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Team Fortress 2
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Valve's Team Fortress 2 team-based first person shooter
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TF2 Gets New Highlander Game Mode

Team Fortress 2 has gained a new game mode in its latest update. The "Highlander" mode. Apparently inspired by the "Eyelander" sword acquired by the Demoman during the Soldier vs Demoman War, the Highlander mode allows two teams of 9 to square off, with only one person per class.

Remember there is sccheduled downtime on Steam tonight from 6:00 pm PST to 9:00 pm PST!

The entire update includes:

Team Fortress 2

  • Added new Highlander mode
    • 9 players allowed per team
    • Restricts each team to 1 of each class
    • Use mp_highlander (0/1) to toggle off/on: default is 0
  • Added "bots" to the server's sv_tags convar if the server is running bots
  • Fixed a weapon name localization issue
  • Fixed the "tf_teamtalk" server convar not controlling text chat between living/dead teammates
  • Updated the map CTF_DoubleCross
    • Fixed the map not ending correctly when using mp_timelimit
    • Changed to prevent Engineers from building on top of the shack in each base
  • Updated the map Arena_WatchTower
    • Fixed a case where players could open and get stuck on the starting gates before the round start
    • Improved clipping to prevent people from getting out of the map
    • Optimized the map for better performance

 

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February 04, 2010 1:24pm
TF2 'War' Coming to an End

Team Fortress 2's 'War' is coming to an end. 'War' is a an upcoming update to the game which is granted to the soldier and demoman, with one of the two classes getting a special weapon based on the highest number of kills of the other. The battles have been close with 5,727,928 Killed Soldiers to 5,742,720 Killed Demos in the week-long war. Besides the upcoming dual class update, TF2 will be free to play this weekend!

The 'War' has generated much killing and some truly inspiring propoganda.

So far the update is said to include:

Demoman

- Eyelander Sword, and Chargin' Targe shield

The Eyelander holds to a principle all one-eyed Scotsmen with no depth perception have known for years: you don’t kill a man by mucking about with rifles, arrows, rocks, or other long-distance rubbish. You kill him by grabbing the biggest bloody sword you can find, running up nice and close to him, and chopping the dumb bastard’s head off.

Made with pattern-welded Damascus steel, this melee-slot weapon offers a guaranteed decapitation with every killing blow. Unfortunately, because it's haunted, it will suck away some of your soul: expect a decrease in your max health at the outset. However, once the blade feeds on neck, you’ll receive a boost in max health and speed. With each new protesting head you cleave (up to four), you’ll get healthier and faster.

The Eyelander will not deal critical hits unless used in conjunction with the Chargin’ Targe’s charge ability.

The Chargin’ Targe solves a centuries-old Scottish riddle, which is that shields exist. True, the shield might block the occasional sword blow. However, they are essentially weapons to be used for hiding behind, and this is a concept the average Scotsman does not understand. “If I were to pick up this cowering-plate, I would have to put down my second sword,” a Scotsman thinks. “And surely that is madness.” The Chargin’ Targe solves this riddle by turning the useless shield into a deadly weapon you can run at people with and then bludgeon to death.

The targe replaces your tried-and-true sticky bomb launcher, but offers some unique capabilities in return, especially when used with the Eyelander. Just equipping the Chargin’ Targe provides automatic +50% fire damage resistance and +65% blast damage resistance. But the Chargin’ Targe’s main perk lies in its name. Alt-firing will hurtle you toward an enemy at a punishingly damaging high speed (far faster than a Scout can manage).

Charging also boosts the lethality of your melee weapon. Land a melee hit during a medium length charge and you'll be guaranteed a mini-crit. Land a hit during a long distance charge, and your victim will receive devastating full crit damage.

- The Scottish Resistance

Get your thinking pants on, because the Scottish Resistance is the thinking Demoman's sticky bomb launcher. Trading offensive capability for increased defensive power, the SR can lay down twice as many sticky bombs, as well as destroy enemy sticky bombs.

But hold on, thinking fans—there’s more! The SR lets you detonate specific groups of bombs instead of having to set them off all at once. The SR detonates whichever group of bombs the player is looking at, letting you control which clusters blow, and when. You’ll be able to lay more traps and guard multiple areas at a time.

