Summer is here, and with it, a blockbuster hit for Team Comtress 2's
debut!
This update is packed with performance improvements, gameplay fixes, and
quality of life updates that will make your experience buttery smooth and
more enjoyable than ever. We've been hard at work listening to your feedback
and addressing the issues that matter most to you. From optimizing the game's
performance to fixing hundreds of gameplay bugs, this update is a testament
to our commitment to making Team Comtress 2 the best it can be.
So grab your popcorn, sit back, and get ready for a summer of fun.
GAMEPLAY
As it turns out, there were a few gameplay bugs in TF2. Well, hundreds
of them. So we've been listening to your feedback, and have made changes
and fixes to the game based on what we've heard.
CORE GAMEPLAY
Random Crits
-
Fixed melee random critical hits damage range boost being 0->533
damage for 15%->60% chance instead of 0->1600 damage.
-
Fixed random critical hits damage range boost being 0->533 damage
for 2%->8% chance instead of 0->800 damage for 2%->12%
chance.
- Developer Note: When random crit chance was changed in 2009, the intention was to make random critical hits more skill /
performance based for non-melee random crits. Thus, the values for
crit chance and crit chance boost were changed. However, due to
crit chance being shared between melee and non-melee, melee random
crit chance was affected, keeping the chance boost based on damage
the same, but more than halving the damage required to gain the
max boost. This runs counter to the stated intention: less skill /
performance is needed for the same high crit chance. Furthermore,
due to how the chance boosts were applied, non-melee only got a
max 8% chance based upon 533 damage, rather than the stated 12%
chance from 800 damage, reducing the peak reward from your
performance. These fixes now separate melee crit chance boost from
non-melee, thus allowing melee to retain its 4x boost from 1600
damage, while non-melee now has a 6x boost from 800 damage.
Bullet Spread
- Changed the default for fixed weapon spread to on.
- Developer Note: Although fixed spread was on average equal
to random spread, maximum values for random spread still could proc
much wider spread than fixed spread, resulting in real gameplay balance
differences. This issue was further exacerbated by the incorrect
random distribution of spread. Rather than attempting to reconcile
the differences between casual and competitive play, we find it best
to disable random bullet spread for all modes, making risk/reward
at each distance consistent, similarly to disabling random damage
spread.
-
Spread is now based upon a real Gaussian distribution (circular).
This will improve evenness of pellet distribution.
-
Single-shot guns like the Pistol and Revolver now recover their
accuracy 66% slower than their fire rate, rather than a fixed 1.25
second cooldown. Accuracy recovery time cannot be lower than 0.25
seconds or higher than 1.25 seconds.
-
Effectively, this means you can exchange lower ideal DPS for
better accuracy / guaranteed DPS by tap firing.
Distance-Based Damage Ramp
-
Fixed a bug involving distance-based damage ramp not working as
intended when damage spread is disabled (the default).
-
Damage falloff was not fully falling off to 50% damage at max
distance (1024 units) when damage spread was disabled. Instead, it
was falling off to 53% at 922 units.
-
Ramp-up now considers the closest possible distance the attacker and
victim can be to each other, rather than max ramp-up only being
applied if they were inside each other perfectly. This should make
max damage from ramp-up more intuitive and consistent.
-
Reintroduced damage ranges seen on certain no-falloff weapons when
random damage spread was enabled, by integrating them into
falloff/rampup.
- Developer Note: Falloff/rampup is an integral part of Team
Fortress 2, dictating ideal ranges for fights, thus balancing engagements.
So it's an incredibly powerful attribute when a weapon ignores falloff.
We decided to reintroduce damage threshold variance as seen in damage
spread for these weapons, and integrate them in a way which follows
the general distance-based engagement rules of Team Fortress 2.
-
For more information, see the sections for the affected weapons:
Grenade Launcher and Sniper Rifle
General Weapon Changes
-
Fixed switch speed bonuses not being used for applying a holster
speed bonus. For example, The Degreaser's holster bonus was only
applied after it has been deployed for the base deploy time (0.5
seconds), rather using the deploy time with its switch bonus (0.33
seconds). This caused an awkward situation where you had to wait
longer than expected to benefit from The Degreaser's holster bonus.
-
Fixed holster speed penalties, such as on The Fists of Steel,
being bypassable.
-
Fixed holster speed bonuses being able to be accidentally
cancelled by switching through multiple weapons.
-
Fixed movement speed slows not being applied consistently from
weapons like from the Natascha and the Sandman.
-
Added lag compensation for teammates, to fix issues with players
unexpectedly blocking bullets and The Sydney Sleeper extinguish not
applying as expected.
-
Fixed firing speeds being slightly inaccurate/delayed in some cases.
-
Explosions now check in a 4% inner radius for a trace, so that small
differences in geometry do not block explosion damage entirely. This
is a 8 point box additional check if the center point fails, and
damage is scaled based on how many points hit.
-
We are aware this changes the behavior of sticky traps. However,
following this change you should be damaged by them if and only if
you can see the stickies, so fairness should be maintained.
-
Fixed damage to buildings rounding down instead of up like damage to
players.
Pre-Round
-
Changed pre-round freeze logic to match Casual/Competitive
matchmaking: the last 3 seconds of pre-round time unfreezes movement
before starting the round, to allow players to move from their spawn
position to the doors. Spawn doors are now also locked during this
time.
-
Fixed pre-round movement freeze not working correctly (requiring
weapon switching, not being timed correctly, etc).
-
Fixed movement taunts being usable during freeze time in some cases.
Misc
-
Added respawn feature during the first 7 seconds after spawning. By
pressing your Interact key (default F) during this time, you will
respawn. This allows players to switch spawn rooms, and switch
loadouts / class without a resupply locker. If you leave the spawn
room, you will no longer be able to use this feature.
-
Resupplying now removes in-combat penalties from recently taking
damage, aka giving "crit heals".
- Disabled fall damage variance.
COMPETITIVE
-
Respawn rooms no longer give instant respawns in competitive games.
You must resupply to respawn for loadout or class changes.
-
Fixed class limit being bypassable if two or more players switched
to that class during a respawn wave.
-
Added a reset class button for 6s games to allow class swapping
without conflicting with class limits, like Highlander.
-
Spawn points are now selected based on the player's class, to
improve consistency in spawns.
- Improved support for 6s class selection and limits.
-
Taunts are forced into first person perspective in competitive
games.
- