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+  The Elders' House of Pain
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| |-+  Team Fortress 2 Pub (72.5.152.147) (Moderators: SConforti, Smurfette)
| | |-+  TF2 Update released!
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: TF2 Update released!  ( 755 )
crazydog
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« : February 28, 2008, 03:50:48 PM »

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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:

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)


Blowing up buildings when they are being sapped was a bug? Bah! That was the only way to stop spies from getting points! >:O

Looks like 24+ servers + auto respawn are official now.
« : February 28, 2008, 07:05:39 PM crazydog »


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« #1 : February 28, 2008, 08:25:47 PM »

    * Reduced Demoman's maximum sticky bomb reserve ammo from 30 to 16
    * Reduced Demoman's maximum grenade launcher reserve ammo from 40 to 24

These are actually reversed.  It is the grenade launcher with the 16 reserve, and sticky bombs with 24. ;)

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« #2 : February 29, 2008, 05:39:01 AM »

Man, I used to go hunting for more ammo at 16 reserve, gernades.

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« #3 : February 29, 2008, 07:00:29 AM »

I think the new update is going to piss alot of people off...doesnt seem like enough ammo for the good players, but since im not that good havent ran out of ammo yet...lol
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« #4 : February 29, 2008, 11:01:31 AM »

I think the limits help put a balance on soldiers and demos. Played last night as the soldier, and although I had to look for ammo a few times, played just as well.

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« #5 : February 29, 2008, 11:33:41 AM »

Looks like the reserved slots should finally work now.

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« #6 : February 29, 2008, 12:25:59 PM »

yea i agree smurf....it didnt effect me, but i did hear alot of people bitchin...lol...
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« #7 : February 29, 2008, 03:01:59 PM »

The nades and stickies is really gonna effect how the demo plays since they tend to camp down in one place. The Soldier is almost always on the move, making it a fair bit easier to pick up ammo. I will say it'll be a bit harder to camp down the tower at C in Gravel Pit. Which is my normal mode of defence. I just spam the hell out of all the exits. This will make ammo runs a fair bit more frequent. It does make the engies' dispensers a mahor asset to the team, and not just the upkeep of sentries.

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