Here are the original patch notes, verbatim from the Steam forums:
--- February 11, 2011 ---
Gameplay:
Restored player health to normal values
Replaced the no-crit attribute with -25% damage on the following:
- The Eyelander
- The Gunslinger
- The Southern Hospitality
- The Powerjack (also added +20% melee vulnerability)
- The Horseless Headless Horseman's Headtaker
- The Ullapool Caber
- The Claidheamohmor
Medic:
Vitasaw
- Added the ability to see enemy health
New Medigun - The Quick-Fix:
- Heal rate increased 50%
- Uber charge rate increased 50%
- Not able to overheal
- Match the speed of any faster heal target
- Uber effect: Megaheal
-- Heal rate increased 3x on heal target
-- Heal target and medic immune to stun and damage forces
Heavy:
Dalokoh’s
- Removed cooldown
Fists of Steel
- Increase deploy times 20%
- Ranged damage reduced 40% (down from 60%)
Demo:
Loch-n-Load
- +10% damage
Soldier:
Equalizer
- Tuned high-end damage range so it's no longer possible to one-shot certain classes
- Suppress the medic call effect while active
Scout:
Madmilk
- Heal 60% of damage done (down from 75%)
Pyro:
Flares always crit burning targets, regardless of range.
Backburner
- Removed the restriction on airblast
- Ammo cost increased 150% (4 blasts at full ammo)
- Damage bonus reduced to 10% (from 15%)
New Flaregun - The Detonator:
- Alt-fire detonates flare in flight
- Does a small explosion that catches players on fire
- 20% explosion damage vulnerability
Sniper:
Sydney Sleeper:
- +25% increased charge rate
General:
CombatText:
- Added an option to display healing done over heal targets (hud_combattext_healing)
- Display a value whenever the player does something that earns them a bonus point
- Starting position of values is now affected by range to target, making it easier to see numbers when next to targets
Medic overheal effect is now more noticeable
Synced with changes from the official releases
Some notes:
The ability to crit with the Demoman's melees in particular breathes a bit of life into playing and playing against Targemen. However, the Demoman suffers - a crit isn't enough to one-shot a Medic, which is arguably the most important thing you could ever do with a Targe crit.
The Southern Hospitality is now balanced with the original Wrench, which is nice.
The Powerjack is a bit less of an upgrade over the Fire Axe, which is also nice - it's still gimmicky, though (since the vulnerability only means anything if you're up close, the Pyro's speciality).
The Quick-Fix is damn fun. Being able to run into (or out of) battle with a Scout is terribly fun. It's a perfect weapon for Medic whores, you can top off everyone's health fairly quickly. I wouldn't mind seeing a tweak to the Uber, though, it needs some sort of healing buff to the Medic himself.
The removal of the cooldown on the Dalokohs is nice, but it doesn't offset the fact that it still sucks. Give me a droppable, please.
The Fists of Steel and Mad Milk are slightly less ridiculous now. The Loch-n-Load is more so, but it's not overpowered. The Sydney Sleeper is less bad, but marginally so.
I'm not sure of the new scale on the Equalizer, but apparently it can no longer one-shot Medics? I'm not sure. More needs to be done with this.
The Backburner is now the weapon of choice, something I never thought I'd say. Having an airblast, even one that sucks 50 ammo, solves all the problems the Backburner had, and it still deals +10% damage.
The Detonator allows for Pyro flare-jumping. Enough said. It also catches groups of people on fire, which is wonderful in tandem with other area denial classes. Plus the new system of critting all enemies hit by a flare makes subsequent hits even more useful.
Comments, if you please!
















Comments
That, or the enemy will also be running a pyro and he'll just airblast them all out!
HEHEHE.
Nah the flarejump is very cool horizontally. Takes little damage overall and gives you a nice little speed boost. I like. Flares critting on all range? Uh, well… I run flare normallyyyy and I guess I would be happy about this since it means that dg-flare is equal to dg-shotty in burst as well as it having long range spam capabilities, so uh, I'm happy about it but I know it isn't going to live long.
Anyone know the fire rate of the new flare gun? Sounds ridiculous for ambush Pyros: gain high ground, hide, fire into cluster of enemies below, drop and axetinguish, be MVP, crash stock market.
I, too, am seriously interested in doing some 6v6 and Highlander with no crits/spread on a private server.
Yeah, basically this. I used to main Pyro in my pub days before switching to Soldier, and every now and then I'll run Pyro to spice things up a bit. Not being able to have the faster weapon switch I've so quickly adapted to really is a downside, and airblast spam is good.
Quoting THECapedCaper:
I'm interested in this too.
Though it is better than the flamethrower prolly.
I wouldn't call it a weapon of choice unless you're doing hyperaggressive pyro strats such as pyro under blands bridge in a 6v6. But hey, its a cool test. I want to see how it works.
And flare jumping sounds like the silliest damn idea I've ever heard. Downloading the beta finally because of that.
RSS feed for comments to this post.