TF2 - The Gun Mettle Update

Тема в разделе "Новости", создана пользователем BatyaMedic, 2 июл 2015.

  1. BatyaMedic

    BatyaMedic Ньюсмейкер

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    [​IMG]
    Вчера,первого июля,было анонсировано новое обновление для Team Fortress 2
    Оно включает:
    Скины на оружия(CS:GO Like),насмешки,три новые карты от сообщества,1 новую карту от Valve.Кампанию(CS:GO Like)

    Кейсы,StatTrak на оружия(В TF2 Он будет называться StatClock)
    Новая карта от Valve
    Карты от сообщества:
    Насмешки:
    Достижения:
    Нёрфы и обновления особенностей оружия.
    GAME PLAY CHANGES
    New feature : Weapon exchange and pick up. Weapons dropped by killed players can no longer be picked up for ammo. Killed players will now also drop a medium ammo box. Players that can normally equip the dropped weapon (proper class) can look at the weapon and press the 'action key' to exchange it with what they have equipped. The player's equipped weapon will be dropped on the exchange.
    Inspect Target has been changed to Inspect Target or Item. While having a decorated weapon deployed with no target under the cross hair and then pressing the bound inspect key (+inspect) , an interruptible view model animation will play.
    Random Damage Spread is off by default (ConVar tf_damage_disablespread is set to 1).
    Auto reload is on by default (ConVar cl_autoreload 1). Existing users will still use their currently set value. This setting can be changed under Advance Options or through the developer console.
    Updated various weapon descriptions to better detail the weapon's features.
    Class and Weapon Changes

    SPY
    Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
    Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
    In the disguise menu, pressing 'reload' will also toggle the disguise team.
    While invisible, Spy receives 20% less damage from all damage sources
    While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
    Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective)
    Spy-cicle
    Changed fire immunity for 3 seconds to fire immunity for 1 second and 7 seconds of afterburn immunity
    Removed silent killer attribute
    Spy-cicle recharge timer can now be reduced by picking up ammo boxes
    Enforcer
    Changed +20% damage bonus while undisguised to +20% damage bonus while disguised
    Big Earner
    Added 3 second speed gain on kill
    Kunai
    Health penalty reduced from -65 to -55 (70 Health total)
    Minimum Health gain of 75 on kill
    Maximum overheal from Kunai increased from 195 to 210
    Cloak and Dagger
    Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up
    Dead Ringer
    Triggering Feign Death instantly removes 50% cloak meter
    Changed increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50 cloak meter for triggering Feign Death
    Decreased cloak regen rate from +80% to +50%
    When Feign Death is triggered, the Spy receives a 3 second speed boost
    Initial attack that triggers feign death has its damage reduced by 50%
    Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
    Feign Death stealth has no bump shimmer for 3 seconds
    3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
    Can no longer pick up ammo for cloak meter while cloaked
    ENGINEER
    Construction boosts (wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
    Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
    Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
    Building pick up speed penalty reduced from 25% to 10%
    On Wrench equip change, buildings no longer self-destruct unless the building type is changed (i.e. Only Sentry explodes when switching from Wrench to Gunslinger)
    Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
    Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%
    Gunslinger / Minisentry
    Mini Sentries can now be repaired
    Mini Sentries can now be wrench construction boosted
    Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.
    Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%
    Metal gibs from destroyed Mini Sentries no longer grant any metal
    Pomson 6000
    Uber and Cloak drain decreases over distance from target. Decreases start at 512 Hammer Units (Hu) from target and reach 0 drain at 1536Hu
    Wrangler
    Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
    Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. Previously Engineer death caused disable state for only 1 second
    Jag
    With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
    Added +15% swing speed.
    Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.
    The Short Circuit
    Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
    Cannot pick up buildings when the Short Circuit is deployed
    Eureka Effect
    Previous penalties have been removed and replaced with the following
    Construction hit speed boost decreased by 50%
    50% less metal from pickups and dispensers
    SCOUT

    Baby Face's Blaster
    Added Boost reduction on taking damage.
    Increased amount of Boost lost on air jump
    Short Stop
    No longer uses secondary ammo and now uses primary ammo instead
    Healing and knockback passives are only active when weapon is deployed
    Pretty Boy's Pocket Pistol
    Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed
    Removed +15 max health passive
    Added up to +3 health per hit
    Changed damage vulnerability from +50% fire to +20% all sources while active
    Fan O' War
    Now crits whenever it would normally mini-crit
    Reduced damage penalty from -90% to -75%
    SOLDIER

    Airstrike
    Removed clipsize penalty
    Reduced radius penalty from -15% to -10%
    Reduced damage penalty from -25% to -15%
    Rocket jump blast damage reduction reduced from -25% to -15%
    Equalizer and Escape Plan
    Changed no healing penalty to 90% less healing from Medics while active
    Blackbox
    Changed +15 health on hit to +20 health on hit per attack
    Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.
    i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health.
    Liberty Launcher
    Now has +25% clip size
    Battalions Backup
    Fixed an issue that caused rocket jumps to be decreased when it was active.
    DEMOMAN

