You are here: CommFT

CommunityFortress

TF2 Beta Patch Notes and Observations

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!

Last Updated ( Friday, 11 February 2011 23:40 )  

Comments  

 
#9 TMP 2011-02-12 12:05 Flare jumping isn't drastic enough of a jump for it to do what Free said.

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.
 
 
+1 #8 Free 2011-02-12 09:04 Though I've had the beta active since inception, this is the first time I've been interested in playing it. In particular, the new Pyro and Medic tweaks sound great; the changes to the Backburner, in particular, make it a viable weapon (compared to the flamethrower), but the degreaser is still the best of the bunch—the quick switch allows for near instant crits with the axetinguisher, and a lightning-quick tactics change to shotty or flare.

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.
 
 
#7 waxpax 2011-02-12 08:36 AG used to have a beta server and they had talked about running some pugs/scrims on it; but, I'm not sure it's still up or if they ever tried to run a pug on it.
 
 
#6 Drayhok 2011-02-12 04:05 Quoting TMP:
The question isn't whether or not it is better than the flamethrower: it's whether or not it is better than the degreaser.

Though it is better than the flamethrower prolly.


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:
Does anyone actually have a TF2B server that people can run 6v6 scrims on? I'd love to try these out in non-pubs to get a real look at them.


I'm interested in this too.
 
 
#5 THECapedCaper 2011-02-11 19:39 Does anyone actually have a TF2B server that people can run 6v6 scrims on? I'd love to try these out in non-pubs to get a real look at them.
 
 
#4 TMP 2011-02-11 18:43 The question isn't whether or not it is better than the flamethrower: it's whether or not it is better than the degreaser.

Though it is better than the flamethrower prolly.
 
 
#3 mutated 2011-02-11 18:30 Sure, you're not going to be as liberal with airblasts. But I see it as simply needing to find health packs / dropped weapons / Dispensers sooner, which isn't outside the realm of possibilities. Right now it's better than the Flamethrower in every way except airblasting constantly without any ammo supply.
 
 
#2 TMP 2011-02-11 18:25 Whoawhoawhoa man I don't think you understand the backburner enough. I mean backburner is a sweet weapon, and having airblast is cool and all, but the airblast usage for that weapon isn't going to be nearly as liberal as with your other ones. You'll be running out of ammo way too often if you use it offensively or even defensively. It's probably mostly for a "Save your ass" moment or "Clutch Reflect" moment, which is probably way less frustrating to play against.

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.
 
 
#1 mutated 2011-02-11 17:47 All this was on a 24 slot, pub server provided by Valve. Judge my experiences how you will.
 

Total: $567.25

@CommunityFT

    Loading...

Follow Us

CommFT Youtube - TF2 Videos

CommFT Twitter - TF2 Twitter

CommFT Steam Group - TF2

CommFT RSS - TF2 RSS

Ads