New TF2 update out soon

Post any TF2-related news here.

Postby Purplecat » Thu Dec 11, 2008 11:26 pm

And they said there wouldn't be any major updates.

Well, it's more like a medium one really.
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Postby Marshtomp » Fri Dec 12, 2008 12:34 am

Friggin Great.. Especially the Spy one.. Its not a new gun but itll do for now

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Postby Ayeaka » Fri Dec 12, 2008 2:03 am

The spy update makes me happy.
Not as happy as I could be, buttttt... that extra cloak will be nice.

And the engie updates give me a gleefit.
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The doctor will see you now.
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Postby Wulfie » Fri Dec 12, 2008 2:26 am

Well, upon some testing of the new patch, I observed some of the Engie improvements and decided to post them here for notice.

Each upgrade takes 200 metal, the same as upgrading your Sentries.



Metal accumulation and dispense rates

Level 1: 40 metal per tick
Level 2: 50 mpt
Level 3: 60 mpt

Health heal rates

Unknown, please add when possible.
Level 1: ???
Level 2: ???
Level 3: Akin to Medic healing apparently(??)

Ammo dispense rates

Unknown, please add too.


No new animations that I can notice, but there does seem to be a slightly different sound for a Level 3 recharging teleporter.

Recharge rates (Rough values, not good at keeping watch of timers >.>;;)

Level 1: 10 seconds recharge
Level 2: 6(?) seconds
Level 3: 4 seconds
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Postby Purplecat » Fri Dec 12, 2008 6:14 am

I do recall reading that Level 3 heals as fast as the medic somewhere, but for me it seems like it heals as fast as the medic lowest healing rate (As we know, it varies due to a few factors.)

Also tf2wiki says it takes two seconds to recharge the teleporter... but i expect more exact values soon.

Anyone who been around for awhile might remember reading about journalists talking about the upgradable teleporters and dispensers pre-medic update... when everyone was hyping up for pl_goldrush and the medic unlockables. So Valve have been holding this in for awhile. It's gonna be intresting to see if they balance this too further, as it does expand it slightly for engineers.

A level 3 teleporter have "stronger"particle effect, but that's as far I notice.
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Postby STrRedWolf » Fri Dec 12, 2008 11:42 am

This also means that Spies will be a bit more detectable, if they pick up spent ammo. "HEY! Where ammo go? Was here minute ago." "Spahs around here..."
"This is going to be a real piece of piss, you bloody Steam Linux player!"
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Postby Jinx » Fri Dec 12, 2008 1:07 pm

A couple of bugs that have snuck into this update:

* The overhealed particle effect is still present on cloaked spies so for the time being only heal spies to full health otherwise they're a dead give away. [It seems Valve already has a fix prepared for this: ... p?t=766717]

* YOU CAN BUILD A DISPENSER ON THE CART LOLOLOL [or rather, the "dispenser" that allows the cart to heal/give you ammo can be upgraded making it visible]
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Postby Purplecat » Fri Dec 12, 2008 5:16 pm

oh geez, that will set the game a bit offbalance.

Not to say it will look silly with that thing. xD
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Postby Echoen » Fri Dec 12, 2008 6:40 pm

You guys are missing one of the most important changes.

Demoman stickies can now be blown apart by any weapon that shoots bullets. No, not moved away.... /destroyed/. They don't blow up when you shoot them with your shotty or pistol, they vanish. I think this may help balance demomen!
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Postby Doom » Sat Dec 13, 2008 5:14 am


Not even a day after, and I've already slathered something new with porn. :v
(It's animated, too)
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