New TF2 update out soon
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Purplecat - Site Admin
- Posts: 2067
- Joined: Thu Aug 07, 2008 6:49 pm
- Location: Sweden, Höganäs
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.
Dispensers:
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.
Teleports:
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
Each upgrade takes 200 metal, the same as upgrading your Sentries.
Dispensers:
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.
Teleports:
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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Wulfie - Posts: 442
- Joined: Thu Aug 07, 2008 9:13 pm
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.
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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Purplecat - Site Admin
- Posts: 2067
- Joined: Thu Aug 07, 2008 6:49 pm
- Location: Sweden, Höganäs
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..."
Steam on Linux Native: "PENGUIN TOUCH MY GUN!" "THAT PENGUIN IS A SPY!"
"This is going to be a real piece of piss, you bloody Steam Linux player!"
"This is going to be a real piece of piss, you bloody Steam Linux player!"
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STrRedWolf - Posts: 413
- Joined: Fri Aug 08, 2008 9:47 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: http://forums.steampowered.com/forums/s ... 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]
* 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: http://forums.steampowered.com/forums/s ... 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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Jinx - Posts: 985
- Joined: Fri Aug 08, 2008 11:05 pm
- Location: Engine room
oh geez, that will set the game a bit offbalance.
Not to say it will look silly with that thing. xD
Not to say it will look silly with that thing. xD
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Purplecat - Site Admin
- Posts: 2067
- Joined: Thu Aug 07, 2008 6:49 pm
- Location: Sweden, Höganäs
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!
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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Echoen - Posts: 162
- Joined: Thu Aug 07, 2008 8:15 pm
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