But all this awesome thinking man stuff comes at a price, just like real thinking. The SR is less useful for air-bursts and close range combat, thanks to longer priming rate (0.4 seconds) per bomb.

- 35 New Achievements

Soldier

- The Direct Hit, rocket launcher

Nobody can deny that, measured solely by their ability to blow people into chunky clouds of tomato soup, rockets are an incredible force for good in the world. But with their wide blast radius, they are not a particularly terrific weapon for showing off your sharpshooting skills.

Until now. A high precision version of the standard-issue rocket launcher, the Direct Hit has been engineered from the ground up for Soldiers who have mastered the art of shooting at their targets instead of vaguely near them. Those of you looking to deal splash damage, stop reading now: the Direct Hit has a 70% smaller blast radius than a traditional rocket launcher. But the rockets that come out of this thing move fast and hit hard: 80% faster and with 25% more destructive force. Best of all, for you real sharpshooters, the Direct Hit guarantees mini-crits on airborne targets.

- The Equalizer, pickaxe

 

 
Back when your father and grandfather played Team Fortress 2, being bad at the game was so shameful, they would rage-quit (a lengthy, painful process that involved pulling burning coal from the computer’s furnace). Now, thanks to modern-day updates like these, there’s finally a good excuse. You didn’t misread that sentence: losing is now a strategy.

This melee-slot pickaxe becomes more deadly the more damage you take, letting you move faster and hit harder the more wounds you endure. Get close enough to death, and you will become Death himself.
- 35 New Achievements



December 17, 2009 9:37am
Team Fortress $2.49 on Steam for Two Hours, Halloween Update Available!

For two hours only today, Team Fortress 2 will be $2.49/£2.49/2,49€ at the Steam store. This steal deal will be over at 2:00 P.M. PST! The deal comes just in time for the first ever Team Fortress Haunted Halloween Special update.

The update will include Halloween hats, five new achievements, new maps and exploding pumpkins.

http://store.steampowered.com/app/440/

 



October 29, 2009 3:52pm
Cheaters Never Prosper, TF2 Idlers Get Punished

Team Fortress 2 players using external idling applications in order to get item drops will no longer be tolerated. Valve announced today they are adopting a zero tolerance policy for these applications used to manipulate the persistent item system.

Players who have used these applications in the past (about 4.5% of the TF2 community) will earn a slap on the wrist and have items obtained "illegally" removed from their inventory. Those caught in the future will have ALL items removed.

Never leave a good deed unrewarded though, Valve is giving all the upstanding TF2 citizens new hats. There will also be an increased chance to find existing hats.

They will also be working on a system that allows items to be more easily traded and duplicates being crafted into desired items.



September 03, 2009 9:10am
TF2 Classless Update Day 3

For those of you who haven't heard yet (the update is a day late due to technical difficulties) the Day 3 announcement for the Classless update included more maps!

Arena Sawmill will be revamped in the update to be their third official Capture the Flag map. Those familiar with the map will notice that two side access routes have been blocked off (to concentrate gameplay), and a building near each spawn point is now accessible.

Besides all the new content and goodies, the TF2 website listed these additonal additions/changes/fixes with the update (Go forth and update TF2 folks!):

Additions / Changes:

  • Added "Auto Reload" option to the multiplayer advanced options.
  • Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.
  • Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.
  • Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.
  • Significantly reduced the amount of network traffic being sent.
  • Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.
  • Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
  • Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
  • Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).
  • Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps.
  • Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating.
  • Added an "Inspect" key that allows you to look at items being carried by your team mates.
  • Backpack improvements:
  • - Added drag & drop to move items around. Item positions are maintained on the backend.
    - Added multi-select, allowing you to delete multiple items at once.
    - Added a new key to the key binding page that opens your inventory directly to your backpack.
    - Fixed mouseover panel being incorrectly position when the backpack first appears.
  • Cloaked Spies standing in valid backstab positions no longer raise their knife.
  • Added current map name and gametype to the bottom right of scoreboard.
  • Added class icons to tips on the loadout and loading screens.
  • Improved visuals around flags when they're being carried by a player.
  • Improved critboosted visuals, making it much clearer when an enemy has critboost.
  • Updated the loading panel to show the game type under the map name during level transition.
  • In-game chat dialog now supports full Unicode characters.
  • Added BLU main menu background.
  • Added response caching for some server queries to help reduce the CPU load from DOS attacks.
  • Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.

