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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