02
Mar
08

Team Fortress 2 Update; Nerfage and new Tournament Mode

team-fortress-2-preview.jpg

We have some a very hardcore Team Fortress 2 player on the RotPod staff, so I’m sure if we didn’t, Team Fortress 2 would not seem as popular to us as it does. It seems to have fallen out of favor among some of the less dedicated players. I have no idea why. Clearly Valve knows this, but they aren’t just going to shut down all support for the game. In fact they are doing the exact opposite: they are releasing an update! Here are the main points of the update

Added “Custom” tab to the server browser

  • Servers can now specify metatags describing the custom rules they’ve adopted
  • Players can use tag filtering to find servers running the custom rules they want to play
  • Added options for servers who want to become custom games: Disable critical hits (tf_weapon_criticals), eliminate respawn times (mp_disable_respawn_times), and raise maxplayers above 24

Initial release of Tournament mode (mp_tournament)

  • UI for handling team naming, ready mode, and win results
  • Disables team player limits, autobalancing, and intermission

Class balancing

  • Reduced Soldier’s maximum rocket reserve ammo from 36 to 16
  • Reduced Demoman’s maximum sticky bomb reserve ammo from 30 to 16
  • Reduced Demoman’s maximum grenade launcher reserve ammo from 40 to 24

General

  • Added protection against voice command spamming. Dramatic reduction in teleporters needed
  • Fixed mp_timelimit ending the map during the middle of a round on maps like Dustbowl and GravelPit
  • Fixed “lastdisguise” command not remembering if you were disguised as your own team
  • Added “Toggle Disguise Team” binding in Options->Keyboard to toggle the disguise team for the Spy’s PDA
  • Changed PDA menus to accept keys bound to “slot1″, “slot2″, etc., and “slot10″ cancels
  • Fixed Spectator targetID not using team colors
  • Changed team autobalance code to not balance the teams when the active round timer shows less than 60 seconds
  • Fixed “-maxplayers” on the command line not correctly setting the maxplayers value for the server
  • Fixed Badlands never having Sudden Death triggered
  • Fixed Engineer being able to detonate buildings that are being sapped
  • Changed Engineer buildings to detonate when a player disconnects instead of blinking out
  • Fixed potential client crash for players being healed by a Medic or dispenser
  • Made several improvements to server-side stat reporting (not related to individual player stats)

via[Steam]



1 Response to “Team Fortress 2 Update; Nerfage and new Tournament Mode”


  1. 1 Back From Across the Pond at RotPod Pingback on Mar 22nd, 2008 at 7:24 pm

Leave a Reply




Close
E-mail It