The Backburner shouldn't take a nerf because it's 100% crits to the back so
it's model/hitbox-dependent. I doubt anything happened to it.

-Matt

On Mon, Feb 2, 2009 at 7:34 PM, msleeper <[email protected]> wrote:

> 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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>
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