Spidery_Yoda
Member
+399|6525
Another update of fixes. And there's a change in here that's probably going to be as controversial as the ammo nerf was. I'll leave it up to you to find it. They really have it in for the Demoman/Soldier.

# Removed sv_alltalk from the list of convars that affect custom server tags
# Fixed Demoman grenades not hurting the shooter if fired at point blank range against a target
# Fixed critical modifier for explosive weapons (rockets, pipe bombs) increasing critical chance more than intended
# Fixed Sudden Death "seconds have passed" string not including the amount of seconds that have passed
# Fixed Internet and Custom tabs in the Server Browser not correctly displaying the server information for servers when going back and forth between the two tabs
# Updated the URL used for the "Click for more info on custom servers" link on the Custom tab
# Fixed a crash for a sound channel getting created without wavedata
# Fixed Setup timer not showing the correct percentage in the circular progress bar
# Fixed being able to enter a "spectate" command in the client console to join team Spectator when mp_allowspectators is set to 0
# Fixed SourceTV servers not being displayed in the Spectate tab for servers with custom server tags
# Fixed servers with maxplayers <= 24 that are running SourceTV having the "increased_maxplayers" tag added for their server
# Added mp_tournament_restart command to be used with Tournament Mode (mp_tournament). This can be used at any time to return to the "Waiting for Teams" state
# When a tournament match ends it now returns to the "Waiting for Teams" state

Last edited by Spidery_Yoda (2008-03-07 03:18:46)

Lucien
Fantasma Parastasie
+1,451|6908
Lowering crit damage is only a good thing. It really pisses me off that the devs decided to have no system whatsoever for earning crits (and don't give me that increased chance bullshit)
https://i.imgur.com/HTmoH.jpg
Spidery_Yoda
Member
+399|6525
Apparently in an interview they explained the system. It's something along the lines of if you do enough damage in a 20 second period, your crit chance increases to a max of 20% chance for a short time. Or something.

But yes i'm glad they lowered it as well. Apparently the problem was that the rockets and nades acted like auto weapons when it came to crits. ie they got a few seconds of them, like the flamethrower, minigun etc sometimes. Which meant you could launch upwards of 3 crits in a row with them. Now they act like single fire weapons.

(all that info was taken from a post on the steam forums by a mod. it might not be accurate)

Last edited by Spidery_Yoda (2008-03-07 06:51:42)

kptk92
u
+972|6663|tc_london
GG Valve. I still want the big one
NooBesT
Pizzahitler
+873|6724

Lucien wrote:

Lowering crit damage is only a good thing. It really pisses me off that the devs decided to have no system whatsoever for earning crits (and don't give me that increased chance bullshit)
I totally agree.
https://i.imgur.com/S9bg2.png
kylef
Gone
+1,352|6748|N. Ireland
This was done for my get together, obviously!
Doctor Strangelove
Real Battlefield Veterinarian.
+1,758|6723

Lucien wrote:

Lowering crit damage is only a good thing. It really pisses me off that the devs decided to have no system whatsoever for earning crits (and don't give me that increased chance bullshit)
With weaker crits taking down an Engi blockade is going to be tougher than your liking.

But who cares about fun and fluidity when you have skill to consider.
Lucien
Fantasma Parastasie
+1,451|6908

DoctaStrangelove wrote:

With weaker crits taking down an Engi blockade is going to be tougher than your liking.

But who cares about fun and fluidity when you have skill to consider.
Crits are good for nothing, definitely not for taking down "Engi blockades". Do you know what takes down a group of sentry guns? a demoman. Do you know what takes down a group of sentry guns that are too strong to beat by yourself? An ubered demoman. Not to mention other possibilities like a spy working together with his team to place sappers just as others attack, or a sniper shooting the dispensers and that tiny bit of exposed head.
On top of that, critical hits don't even do extra damage to buildings. The only way a critical hit is going to hurt an engineer camp is if you actually hit the engineer himself, which is often not possible in the scenario you mentioned.


Critical hits do not make Team Fortress 2 more fun. At least, not for the vast majority of the players. If it takes a random chance that lets you win through luck to add some fun to your game, perhaps you're doing it wrong.
https://i.imgur.com/HTmoH.jpg

Board footer

Privacy Policy - © 2025 Jeff Minard