WowTF2 Changelog wrote:
Fixed mat_queue_mode crash during level transitions
Fixed rapid weapon switching allowing Medics to prevent deployed UberCharges from draining
Improved prediction of Spy's speed changes when disguising
Fixed Stopwatch panel not updating if level designer ends round by hand instead of letting the gamerules end it
Optimized particle traces on multi-core machines
Fixed tracers sometimes firing with the wrong team color
Fixed rapid-fire weaponry critical hit checks getting out of synch between the server and client
Fixed map exploits in Gold Rush
lol
i suppose at least they are changing it. better support than bf2
Valve: a model for all software companies.
They've always been like it, since day #1 on Steam for CSS, HL2, etc.
<3 Valve, shame their games are a little too repetitive
They've always been like it, since day #1 on Steam for CSS, HL2, etc.
<3 Valve, shame their games are a little too repetitive
Last edited by Snake (2008-05-23 10:24:20)
They also removed a pretty important door in Gold Rush without telling anyone. To try and make attacking easier on the first stage.
Last edited by Spidery_Yoda (2008-05-23 10:27:18)
WHATSnake wrote:
Valve: a model for all software companies.
They've always been like it, since day #1 on Steam for CSS, HL2, etc.
<3 Valve, shame their games are a little too repetitive
Yeah my brother noticed that today. That room is now a good place to put a teleporter, but still vulnerable to soldiers, demos and uber-pyros.Spidery_Yoda wrote:
They also removed a pretty important door in Gold Rush without telling anyone. To try and make attacking easier on the first stage.
That's what kept them popular. They made good formulas and stuck with them. They're not into the whole sandbox gameplay we all know and love from BF2.Snake wrote:
Valve: a model for all software companies.
They've always been like it, since day #1 on Steam for CSS, HL2, etc.
<3 Valve, shame their games are a little too repetitive
Meh, well sentries still have ridiculous knock-back and repair rate so attacking stage one point two is still hard as ever
see my post in the epic ss thread...DoctaStrangelove wrote:
Yeah my brother noticed that today. That room is now a good place to put a teleporter, but still vulnerable to soldiers, demos and uber-pyros.Spidery_Yoda wrote:
They also removed a pretty important door in Gold Rush without telling anyone. To try and make attacking easier on the first stage.
qftDoctaStrangelove wrote:
Meh, well sentries still have ridiculous knock-back and repair rate so attacking stage one point two is still hard as ever
"people in ny have a general idea of how to drive. one of the pedals goes forward the other one prevents you from dying"
I'm really glad they fixed the crit tracers though. It was real annoying seeing crits but not getting crits until a few seconds later. Also it was confusing seeing BLU crits coming from a RED heavy.
Define knock-back?DoctaStrangelove wrote:
Meh, well sentries still have ridiculous knock-back and repair rate so attacking stage one point two is still hard as ever
When you get hit by the sentry it sends you backwards in the opposite direction of the sentry. This backs it very difficult fir Heavies and Pyros to get within range of the Sentry and makes it difficult for Soldiers and Demomen to accurately shoot at the sentry.Funky_Finny wrote:
Define knock-back?DoctaStrangelove wrote:
Meh, well sentries still have ridiculous knock-back and repair rate so attacking stage one point two is still hard as ever
Also when you jump while ubered the sentry flings you into the far corners of the 'verse.
Thogh have they left that in on purpose? Or did they mean to leave them like that.