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
>>
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>>     
>
>
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>   
Crit chance is nerfed, not crit damage. BB will still wreck house when 
used properly.

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