Author Topic: Team Fortress 2 Update Released  (Read 2253 times)

Quote
Team Fortress 2
Added new community weapons and hats
Updated CP_Gorge
Added nobuilds to the awnings outside BLU's forward spawn to preventing players building up there.
More clip work and model collision work based on community feedback.
Fixed BLU forward spawn door appearing through roof.
Updated PLR_Pipeline
Added new stairwell in Stage 1 and window access to both teams’ platforms by main choke point to help alleviate stalemates.
Reverted the starting position for the cart in Stage 3 if a team had won the first 2 stages to where you no longer get a big cart-start-position advantage.
Fixed rare cases where stage would break when cart had no nearby capper(s).
Fixed carts not always moving to their starting locations correctly.
Fixed respawn times in Stage 3 not being set to the proper values.
Fixed the map not finishing correctly in Stage 3 if the two teams capture the final point at the same time.
Removed sv_showhitboxes to avoid players confusing it with the method by which we do hit detection (see http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking for info)
Whats the items?


All hail google.
Alright Google it and tell me what the items are on a update that came out at 16:01.



All I know so far is hunter has a new machete. Demoman gets an axe(gay). And spy gets a beret.

:v I'm not liking all the community updates :(

There are the few things that are fitting, but other than that they seem out of place.
The axe is very fun though, I crafted one.

Crits are so powerful with it, and the Targe makes up for it's speed.

New kukuri thing that causes damage over time by making people bleed.

I posted it on another forum but I'll put it here too:




The Tribalman's Shiv
(Level 5 Kukri)
On Hit: Bleed for 8 seconds
-35% damage done
Equipped by: Sniper
To craft: Huntsman + Dead Ringer


The Scotsman's Skullcutter
(Level 5 Axe)
+20% damage done
15% slower move speed on wearer
Equipped by: Demoman
To craft: Axtinguisher + Jarate


Whoopee Cap
(Level 0-100 Hat)
Equipped by: Scout


Whiskered Gentleman
(Level 0-100 Hat)
Equipped by: Pyro


Ze Goggles
(Level 0-100 Hat)
Equipped by: Medic
Description: Nothing


Safe'n'Sound
(Level 0-100 Hat)
Equipped by: Engineer


Tippler's Tricorne
(Level 0-100 Hat)
Equipped by: Demoman


Frenchman's Beret
(Level 0-100 Hat)
Equipped by: Spy


Bloke's Bucket Hat
(Level 0-100 Hat)
Equipped by: Sniper


Vintage Merryweather
(Level 0-100 Hat)
Equipped by: Pyro


Sergeant's Drill Hat
(Level 0-100 Hat)
Equipped by: Soldier


Gentleman's Gatsby
(Level 0-100 Hat)
Equipped by: Medic


Heavy Duty Rag
(Level 0-100 Hat)
Equipped by: Heavy

Time to get crafting

I like the French Beret the most, and it seems the one that fits well.

Jughead hat makes me lol.
And most of the other stuff seems horribly out of style, concept and textures.

So many things. I need to idle more.

What do item levels have to do with anything?

I never knew combining certain items yielded certain new items :o