    Tide Turner
    Self damage will no longer decrease charge when charging
    Fall damage will no longer decrease charge when charging
    Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage
    Bootlegger / Ali Baba's Wee Booties
    Added +10% movement speed bonus
    Changed 25 charge on charge kill to 25 charge on melee kill
    The Claidheamh Mòr
    Changed 25 charge on charge kill to 25 charge on melee kill
    Loch-n-Load
    Changed +20% damage bonus to +20% damage against buildings
    Iron Bomber
    Removed damage penalty on self-detonate
    Reduced radius penalty from -20% to -15%
    Quickiebomb Launcher
    Damage is now increased based on charge amount when the bomb is fired
    Ullapool Caber
    Reduced explosion base damage from 100 to 75
    Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.
    PYRO

    Flaregun
    Added text to describe 100% critical hits on burning targets
    Scorch Shot
    Reduced damage penalty from -50% to -35%
    Now has increased knock back on burning targets
    Increased the blast radius from flares from 92Hu to 110Hu
    Hits and explosions always minicrit burning targets
    Detonator
    Added text to describe 100% minicrits on burning targets
    Slightly increased blast jump height when doing a Detonator jump
    Increased blast radius from 92Hu to 110Hu
    Detonated explosions now also minicrit burning targets
    Increased damage penalty to -25%
    Increased self-damage penalty from +25% to +50%
    MEDIC

    Vaccinator
    Fixed a bug that gave Vaccinator patients full crit immunity.
    Vaccinator base resist does not grant any crit resistance.
    Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
    Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
    Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
    Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
    Added Penalty of 66% decreased uber build rate while healing a overhealed patient
    Solomn Vow
    Added 10% attack speed penalty
    SNIPER

    Sydney Sleeper
    Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)
    Bazaar Bargain
    No longer lose heads on miss
    Collecting a head requires a headshot kill and not just a headshot
    Each head boosts charge rate by 25% up to 200%
    Charge rate penalty changed from -20% to -50%.
    Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate
    Bushwacka
    Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active
    HEAVY
    Minigun damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%
    Natascha
    Added 20% damage resistance while spun up
    Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu
    Brass Beast
    Added 20% damage resistance while spun up
    Tomislav
    Now 20% more accurate (less spread)
    Increased spin up bonus from 10% to 20%
    Family Business
    Now has +15% increased attack speed
    Warriors Spirit
    Now has +10 health on hit
    Eviction Notice
    Now has 3 second speed boost on hit
    Dalokoh's Bar
    Now has 10 second cool down on use
    Can now overheal up to 400hp
    Can be thrown (alt-fire) as a small medkit for other players to use
    Lunchbox items
    Updated description to note that these items can be thrown (alt-fire) to supply players with a medkit.
    MULTI-CLASS

    Panic Attack
    Base Fire rate increased (from 15% to 30%)
    Base reload speed increased (from 33% to 50%)
    Added increased switch to speed by +50%

    Добавлено через 52 секунды
    На главной странице походу теги сломались.
     
    Последнее редактирование: 2 июл 2015
    Godsend нравится это.
  2. Danyas

    Danyas Спасибо, браток © yand3xmail Модератор

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    Я протестую!
    Убери пикчи в спойлер, я например с модема сижу, и отдавать мегабайты я не собираюсь
     
  3. Tesloz

    Tesloz JDK

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    Уберите много картинок с главной :(
     
    Yura7181 нравится это.
  4. BatyaMedic

    BatyaMedic Ньюсмейкер

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    Оставил только одну картинку.
     
  5. R1KO

    R1KO Супер-модератор

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    BatyaMedic, сделай размер картинки поменьше, а то главную страницу растягивает. И на главной спойлеры не работают...
     
  6. BatyaMedic

    BatyaMedic Ньюсмейкер

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    Ок,сделаю,а вот спойлера на главной было бы неплохо.

    Добавлено через 4 минуты
    Сделал картинку поменьше.
     
    Последнее редактирование: 2 июл 2015
  7. Primo

    Primo Где мои манеры

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    BatyaMedic, раза в 1.5 - 2 меньше нынешнего сделай.

    Нет смысла от больших картинок. Их никто разглядывать здесь не будет.
     
  8. Hejter

    Hejter Mapper Source Engine

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    Чет не догоняю, это для csgo? или для TF2 (оружие из csgo)?
    Просто под спойлерами пикчи не грузятся.
     
  9. BatyaMedic

    BatyaMedic Ньюсмейкер

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    Скины для оружек как в ксго.
    Пикчи можно глянуть тута:
    http://www.teamfortress.com/gunmettle/
     
  10. Hejter

    Hejter Mapper Source Engine

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    аааа, т.е ты имеешь виду качество скинов (оружия) как в CSGO?
     
  11. BatyaMedic

    BatyaMedic Ньюсмейкер

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    Ты почти прав,да,качества будут,только оружие будет с раскрасками.
     
  12. _Razor_

    _Razor_

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    Обновление хорошее