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View Full Version : [TF2] EXTRA HERETICAL (Scout update confirmed, alterations to spy and engy incoming)



n00b1n8R
December 11th, 2008, 08:40 PM
Hey good job, there, hardhat (http://www.teamfortress.com/post.php?id=2096) December 10, 2008 - Robin Walker


We've been pretty quiet lately, but thankfully, that's about to end. In the next few days we'll have an update out that has a couple of new features for the Engineer and Spy, and a variety of other smaller fixes.




Teleporters will be upgradeable to level 3. As the teleporter is upgraded, the cooldown will decrease.
Dispensers will be upgradeable to level 3. They will heal faster and generate metal faster as they are upgraded.
Spies will be able to recharge their cloaking ability by picking up ammo off of the ground.
We've made a bunch of minor changes by adding particle systems and upgrading the HUD to show things like deaths by critical hits, players that are overhealed, and giving more information to medics when people are calling for them.

These are just to work on some class balance and depth issues that we've seen in the wild with these two classes, but aren't meant to replace their entire class packs. They will be getting more attention further down the road.

http://www.teamfortress.com/images/posts/scout1.jpg

While that's in testing, we're off working on several things that folks have been emailing us about, so we thought it'd be good to provide some detail:




The next class pack will be the Scout. One of the main goals we're focusing on for him has been to provide tools that make him useful in maps like Dustbowl & Goldrush. If you have any ideas for what you think would work well, post them over on the Team Fortress 2 Forum (http://forums.steampowered.com/forums/forumdisplay.php?f=80) and we'll take a look.
We are actively working on a massive XBox 360 update, which will include pretty much everything we've shipped on the PC in the last year. We'll provide you with a rough date when we have one.
We're also working on bringing over a variety of engine improvements from Left 4 Dead into the TF2 engine, but it won't be a wholesale replacement of the engine. This means we'll get some of L4D's performance improvements, like the better multicore support, but not all of them. For example, we can't bring over some improvements without dropping support for DX8, which we're not prepared to do.



Yeah yeah, scout update who cares SPY CAN TAKE AMMO TO CHARGE CLOAK!!
Does this just mean ammo packs, or guns too? Or even enemy dispensers???
I must know now :woop:

Also level 3 teleporters :party:


Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2



The Engineer's teleporters can now be upgraded to level three. It will recharge faster the higher level it is
The Engineer's dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded
Spies will be able to recharge their cloaking ability by picking up ammo off of the ground or from health cabinets
Some changes to the second part of the first stage of Goldrush to give the attackers more of an advantage
Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's minigun, etc.) can now break apart the Demoman's stickybombs
The icon on the HUD for a person calling for Medic will now give more information to the medic (if the target is low on health, on fire, etc.)
Added an achievement tracker that will allow people to choose specific achievements that they are trying to get
There is now a custom icon for death messages when the player was killed from a critical hit
Added a new particle effect for when a player enters the water
Added smoke to the feet of a rocket jumping soldier
Players will now have some particles swirling around them so other players can see when they are overhealed



THAT'S QUADRUPLE HERESY

CabooseJr
December 11th, 2008, 08:45 PM
Having spys charge their cloak with ammo was a great idea, I would always hate having to wait so long until I could cloak again. I wonder what the new dispenser and teleporters will look like.

thehoodedsmack
December 11th, 2008, 08:49 PM
Do you think this means they'll be able to stay cloaked longer, provided they keep running over dropped ammo? Or is it something you can only do when uncloaked? I must know! Also, they better not screw up something as ABSOLUTELY NECESSARY as the Scout update... =_=

Sever
December 11th, 2008, 08:54 PM
Do you think this means they'll be able to stay cloaked longer, provided they keep running over dropped ammo? Or is it something you can only do when uncloaked?I'd guess the second, for balance reasons.

Also, they better not screw up something as ABSOLUTELY NECESSARY as the Scout update... =_=Then suggest what you think would help on their forum.

CN3089
December 11th, 2008, 10:02 PM
The update's already out, slowpokes


e: the dispenser/tele/spy one, not the scout update

Pooky
December 11th, 2008, 10:06 PM
SPY CAN TAKE AMMO TO CHARGE CLOAK!!

This is all they needed to say. I'll be playing TF2 again when this comes out.

E: which apparently means right now

Botolf
December 11th, 2008, 11:55 PM
Effing awesome.

Bodzilla
December 12th, 2008, 01:51 AM
O___O

E: I dunno about some of these changes though, They spy is incredible as is, i agree with the recharge for the sheild when your at a Medicine cabinet but other things leaves me a bit cold and goes against what teh Spy truly is.
A Glass Cannon.

DOMINATOR
December 12th, 2008, 02:14 AM
love the fact you can blow up stickies now. the dispenser can take steroids!

can't wait to see what they will do with the scout.

n00b1n8R
December 12th, 2008, 03:45 AM
blow up stickies?

Explain yourself. :raise:

Phobias
December 12th, 2008, 04:02 AM
Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's minigun, etc.) can now break apart the Demoman's stickybombs

http://store.steampowered.com/news/2098/

NuggetWarmer
December 12th, 2008, 04:06 AM
The engy needs to have another sentry level, with a flamethrower attachment or a seat so you can control it. :o

thehoodedsmack
December 12th, 2008, 07:45 AM
Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's minigun, etc.) can now break apart the Demoman's stickybombs

http://store.steampowered.com/news/2098/

I love this. It requires the Demoman to actually be sneaky and clever about Sticky placement, instead of just sprinkling a bridge or hallway and waiting on the other side...

n00b1n8R
December 12th, 2008, 07:55 AM
Can you break the stickys in mid air?

Like, shotgunning that crit which he's about to explode in mid-air?

Phobias
December 12th, 2008, 08:43 AM
I think I did that in a game earlier...the demo may have been killed at the same time though. Need confirmation.

JunkfoodMan
December 12th, 2008, 12:57 PM
win on...disproportionate levels.

Jelly
December 12th, 2008, 02:35 PM
I love my level three Teleporters.

But if another spy comes to spawn and saps my defenseless entrance, I will kill myself, and everything in the surrounding area.

CabooseJr
December 12th, 2008, 06:48 PM
I love how fast the teleporters recharge now.

n00b1n8R
December 12th, 2008, 07:14 PM
Do you upgrade the entrance or the exit or will either do?

Pooky
December 12th, 2008, 10:21 PM
Do you upgrade the entrance or the exit or will either do?

they upgrade as a pair, but when either dies you get knocked back down to level 1

DOMINATOR
December 13th, 2008, 01:36 PM
Can you break the stickys in mid air?

Like, shotgunning that crit which he's about to explode in mid-air?
no, i've tried quite a bit.

CN3089
January 8th, 2009, 07:13 PM
Yeah, let's avoid posting this on other forums.

~oops

Sel
January 8th, 2009, 07:22 PM
Going engi and settin up some sentries for scout update.

Whose with me