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25 Nov 2009, 22:49
1890 Posts

First they nerfed the pyro, then they buffed it again? Weird.
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11 Sep 2001, 19:41
1994 Posts

ManIAc wrote:
First they nerfed the pyro, then they buffed it again? Weird.

Maybe they found out this'll balance it better? ;P

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25 Nov 2009, 22:49
1890 Posts

I don't like pyros. :( They always burn me.
Love how they changed the number of weapons for scrap metal though!
*Returns to topic*
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03 Aug 2009, 17:21
159 Posts

Quote:
Team Fortress 2
Added new community weapons and hats
Updated CP_Gorge
Added nobuilds to the awnings outside BLU's forward spawn to preventing players building up there.
More clip work and model collision work based on community feedback.
Fixed BLU forward spawn door appearing through roof.
Updated PLR_Pipeline
Added new stairwell in Stage 1 and window access to both teams’ platforms by main choke point to help alleviate stalemates.
Reverted the starting position for the cart in Stage 3 if a team had won the first 2 stages to where you no longer get a big cart-start-position advantage.
Fixed rare cases where stage would break when cart had no nearby capper(s).
Fixed carts not always moving to their starting locations correctly.
Fixed respawn times in Stage 3 not being set to the proper values.
Fixed the map not finishing correctly in Stage 3 if the two teams capture the final point at the same time.
Removed sv_showhitboxes to avoid players confusing it with the method by which we do hit detection (see http://developer.valvesoftware.com/wiki ... Networking for info)

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07 Jul 2009, 02:20
840 Posts

You damn ninja >.>

*edit*

http://tf2stats.net/all_items shows you the new weapons and hats, sniper gets a melee weapon as does demo

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25 Nov 2009, 22:49
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theblackerbanana wrote:
Added new community weapons and hats


Which ones? :)
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07 Jul 2009, 02:20
840 Posts

ManIAc wrote:
theblackerbanana wrote:
Added new community weapons and hats


Which ones? :)


Click the link in my post above :P

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25 Nov 2009, 22:49
1890 Posts

Thanks Cyph!
Haha nice. So basicly sniper gets an anti-spy knife, and demo get's an axe. I like the demo weapon actually. Not like the demo has to run fast, he'll just sticky-jump! :3
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11 Sep 2001, 19:41
1994 Posts

Steam News wrote:
Team Fortress 2

* Moved the "Whiskered Gentleman" to the Misc loadout slot

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16 Sep 2009, 01:46
119 Posts

Lol? so now you can look really retarded with the wisker thing and a glove hat >.>

Thats got to look interesting....
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07 Jul 2009, 02:20
840 Posts

Quote:
Team Fortress 2
Added community submitted deathnotice icons for the community submitted weapons.
Changed the deathnotice text color to use black instead of white when the local player is involved.
Fixed domination/revenge messages not using team colors for the player names.
Fixed an issue where sequences with an activity weight of 0 never get selected.
Updated Koth_Nucleus:
Changed side spawn exits to prevent sniping from inside the spawn door.
Fixed graphical glitch on platform floor.
Fixed blue-colored models in RED area.
Updated Tc_Hydro:
Added respawn time advantages when a team begins to cap any point. Resets when the cap progress resets.
Fixed various nobuild and playerclip issues reported by the community.
Removed logic that reduced spawn times based on roundtime.


Oh yes total ninja posting of update *pelvic thrust*

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25 Nov 2009, 22:49
1890 Posts

You can copy/paste! You win the internet! Congrats! :D :patriot:
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20 Mar 2010, 20:58
467 Posts

Quote:
Team Fortress 2
Fixed the community submitted deathnotice icons for the community submitted weapons

.. Yup :D
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11 Aug 2009, 20:12
1264 Posts

Team Fortress 2 for Mac is due out today.

Although, in Valve time that means it should be later this week. :(
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19 Dec 2009, 17:16
1037 Posts

It just got released for the mac.

And you Mac guys are getting iPod earbuds as an ingame item. Bastards. :cry:

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