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TF2 Updates: Item Nerfs

PostPosted: July 9th, 2013, 10:52 am
by Raz
http://www.teamfortress.com/post.php?id=11024


What items do you think will be nerfed? Why?


As for me, the axetinguisher is sadly obviously going to get nerfed. It really needs it but I don't want it to be true.


EDIT: Not saying that the most used weapons will get nerfed, but hey, there's a chance. http://tf2stats.net/weapons/

Re: TF2 Updates: Item Nerfs

PostPosted: July 9th, 2013, 3:38 pm
by Yoshi Boo 118
Raz wrote:As for me, the axetinguisher is sadly obviously going to get nerfed. It really needs it but I don't want it to be true.


NEVER. PYRO INSTANT CRIT MASTER RACE. Also lawl, I noticed Dead Ringer nerf. It'll be fun for me as well as watching other Spies trying to adjust.

I'm not really sure what will get nerfed, but I'm looking forward to seeing the community react/rage at the next update.

Also don't forget the will buff some stuff too. Maybe the Tomislav will be rebuffed seeing as how they nerfed it so badly that no one uses it anymore.

Re: TF2 Updates: Item Nerfs

PostPosted: July 10th, 2013, 2:28 pm
by Raz
Spoiler: show
Via HLDS:
General:
  • Added over 60 Gold Star community-submitted Workshop items
  • Summer Claim Checks can now be redeemed for Summer Coolers
  • Summer Cooler Keys are now available in the Mann Co. Store
  • Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store
  • Reduced intensity of Bleed and Jarate screen effects under DX8
  • Added text search functionality to the backpack and the store
  • Added tf_hud_show_servertimelimit to display the server's per-map time limit on the in-game HUD
  • In MvM, if all team members unready, the pre-round countdown will stop
  • In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve
  • Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect
  • Double-clicking a crate will now take you to the appropriate key in the store
  • By default, items with non-standard qualities (ie., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection.
  • Unusuals and Stranges no longer stack in loadout equip pages
  • Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies
  • Fixed a bug that would cause the popular items page in the store to not always update correctly
  • Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits
  • Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck
  • Fixed a bug where crouch animations would not properly play while in humiliation state
  • Fixed a bug where full ÜberCharge effects would always show on the client if a player was killed with full ÜberCharge
  • Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community
  • Fixed level 3 dispensers missing geometry
  • Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs
  • Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players
  • Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones
  • Fixed characters in the loadout page sometimes appearing as if they were cloaked
  • Weapon attributes will now show in the same order in-game and in Steam Community
  • Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed
    Maps:
  • Added cp_standin and cp_process
  • Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town
  • cp_badlands
    Fixed jumps being ruined by small rock ledge near spiral
    Fixed prop collisions
    Fixed clip smoothing
  • cp_dustbowl
    Fixed players building in Blu's first spawn
    Fixed players shooting through rocks in stage 2
    Fixed collision in tunnels in stage 2
    Fixed textures not displaying properly in Pyrovision
    Fixed lighting on cliff faces
    Fixed skybox error in stage 3.
    Fixed players getting killed through the ceiling under stage 2 cap 1
    Adjusted ceiling height in stage 3 tunnel for better clearance
    Cleaned up prop collision
  • cp_egypt
    Fixed clip brush exploits
    Players can no longer build on top of arches and high ledges
  • cp_gorge
    Players can no longer build in Blu's first spawn room
    Changed scale of water texture
  • cp_granary
    Fixed improper orientation on arrow signs
    Fixed players getting above red forward spawn
    Fixed players building on cargo containers inside spawn room
    Fixed holes in skybox geometry
    Removed collision from hanging lamp over Red spawn
    Removed collision from security cameras above Red and Blue spawns
    Mirrored fence alcove from Blu final cap arena to Red side
    Balanced collision of rocks in final capture arenas
    Re-ordered spawns in the first spawn room to be consistent between Red and Blu
  • cp_gravelpit
    Clipped roof of building over cap A
    Removed helthpack under terrain
    Added decals under health kits and ammo packs
  • cp_gullywash
    Fixed players getting out of the map near the middle capture point
    Fixed collision exploits near middle capture point
  • cp_mountainlab
    Fixed collision issues on the ladders and hill that lead to the first point
    Fixed static prop lighting
  • cp_steel
    Fixed players blocking Blu's spawn exit door leading to capture point B
    Fixed collision on ledge near capture point B
    Players can no longer build inside Red spawn room.
    Blu spawn point over grate removed.
  • ctf_2fort
    Fixed building inside of spawn doors
    Fixed clipping exploits on battlements
    Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser
    Cleaned up prop collision
    Smoothed clipping on wagon wheel and other props
  • ctf_well
    Fixed players jumping out of the map
  • koth_king
    Health and ammo packs now match on Red and Blu sides of the map
    Players can no longer build in spawn doors
  • koth_lakeside
    Fixed rockets passing through terrain near the capture point
  • koth_viaduct
    Players can no longer build in spawn room rafters
  • mvm_bigrock
    Fixed players building on rock in cave section
  • pl_badwater
    Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
    Fixed player clip smoothing
    Fixed fence collisions
    Fixed floating rocks in skybox
    Fixed lighting on props
    Fixed lighting on canyon vista
    Handrails no longer collide with bullets and projectiles
    Performance increase through poly reduction, model collision reduction and model fade distances
    Players can no longer build inside Blu spawn room
    Players can no longer be trapped with teleporters under the sign by the first capture point
    Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
    Players will now be crushed by closing doors upon the capture of point 2
  • pl_barnblitz
    Fixed building in the skybox above Red's final spawn
    Teleporters will no longer self destruct when used on the battlements near Blu's first spawn
  • pl_frontier
    Fixed spawn doors not working properly after second capture.
    Players can no longer build inside kill volumes
    Players can no longer build inside of Blu's second spawn room
