Poll

HOW'S THE INFERNO?

IT'S FIRE
79 (68.7%)
IT'S A DUMPSTER FIRE
36 (31.3%)

Total Members Voted: 115

Author Topic: Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!  (Read 2829746 times)

Patch notes are the same as on the update page

Merry Smissmas

NEW WEAPONSSSSSSSSSSSSSSSS

I do like that the Demoman finally has grenade launching weapons instead of more swords, shields and footwear

Of course the new weapons use the previous newest weapons in the crafting recipe

The ONLY things I don't have duplicates of

the panic attack sounds like so much fun
also it can be used for all 4 classes that use shotguns, that doesn't happen very much

someone said that the grappling hook does 1 damage, and wondered if it had a kill icon

anyway mannpower is very cool

Its funny because not too long ago i was talking about "what if Valve nerfed the base stickybomb launcher and kept it as a trap weapon and then added in a new sticky bomb launcher that is more useful for what people currently do"

And you know what, they did.

Also the loose cannon is more useful now, which is nice, and the loch n load is slightly more OP.

So they modified existing weapons as well? Anyone got a changelog for this?

So they modified existing weapons as well? Anyone got a changelog for this?
Quote
Demoman Changes

    Damage variance on grenades and stickybombs reduced from +/-10% damage to +/-2%.
    Grenades and Stickies now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.

Grenade Launcher

    Direct hit grenades now deal full damage to target regardless of where it struck the enemy. Previously full damage would only occur when grenades exploded closer to the targets feet.

Stickybomb Launcher

    Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickies that touch the world will have full radius.
    Stickybombs now have a more visible trail while traveling through the air
    Stickybombs arm particle is slightly more visible

Loose Cannon

    Double donk explosive damage now deal full radius damage to victims. Previously double donk explosive damage was reduced by radius distance from the explosion.
    Removed a hidden penalty where Cannonballs that touched the world would deal 50% less damage in addition to regular grenade damage reduction on world touch.

Loch-n-Load

    Changes to base grenade damage variance now ensure the Loch-n-load does not exceed 124 damage on a single hit.
    Removed +25% self-damage penalty
    Added -25% radius penalty
    Changed clipsize penality to -25% (3 grenades per clip) from -50% (2 grenades per clip)
    Loch-n-load grenades no longer visually tumble when fired

Bootlegger / Ali Baba's Wee Booties

    Added +25% Demo Charge meter on charge kill

Tide Turner

    Added Penalty: Taking damage while shield charging reduces remaining charging time
    Kills while charging now only add 75% meter on charge kills instead of 100%

Scottish Resistance

    It is now slightly easier to do sticky jumps with the Scottish Resistance. Increased range check for stickybomb jumping to sticky damage radius of 146 from 100

Scottsman Cutter

    Movement speed penalty now only applies when weapon is active

Claidheamh More

    Added +25% Demo Charge meter on charge kill

its on the update page

Next month: Mannpower gamemode is no longer in beta, and instead was scrapped entirely, as it was too confusing for new players.

Opened 14 crates, only 1 strange festive bonk.

Cactus Canyon is in standard Payload rotation now

Or at least the servers are in Quickplay

The grappling hook has turned the Mannpower players into Attack On Titan characters, only with less giants running around, eating everyone.

New festives are:
Bonk
Backburner
Chargin' Targe
Bonesaw
SMG
Revolver
Shotgun

I got a conagher combover, two festive bonesaws, and a festive bonk

no strange festives, no unusuals here