msleeper wrote: > Now that critical hits are nerfed, the Backburner has likely lost a lot > of it's lethal power. I can't say for certain since I haven't been able > to play with it, but if the Backburner sucks the big one, can we see > some sort of return on it (maybe the +50 health back)? > > On Mon, 2009-02-02 at 17:24 -0800, Jason Ruymen wrote: > >> A required update for Team Fortress 2 has been released. Please run >> hldsupdatetool to receive the update. The specific changes include: >> >> New client features: >> - Added view model FOV slider to advanced multiplayer options. >> - Added a hide view model option to advanced multiplayer options. >> - Added custom crosshair support. >> - Added crosshair image, scale, and color settings to the >> Options->Multiplayer settings tab. >> - Moved HUD minimal mode & Disable Spray options into the Advanced >> Multiplayer settings. >> - Added "open_charinfo_direct" command that opens the loadout directly to >> the class you're currently playing. >> - Replaced the "Open Loadout" entry in the options->keys dialog with >> this new command. Rebind / reset your config to defaults to use it. >> >> New server features: >> - Added "tf_damage_disablespread" convar to disable the 25% damage spread >> on all damage. >> - Added class limit support to tournament mode. >> - Set the "tf_tournament_classlimit_X" convars to the max number of >> class X allowed. >> - Added "tf_tournament_hide_domination_icons" convar, that allows a >> tournament mode server to force clients not to display domination icons over >> their nemeses. >> >> Gameplay changes: >> - Modified critical hit calculation. Overall, critical hit chance is now >> much more recent-performance based. >> - Base chance is now 2% (was 5%). >> - Bonus range based on damage done changed from 0%-15% to 0%-10% >> - Damage range required for bonus changed from 0-1600 to 0-800. >> - Reduced random damage spread applied to all player damage from +-25% to >> +-10%. >> - Slight reduction (improvement) of the minigun's spread. >> - Increased flare direct hit damage from 20 to 30. >> - Rewrote Natascha's slowdown code to be more consistent. >> - Sniper rifle now supports Crit Boost state like all other weapons (i.e. >> Kritzkrieg makes all shots critical hits). >> - Stealthed spies are no longer able to pickup the intelligence. They must >> uncloak first. >> - Increased soldier primary ammo count from 16 to 20. >> >> Bugfixes: >> - Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" >> CON_COMMAND scripts to prevent clients issuing the commands. >> - Fixed bug in teleporter logic that allowed engineers to build teleporters >> with HUGE health values. >> - Fixed matching teleporter not getting a health buff when the pair is >> upgraded (only the tele you were hitting got the health buff). >> - Fixed Medic ÜberCharge percentage in minimal-HUD mode. >> - Protected against an HLTV related server crash. >> >> Note that we are still working on the client timeout and lag issues. >> >> Jason >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > Crit chance is nerfed, not crit damage. BB will still wreck house when used properly.
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