Map Changes:

  • Update PLR_Pipeline
  • - Increased the starting advantage in the third round if a team has won the first two rounds.
    - Fixed carts not continuing to the second round if they're capped at the same time in the first round.
    - Fixed being able to shoot pipebombs over the starting gates in the first round.
    - Fixed being able to open the doors in the first round before the setup time was finished.
    - Fixed players getting stuck in some doors.
    - Fixed players being able to get onto rooftops and out of the map boundaries.
    - Fixed other minor bugs and exploits.
  • Update Arena_Sawmill
  • - Fixed DirectX8 bug where some models would not be visible.
    - Fixed exploit with building teleporters outside of the map.
  • Updated CP_Granary
  • - Made a few changes to improve balance based on competitive community feedback.

Item Reworks:

  • The Force of Nature
  • - The enemy knockback now only `works in close range and behaves more like the Pyro's air blast.
    - Enemies cannot be juggled by the FaN's effect.
    - The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards.
    - Knockback is now scaled by damage done.
  • The Sandman
  • - A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.
    - Stunned players now take 75% of all incoming damage instead of 50%.
    - Übercharged players can no longer be stunned.
    - Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
    - The minimum distance to stun a target has been reduced.
    - The negative attribute has changed from "no double jump" to "-30 max health".

Fixes:

  • Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs.
  • Fixed an exploit that allowed players to work around sv_pure.
  • Particle files are now protected by sv_pure.
  • Fixed critboost effect getting stuck on when you die while critboosted.
  • Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players.
  • Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife.
  • Fixed an exploit where you could reload The Huntsman faster than intended.
  • Fixed Heavy "civilian" exploit.
  • Fixed a set of exploits using the DXSupport config files.
  • Fixed r_screenfademinsize and r_screenfademaxsize exploits.
  • Fixed sentries firing at a fully cloaked Spy if they're still the closest target.

Community requests:

  • Added a HUD element for hybrid CTF & CP maps.
  •       - Supports 1 or 2 flags, and any number of CPs.
          - Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it.
  • Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards.
  •       Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
  • Added new "medic_death" event for server logs
  • Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
                - healing is the amount the Medic healed in that life
                - ubercharge (1/0) is whether they died with a full charge
  • Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it.


August 15, 2009 10:31pm
Classless Update Day 2 Announcement for TF2

Included in Valve's TF2 Day 2 announcement of what is included in their upcoming classless update is a new game mode, King of the Hill. Taglined "Since their discovery in 1895, hills have fascinated Kings" this new mode is an intense new game mode focused around a single, central, catapult. The catapult area is locked initially, then it will open for capture. The mission is to capture the catapult and hold it for three minutes. If the enemy team manages to capture the point back, their clock will start counting down while the other team’s clock freezes at the time the point was recaptured.

Also included is a new map for KotH mode, Viaduct. These snow filled map features various elevations, with players starting at a base on the low hill. Players will then have to climb to capture the point at the hill's peak.

As a bonus, two maps have been converted for KotH mode, Sawmill and Nucleus.



August 13, 2009 8:56am
TF2 to Get Classless Update

Team Fortress 2 will be getting its first "Classless" update. This is the first announced update since its last in May, and there will not be any new additions to any of the classes (though two classes were updated in May).

Day 1 of the reveal of the update announced the addition of 18 new hats including an educational history of hats. Featured hats include the Tyrant's Helm for Soldiers, Backbiter's Billycock for Spy, and the Brigade Helmet for Pryos. Also announced in the reveal is a new arena called Offblast.

Per the website: "Arena Offblast is a fast-paced, high-altitude community map set in a top secret missile silo wedged into the top of a hollowed-out mountain. Open-air paths and narrow hallways converge on a central control point located just under the silo’s blast doors.

This mountaintop arena also boasts a sheer cliff face encircling the battleground, giving you the chance to help your opponents improve their tactics. Specifically, anyone you blast over the side will get some time to think about the various flaws in their “standing next to the edge of a cliff” strategy as they plummet to an excruciating, non-respawnable death."

There are also several hidden pages in the announcement with some additional funnies.

 

http://www.teamfortress.com/classless/



August 12, 2009 9:09am
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