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TF2 update for 4/12/18 (4/13/18 UTC)
1
#1
Patch Notes
0 Frags +

Via HLDS:

ValveMatchmaking Changes
- The initial load time into a match no longer counts against a player's abandon timer
- Changed the timeout before a missing player is marked as having abandoned a competitive match to be three minutes from the first time a player disconnects from the server, rather than from the moment the match is formed
- Queue times should now be significantly faster when dealing with large numbers of placement and recently-placed players in queue
- Moved the Competitive MMR change notification so it no longer overlaps your rank
- Fixed continuing to receive the prompt to rejoin a match after you have been dropped from said match
- Fixed a case where players would receive a rank change in matches that dissolved due to abandon

General
- Added a stomp animation to Pyro that plays when coming down after blasting off from the Thermal Thruster
- Added HLPugs.tf tournament medals
- Added Gette it Onne! tournament medals
- Added TFCL tournament medals
- Added Copenhagen Games tournament medals
- Fixed Medics having an accelerated Übercharge build-rate when healing full-health Snipers who are using The Razorback
- Fixed being able to capture control points during setup time
- Fixed the Golden Wrench not having an offset when using minimized viewmodels
- Fixed the Private Maggot Muncher hiding the Soldier's hat when equipped
- Fixed the Medic's auto-call feature not including enemy Spies disguised as the Medic's team
- Fixed The Lugermorph not displaying when inspected in the backpack
- Fixed unusual effects on the Brass Bucket rendering in the wrong spot
- Fixed Mann vs. Machine late-join failing for parties of two or more
- Fixed the Short Circuit orb not changing particle color after being deflected
- Fixed the Short Circuit orb not being able to destroy rockets/grenades during the first 0.25 seconds of their lifetime
- Updated models and materials for the Private Maggot Muncher
- Updated the localization files

Rumor has it:

- Today's localization is made possible in part by contributions from Translators Like You - Thank You

- Size is ~20 MB

Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:

[quote=Valve][h]Matchmaking Changes[/h]
- The initial load time into a match no longer counts against a player's abandon timer
- Changed the timeout before a missing player is marked as having abandoned a competitive match to be three minutes from the first time a player disconnects from the server, rather than from the moment the match is formed
- Queue times should now be significantly faster when dealing with large numbers of placement and recently-placed players in queue
- Moved the Competitive MMR change notification so it no longer overlaps your rank
- Fixed continuing to receive the prompt to rejoin a match after you have been dropped from said match
- Fixed a case where players would receive a rank change in matches that dissolved due to abandon

[h]General[/h]
- Added a stomp animation to Pyro that plays when coming down after blasting off from the Thermal Thruster
- Added HLPugs.tf tournament medals
- Added Gette it Onne! tournament medals
- Added TFCL tournament medals
- Added Copenhagen Games tournament medals
- Fixed Medics having an accelerated Übercharge build-rate when healing full-health Snipers who are using The Razorback
- Fixed being able to capture control points during setup time
- Fixed the Golden Wrench not having an offset when using minimized viewmodels
- Fixed the Private Maggot Muncher hiding the Soldier's hat when equipped
- Fixed the Medic's auto-call feature not including enemy Spies disguised as the Medic's team
- Fixed The Lugermorph not displaying when inspected in the backpack
- Fixed unusual effects on the Brass Bucket rendering in the wrong spot
- Fixed Mann vs. Machine late-join failing for parties of two or more
- Fixed the Short Circuit orb not changing particle color after being deflected
- Fixed the Short Circuit orb not being able to destroy rockets/grenades during the first 0.25 seconds of their lifetime
- Updated models and materials for the Private Maggot Muncher
- Updated the localization files[/quote]

Rumor has it:

- [url=https://github.com/SteamDatabase/GameTracking-TF2/commit/3d617c70509c65827f9d51f4d934b11478df03bd]Today's localization[/url] is made possible in part by contributions from [url=https://translation.steampowered.com]Translators Like You - Thank You[/url]

- Size is ~20 MB
2
#2
-24 Frags +
Valve- Updated the localization files

Thanks.