    Red players can now enter the Blu team spawn upon round win
  • pl_goldrush
    Fixed collision on props and clip exploits
    Fixed buildings being prohibited from construction in the garage near the end of stage 3
    Players can no longer block the cart through the wall in stage
    Players can no longer build in spawn exits
    Players can no longer build on the shack roof near the end of stage 3
    Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap
    Players can no longer build on the perch in stage 1
    Handrails no longer collide with bullets and projectiles
  • pl_thundermountain
    Fixed gate visible through ceiling in stage 3
    Fixed clipping in stage 3 Blu spawn
    Prevented players from building in the cliffside kill zone in stage 1
  • pl_upward
    Fixed exploit where Blu team could be trapped in their final spawn room
    Fixed gap in collision which allowed Blu players to be shot in their first spawn
    Fixed fade distances on props in Blu spawn
    Fixed players building under catwalk on the ledge of the final pit
    Fixed clip brush exploits
    Players can no longer be trapped by teleporting under stairs near final capture point
    Players can no longer build inside of Red's final spawn room
    Players can no longer build inside of spawn room doors
    Players can no longer be trapped inside of the capture point sign
    Prevented Blu team from entering final spawn room while it is neutral
    Smoothed clipping collision
    Collision performance increases
    Handrails no longer collide with bullets and projectiles
    Replaced floor texture in Red team final spawn room
  • plr_hightower
    Fixed clip brush exploit above building on cliff edge
  • plr_nightfall
    Fixed players jumping outside of the map
    Reduced prop collision
  • plr_pipeline
    Fixed invisible faces
    Handrails no longer collide with bullets and projectiles
  • tc_hydro
    Fixed clip brush exploit where players could get out of world
    Fixed players getting on top of monument.
    Items:
    The Chieftain's Challenge, Lord Cockswain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted
    "The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game UI
    Cursed Soul items (Halloween zombie skins) are now renameable
    Strange Bacon Grease can now be gift-wrapped
    Added LODs to the Airborne Armaments set items
    Fixed Bison/Pomson projectiles getting stuck on doors
    Fixed Baseballs and Jars sometimes going through thin geometry
    Crit-A-Cola
    Removed: Damage taken mini-crits
    Added: Damage taken increased 25%
    Shortstop
    Added 20% bonus healing while deployed
    Added 80% vulnerability increase to all push forces while deployed
    Winger
    Added +25% Jump Height bonus when active
    The Special Delivery (set)
    Removed: +25 max health on wearer
    Added: Leave a calling card on your victims
    Battalion's Backup
    Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active)
    Rage is now generated from damage dealt instead of damage received
    Black Box
    Rocket explosions now use correct sound
    Begger's Bazooka
    Fixed an exploit that allowed players to hold a set fixed number of rockets (reload cancelling)
    Misfired Rockets now remove one loaded rocket from the clip
    Concheror
    Rage is now generated only from damage dealt
    Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect
    Cow Mangler 5000
    Reduced clip size (from 5 to 4)
    Removed -10% damage attribute
    Removed 5% slower reload attribute
    Added missing "sets players on fire" description text
    New particles and sound
    Escape Plan
    Players receive the Marked-For-Death effect after deploying, and for a short period after holstering.
    Liberty Launcher:
    Removed: 25% reduced clip size penalty
    Added: 25% reduced damage penalty
    Original
    Rocket explosions now use correct sound
    The Tank Buster (set)
    Removed: +20% Sentry damage resistance on wearer
    Added: Leave a calling card on your victims
    Phlogistinator
    Fixed "Mmmph" progress resetting after touching a resupply cabinet
    Powerjack
    Added: 15% increase move speed while deployed
    Added: 20% damage vulnerability to all sources
    The Gas Jockey's Gear (set)
    Removed: +10% faster move speed on wearer
    Removed: +10% bullet damage vulnerability on wearer
    Added: Leave a calling card on your victims.
    Chargin' Targe
    Added: Afterburn immunity
    Loose Cannon
    Range no longer affects direct cannonball impact damage
    Reduced charge time to 1 second
    Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects
    Double-Donk damage now mini-crits
    The Expert's Ordnance (set)
    Removed: +10% fire damage resistance on wearer
    Buffalo Steak Sandwich
    Removed: Damage taken mini-crits
    Added: Damage taken increased 25%
    Dalokoh's Bar
    Increased amount of health restored per-bite from 15 to 25
    Gunslinger
    Fixed a bug that caused mini-sentries to heal while being constructed
    Rescue Ranger
    Minor increase in damage per bolt
    Increased building healing from 50 to 75 per bolt
    Short Circuit
    Ammo cost reduced when an attack destroys a projectile.
    Wrangler:
    Slightly reduced accuracy of manually-controlled sentry at long range
    Protective shield now fades 1 second after the owning Engineer dies
    Crusaders Crossbow
    Changed arrow projectile to a large syringe
    Added new trail effects
    Smoothed out reload animation (DPS unchanged)
    Fixed being able to heal players that are using items that block healing
    Quick-Fix
    Added 50% Overheal
    Über now affects the medic when there's no heal target
    Shotguns with pushback (Force O' Nature) no longer affect players under the effect of Quick-Fix's Über
    Vaccinator
    Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented
    Bazaar Bargain
    Fixed the starting charge rate being -40% instead of -20%
    Capped the max charge rate to 200%
    Cozy Camper
    Removed movement penalty.
    Added: Damage taken increased by 20%
    Darwin's Danger shield
    Added: Bullet damage taken reduced by 15%
    Added: Explosive damage taken increased by 20%
    The Croc-o-Style Kit (set)
    Removed headshot immunity
    Added: Leave a calling card on your victims
    Dead Ringer
    When under the effect of Feign Death, damage taken decreases the duration of the effect
    L'Etranger
    Added: 40% increased cloak duration
    Spy-cicle
    Fixed a bug that would cause the charge meter to not reset when the spy was killed
    The Saharan Spy (set)
    Removed: Reduced decloak sound volume
    Removed: 0.5 sec longer cloak blink time
    Added custom particle effects when taunting
    Rumor has it:
    Size is close to 1 GB: those with usage-based billing and/or data caps SHOULD AVOID DOWNLOADING THIS UPDATE ALL AT ONCE AT ALL COSTS!



