Team Fortress 2 update due in days
Tweaks coming for Spies and Engineers.
Valve's Robin Walker has said on the Team Fortress 2 blog that a new update to the multiplayer shooter is on the way "in the next few days".
The update will bring a couple of extra features for the Spy and Engineer classes. Engineers' teleporters and dispensers will be upgradeable to level 3, while Spies will be able to recharge their cloaking ability by picking up ammo. The update also includes some new user interface features.
"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," said Walker. "They will be getting more attention further down the road."
The next class pack proper after this update, however, will be the Scout. Also in the works are an engine performance overhaul bringing in improvements from Left 4 Dead, and a "massive" update to the Xbox 360 version of Team Fortress 2 which will include all the changes made to the PC game in the last year.
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Comments (29) Latest comment 3 years ago
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What is with the new Levels for weapons? How do I level up? Is it based on time-played, achievements or what? I understand that the new weapons for the medic and pyro are achievement based...
Just got back into TF2 having kind of left it a few weeks after it was first out. I had forgotten how supremely awesome it is
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I dunno, with this update to TF2 i'd be more than happy to go back and play it. Although l4d is awesome, it can get a little tiresome.
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*falls to knees*
KHHAAAAAANNNNNN..
Damn, my computer is still broke so cant enjoy TF2 goodness. But the added stuff sounds nice, Spies will become vicious if they can recharge their cloak. Wonder what bonuses upgraded teleports and dispensers offers?
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Possible... but I guess they will return in a few and bounce between DLC releases for TF2 and L4D.
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If the game is good enough then there will always be people who stick with it and TF2 is a very good game.
That's my experience of online PC gaming anyway... hell, I'm still playing in Quakeworld leagues 10 years later... *that's* staying power!
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Seems like a good selection of stuff, can't wait to give it a go.
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Looking forward to the updates! =)
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I've been away from TF2 for a few weeks, so I'm looking forward to getting back into it.
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"Too late for me vavle, I sold The Orange Box due to the lack of DLC in TF2...... I hope they don't do the same for Left 4 Dead."
/cries
Dammit Valve! Damn you to hell! If only you'd been quicker then Dark_Wolf_1991 would still be playing!
I'm sure the knowledge of what might have been will haunt them.
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"Right, can someone explain this to me because I've googled it and can't find a decent explanation anywhere:
What is with the new Levels for weapons? How do I level up? Is it based on time-played, achievements or what? I understand that the new weapons for the medic and pyro are achievement based...
Just got back into TF2 having kind of left it a few weeks after it was first out. I had forgotten how supremely awesome it is
You don't need to level up, the weapons have levels but the levelling up was I believe scrapped in favour of unlocking them through achievements. You unlock one weapon each time you get an achievement milestone for a class (you get one for each 10-12 of the class's achievements) when you unlock it you can choose to use it.
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Don't they know that the correct way to operate is to push any old crap out to the market and then just refuse to support it and not even be bothered to fix the bugs even if they break the game and make it nigh-on unplayable (I'm looking at you Just Cause)
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It's so bloody obvious I'll eat my hat if valve don't do it,
then I'll cry a bit,
then I'll get a cheap copy of Orange box on the 360.
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"How about making it so the pyro isn't stupidly overpowered."
*bing*
Done.
They're not that great at distance, up close they are but they're supposed to be the close-quarter masters so that's OK.
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"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"
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Effective spies rely on their cloak more than their disguise. If you uncloak into a groups' blind spot then you can cause massive havok without them noticing you beforehand. And by allowing spies to recharge their cloak by picking up ammo, Valve are making them even less dependant on their disguise.
I think that's a much better solution than eliminating spy checking altogether (which is more or less the effect of ff), because good spies should still be forced to evade enemy players.
"I was talking more about the pyro's ability to be faster than almost every class is my biggest complaint, second comes the scouts gun which unless your at a melle weapon range does no significant damage."
The pyro is as fast as the engineer, sniper and spy, and slightly faster than the demoman. The medic and scout are faster.
So really the pyro is only significantly faster than the soldier and heavy, which are heavily armed to make up for that fact. The pyro seems faster than it is because while backpedaling (from its flame) your speed is reduced, allowing the pyro to catch up.
But that's the only real strength of the pyro in the first place: surprise attacks. If its speed was reduced then it wouldn't be able to chase after people at all, and there'd be little point ubering one (other than to take out sgs).
As for the scout – well at long range you should be using the pistol not the shotgun, and your speed should in any case allow you to close the gap very quickly. But at melee range the scattergun is devastating (it does up to 105 damage per shot), and because the damage doesn't trail off that much it can still be effective at close to mid range.
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