[quote=Valve]
- Updated the localization files[/quote]
Thanks.
3
#3
13 Frags +

the important change

Queue times should now be significantly faster when dealing with large numbers of placement and recently-placed players in queue

we will see

the important change

[quote]Queue times should now be significantly faster when dealing with large numbers of placement and recently-placed players in queue[/quote]

we will see
4
#4
-9 Frags +
wickedplayer494Via HLDS:

- Fixed the Medic's auto-call feature not including enemy Spies disguised as the Medic's team

any update nerfing spy is a good update

[quote=wickedplayer494]Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:

- Fixed the Medic's auto-call feature not including enemy Spies disguised as the Medic's team

[/quote]

any update nerfing spy is a good update
5
#5
41 Frags +
catman1900wickedplayer494Via HLDS:

- Fixed the Medic's auto-call feature not including enemy Spies disguised as the Medic's team

any update nerfing spy is a good update

this is a spy buff
unless ur being sarcastic in which case u got me

[quote=catman1900][quote=wickedplayer494]Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:

- Fixed the Medic's auto-call feature not including enemy Spies disguised as the Medic's team

[/quote]

any update nerfing spy is a good update[/quote]

this is a spy buff
unless ur being sarcastic in which case u got me
6
#6
11 Frags +
Fixed Medics having an accelerated Übercharge build-rate when healing full-health Snipers who are using The Razorback

Tested this out because I wanted to see if the note was accurate (they have a history of not entirely being accurate after all) and make sure they didn't just revert to the Jungle Inferno build rate change, the note is actually correct the Razorback essentially was given a hidden attribute that makes the Medic not build at max rate on him unless if he's hurt.

Was important outside of 6s because this means the Quick-Fix is no longer penalized for healing anyone at full HP like it was during Jungle Inferno up until the Competitive Update.

Good way of doing it tbh.

Now fix backwards movement speed penalty so that it actually works properly and remove random fall damage, I believe in you Valve!

[quote] Fixed Medics having an accelerated Übercharge build-rate when healing full-health Snipers who are using The Razorback[/quote]

Tested this out because I wanted to see if the note was accurate (they have a history of not entirely being accurate after all) and make sure they didn't just revert to the Jungle Inferno build rate change, the note is actually correct the Razorback essentially was given a hidden attribute that makes the Medic not build at max rate on him unless if he's hurt.

Was important outside of 6s because this means the Quick-Fix is no longer penalized for healing anyone at full HP like it was during Jungle Inferno up until the Competitive Update.

Good way of doing it tbh.

Now fix backwards movement speed penalty so that it actually works properly and remove random fall damage, I believe in you Valve!
7
#7
0 Frags +
DarkNecridovement speed penalty so that it actually works properly and remove random fall damage, I believe in you Valve!

Can you explain it a bit?

[quote=DarkNecrid]ovement speed penalty so that it actually works properly and remove random fall damage, I believe in you Valve![/quote]
Can you explain it a bit?
8
#8
6 Frags +
TriRIKDarkNecridovement speed penalty so that it actually works properly and remove random fall damage, I believe in you Valve!Can you explain it a bit?

Regarding Random fall damage, there is a 20% random variance in fall damage. Its supposed to be disabled when either random spread or random damage is disabled (Not sure which, I think its the former), but it isnt, therefore that 20% random variance occurs anywhere, even LANs

[quote=TriRIK][quote=DarkNecrid]ovement speed penalty so that it actually works properly and remove random fall damage, I believe in you Valve![/quote]
Can you explain it a bit?[/quote]

Regarding Random fall damage, there is a 20% random variance in fall damage. Its supposed to be disabled when either random spread or random damage is disabled (Not sure which, I think its the former), but it isnt, therefore that 20% random variance occurs anywhere, even LANs
9
#9
22 Frags +
TriRIKDarkNecridovement speed penalty so that it actually works properly and remove random fall damage, I believe in you Valve!Can you explain it a bit?Backwards movement speed penalty

Supposed to be -10% when walking backwards, hasn't worked properly for 11 years now. Moving diagonally increases your movement speed which is normally prevented by each class having a ground movement speed cap, except moving backwards doesn't temporarily decrease your movement speed cap to match the -10% penalty so if you hit any strafe key & S at the same time you bypass the penalty entirely and move at full speed (you can see this with cl_showpos 1 in console).

This is something people involuntarily do even if they're not aware of this because holding only S is awful.

The -10% penalty exists to disadvantage retreating and to make players choose between worsening their retreat but being able to fight back or moving at full speed but turning away from their attackers.

However, since everyone bypasses it very easily there's no disadvantage to retreating & fighting back, in fact turning away from your attackers is just worse if you have the map memorized since you're just moving at the same speed as walking backwards but not able to fight back/surf rockets as easily.

Fixing this mechanic would actually help pushes a bit, you'd be able to close the distance on people fighting back at you and at lasts retreating into spawn when attackers are close would force you to not fight back to maximize your ability to tap the resupply.

Random fall damage

Not much to explain, random fall damage is always enabled because tf_damage_disablespread 1 only applies to weapons/buildings and not world damage which is what fall damage is. Every time you take fall damage it's RNG how much you'll take and it's really the biggest source of RNG left in competitive play. While the damage spread is not immense or anything, it is more than enough to make a Medic surf that leaves you at low HP pure luck if you live when you hit the ground or not.

