No, it was a good change. Razorback was very, and may still be
slightly underpowered compared to both jarate and smg.

Personally I think they should remove the breaking as well because
once it's broken you got nothing, no smg, no jarate. If you sacrifice
your secondary weapon as sniper to become stab-proof, at least let the
sniper be stab-proof until he dies, but maybe that would be too good.
Still, snipers and heavies are very easy and cheap targets for
backstabbing.

On Thu, Jun 25, 2009 at 11:27 PM, Michael Krasnow<[email protected]> wrote:
> i think you should have left the speed reduction on the razorback so spys
> can catch snipers easier
> bunt nice with the FAN and airblast
>
> On Thu, Jun 25, 2009 at 5:08 PM, Jason Ruymen <[email protected]>wrote:
>
>> A required update for Team Fortress 2 is now available.  Please use
>> hldsupdatetool to receive it.  The specific changes include:
>>
>> Linux Dedicated Server:
>> - Improved connection logic to help servers that aren’t automatically
>> reconnecting to Steam, and added extra logging to track it
>> - Added extra data gathering to help us understand and improve Linux
>> performance
>>
>> Team Fortress 2:
>> - Changed cl_flipviewmodels so it can no longer be set while connected to a
>> server
>> - Fixed problem with Loadout Menu "Back" button not preserving the
>> currently equipped weapon
>> - Fixed a case where an observer could set the observed player's view
>> models
>> - Fixed the Heavy's punches not matching mouse button presses when the view
>> models are flipped
>> - Fixed Bonk! ammo count exploit after using a regeneration locker
>> - Fixed Dead Ringer damage reduction exploit involving Spy taunting
>> - Reverted Force-A-Nature and airblast knockback on disguised Spies, so
>> that they can once again be knocked back
>>
>> Missed notes from previous update:
>> - The Ambassador no longer penetrates buildings
>> - Removed the movement speed penalty on The Razorback
>>
>> Jason
>>
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