea what exactly Valve could pull out of their hat in terms of a new game type, it’s still possible that they might. My thought goes to the old Escort missions, where you had to escort one civilian player to a point while the other team tries to kill and stop him. We’ve seen the escort game type in the form of payload maps, but the Civilian class code was placed in TF2 right from the start, as is apparent from the fun YouTube videos exploiting it. Future game? Maybe.

Completely Random Item Updates

The other day, Valve made the official request for item design contributions from the TF2 community. Players submit their designs for hats and even weapons, and Valve will take the best, modify them to keep the game balanced, and inject them into the game. Now, I can see this being a completely awesome addition, and effectively ensuring new content comes out for the game as long as the TF2 community wills it. It’s a clever move from Valve, because this means that the items they bring in were what the players wanted. These could be rolled out as random item updates with just different assortments of items each time, or hopefully…

More Class Updates

Just because Valve have gone and updated (almost) all the classes once doesn’t mean it’s over. They could go back over and give a third set of items for each class. It would add further flexibility in strategy to the game, and more. With the recent Contribution System update, that could happen, as chances are people are going to submit their designs for the items they feel SHOULD of come out in the initial updates.

To prevent this post going too much longer I’ll stop here. But there really is so much Valve could do with this game. What else do you see Valve implementing?

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TF2 Game Update for December 22, 2009

by ZombieSkittles on December 23, 2009

Another update has come out today (thank god), which makes some nice, noticeable fixes to the game.

The big update for me was something I’d been frustrated by since they changed the Sandman to stun only when the ball is thrown from the furthest possible distance. All other times it would just initiate a temporary fleeing animation, allowing the hit player to run away. This wasn’t reflected in the achievement for killing 50 enemies while stunned, and as such made this achievement almost impossible to do unless farming it. It’s not possible to stun the player from that distance then run to them in time to kill them.
I came online today set to write a big ranting post about this, but upon checking the last update, I’ve seen that Valve have “fixed several Scout achievements that were broken by the new type of bat stun”. I assume this means if I kill a fleeing enemy, it counts now. Thank you Valve.

Also in today’s update:

  • The Scottish Resistance made it difficult to sticky jump, as you had to be looking at the sticky bombs you wanted to detonate. This update makes any bombs at your feet explode without you needing to look at them. I heard a lot of people complaining about this, so it’s good to see this fix.
  • Team Fortress 2 now supports bots as was detailed yesterday. It’s still in beta, and the first update to them happened today (they didn’t react correctly when stunned)
  • You can see which particular items in your backpack are equipped. I like this because I was getting sick of crafting three of four of item x, only to find I crafted the one I had equipped, and run out into battle without my Jarate by accident. Also, isn’t it funny that Jarate gets crafted into scrap metal? Guess I have too much iron in my diet.
  • A few fixes mainly around the Rage metre with the Buff Banner not displaying or generating properly in various situations.
  • A few achievements were fixed and altered to be easier to get.

Any thoughts on the new update? It’s all fairly simple stuff, but still.

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Game Update for December 17, 2009

by ZombieSkittles on December 18, 2009

Today as mentioned earlier, the war is over. With the end came the major update for the Soldier and Demoman classes, plus the introduction of new maps and the crafting system. But we’ll discuss them in later posts. For now, lets focus on the minor changes, and all the bugs that have inevitably come with it.

Minor notes:

  • Scout’s Sandman will only stun when hit from the furthest possible distance. All other times you hit someone they do the flee animation. Not sure whether this affects the achievement for killing stunned enemies.
  • New options were added to the Advanced Multiplayer Options, including the ability to see just how much damage your last hit did to an enemy.
  • There are two new songs that can play when you first start up the game. I’ve heard one so far, and it’s pretty good.
  • A few other graphical problems

As happens, there are always bugs that frustrate people to no end. This is a continuing list, which we’ll update as we find more/they’re fixed.

  • Steam server problems preventing use of unlocked weapons/crafting system.
    Status: Unfixed
  • Achievements being gained randomly without actually doing anything for them.
    Status: Unfixed
  • Item find/crafting announcements in chat happening repeatedly after dying.
    Status: unfixed
  • Unlocked items occasionally not displaying in inventory (Steam server problem?)
    Status: Unfixed
  • Occasionally unable to leave class select screen.
    Status: Unfixed

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The winner?

by ZombieSkittles on December 18, 2009

Well after  a week of people furiously spamming soldier and demoman, we have a winner. The update is live now, with all the soldier and demoman weapons, new achievements and glorious crafting system now accessible. But what about that mysterious bonus weapon? Who won?

Well, as I’d hoped; the soldier. What did he get? Boots.

You heard me.

boots.

The Gunboats are a secondary slot item, meaning that if you wish to use them, you have to say goodbye to the shotgun/bugle. What do they do? They minimize rocket jump damage. I can see SOME use in that, but honestly, I’d rather have the shotgun. Wouldn’t it of been better to create a whole new slot for feet, or at least made this into a hat/misc item?

Either way, I’m actually not that impressed by this. What do you guys think though? Would you sacrifice the slot for the ability not to run for a medkit when you skip up to the third floor?

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Pickaxe; possible Soldier update?

by ZombieSkittles on December 15, 2009

As we know, the weekend update, which teased us with the crafting system, also came with a funny comic about Saxton Hale. In that comic was a “hidden page”, which people refer to as Poor Monkey, named after the link you have to click on the comic. On that page, which is designed to look like a page from an old magazine or newspaper, it offers the ability to buy collectable plates commemorating the failed attempt at launching the monkey Poopy Joe into space.
Those four plates display a pickaxe, sword, bugle, and explosion respectively. Now from the moment I saw this, I was drawn to that, because a sword and pickaxe could both be melee weapons, be it slightly odd ones for a game like Team Fortress 2. However, since the first demoman weapon IS actually a sword, could that mean that the soldier will get a pickaxe? What do you think?

Also, Valve is amazingly good at teasing us.

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Soldier or Demo?

by ZombieSkittles on December 15, 2009

war_01 So today’s update included the new body count in the current TF2 war between the two classes; 4.441 million soldiers killed, as opposed to the 4.666 million demomen killed. It’s clear that demomen are falling behind.

However, I’m wondering, who are you cheering for, or contributing to?

Personally, I’m on the side of the soldier; there’s nothing more annoying than not being able to move anywhere because of sticky bombs covering the spawn door, or a group of demomen nade-spamming the battlements on 2Fort. I feel that out of the two, the demoman class has more power when used properly, and so it’s not that the soldier needs the bonus weapon, but more that the demoman is already too powerful. At least that’s what i think, I know there are people who think the complete other way around.

What do you think?

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