I'm still prettying this up and I don't want to completely pretty it up so here's the link
http://www.reddit.com/r/tf2/comments/1i ... for_71013/

Re: TF2 Updates: Item Nerfs

PostPosted: July 10th, 2013, 2:59 pm
by Yoshi Boo 118
In other news competitive Soldiers cry everywhere as Escape Plan is ruined

Re: TF2 Updates: Item Nerfs

PostPosted: July 10th, 2013, 3:10 pm
by Raz
In other news, engie mains named Raz cry everywhere as the wrangler was nerfed.

Re: TF2 Updates: Item Nerfs

PostPosted: July 10th, 2013, 3:57 pm
by Kirby859
Yoshi Boo 118 wrote:In other news competitive Soldiers cry everywhere as Escape Plan is ruined

(Suyo)

Winger
Added +25% Jump Height bonus when active

That seems...ok

Re: TF2 Updates: Item Nerfs

PostPosted: July 10th, 2013, 8:57 pm
by Asterocrat
In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve

That. Yes. Finally.

Also Liberty Launcher :< Other than that all the weapons I use are somehow unchanged or the change sounds good (Winger).

StarEDIT: Also from all the new items, Sniper only got FOUR. Out of SIXTY. WHAT IS THIS.

Re: TF2 Updates: Item Nerfs

PostPosted: July 11th, 2013, 12:13 am
by Raz
Image
Image
Image
Image



AND LAST

BUT NOT LEAST

THE BEST THING OUT OF THIS UPDATE
Image

Re: TF2 Updates: Item Nerfs

PostPosted: July 12th, 2013, 7:56 am
by WickedOreo
The only thing I hate about this update is that it has left TF2 unresponsive when I open up the server list. Playing in training mode is just awfully laggy for me anyways, but it's pretty much the only thing I can do. I've also heard reports of items not dropping at all when I looked at the discussion for TF2.
So yeah. I got a black and aqua summer cooler from my summer checks, that's about it. The other nerfs/updates are something that could really bother me less because I'm not used to playing with them.

Re: TF2 Updates: Item Nerfs

PostPosted: July 12th, 2013, 10:23 am
by ChaosYoshi
The items still seem to drop for me, seeing how I got another escape plan yesterday.