[quote=TriRIK][quote=DarkNecrid]ovement speed penalty so that it actually works properly and remove random fall damage, I believe in you Valve![/quote]
Can you explain it a bit?[/quote]

[quote]Backwards movement speed penalty[/quote]

Supposed to be -10% when walking backwards, hasn't worked properly for 11 years now. Moving diagonally increases your movement speed which is normally prevented by each class having a ground movement speed cap, except moving backwards doesn't temporarily decrease your movement speed cap to match the -10% penalty so if you hit any strafe key & S at the same time you bypass the penalty entirely and move at full speed (you can see this with cl_showpos 1 in console).

This is something people involuntarily do even if they're not aware of this because holding only S is awful.

The -10% penalty exists to disadvantage retreating and to make players choose between worsening their retreat but being able to fight back or moving at full speed but turning away from their attackers.

However, since everyone bypasses it very easily there's no disadvantage to retreating & fighting back, in fact turning away from your attackers is just worse if you have the map memorized since you're just moving at the same speed as walking backwards but not able to fight back/surf rockets as easily.

Fixing this mechanic would actually help pushes a bit, you'd be able to close the distance on people fighting back at you and at lasts retreating into spawn when attackers are close would force you to not fight back to maximize your ability to tap the resupply.

[quote]Random fall damage[/quote]

Not much to explain, random fall damage is always enabled because tf_damage_disablespread 1 only applies to weapons/buildings and not world damage which is what fall damage is. Every time you take fall damage it's RNG how much you'll take and it's really the biggest source of RNG left in competitive play. While the damage spread is not immense or anything, it is more than enough to make a Medic surf that leaves you at low HP pure luck if you live when you hit the ground or not.
10
#10
20 Frags +

Excerpt from an email to erics@valvesoftware.com on March 14th

The Demoman's weapons, aside from the sticky launcher, do not call "SecondaryAttack()" or "DoClassSpecialSkill()" during "ItemBusyFrame()" and while "pOwner->m_nButtons & IN_ATTACK2" returns a truthy value. If they did, the bug commonly referred as "Sticky detonation delay" would be fixed.
You could either generalize that behavior into "CTFWeaponBase::ItemBusyFrame" or specialize "CTFGrenadeLauncher" and "CTFWeaponBaseMelee".

Please fix sticky delay bug

EDIT: also

DarkNecridEvery time you take fall damage it's RNG how much you'll take and it's really the biggest source of RNG left in competitive play

Pistol/SMG is big RNG too :(

Excerpt from an email to erics@valvesoftware.com on March 14th

The Demoman's weapons, aside from the sticky launcher, do not call "SecondaryAttack()" or "DoClassSpecialSkill()" during "ItemBusyFrame()" and while "pOwner->m_nButtons & IN_ATTACK2" returns a truthy value. If they did, the bug commonly referred as "Sticky detonation delay" would be fixed.
You could either generalize that behavior into "CTFWeaponBase::ItemBusyFrame" or specialize "CTFGrenadeLauncher" and "CTFWeaponBaseMelee".


Please fix sticky delay bug

EDIT: also
[quote=DarkNecrid]Every time you take fall damage it's RNG how much you'll take and it's really the biggest source of RNG left in competitive play[/quote]
Pistol/SMG is big RNG too :(
11
#11
16 Frags +
- Fixed the Private Maggot Muncher hiding the Soldier's hat when equipped

https://i.gyazo.com/bdb1a75f064fcdd94a5a17f5c886db30.png

thats a rip

[quote]
- Fixed the Private Maggot Muncher hiding the Soldier's hat when equipped
[/quote]

[img]https://i.gyazo.com/bdb1a75f064fcdd94a5a17f5c886db30.png[/img]

thats a rip
12
#12
0 Frags +

Seems like something was changed with the professional's panama model, since it's not hidden by my nohats now

Seems like something was changed with the professional's panama model, since it's not hidden by my nohats now
13
#13
2 Frags +
- Fixed the Short Circuit orb not being able to destroy rockets/grenades during the first 0.25 seconds of their lifetime

why did they make this even better...

[code]- Fixed the Short Circuit orb not being able to destroy rockets/grenades during the first 0.25 seconds of their lifetime[/code]

why did they make this even better...
14
#14
1 Frags +

They need to make that you only ready up when all players join the server fully. I played half a round with 5 players + bot because our player was connecting too long and the timer for ready up expired.

They need to make that you only ready up when all players join the server fully. I played half a round with 5 players + bot because our player was connecting too long and the timer for ready up expired.
15
#15
-4 Frags +

Are the queue times properly fixed now though or is it a bait again?

Are the queue times properly fixed now though or is it a bait again?
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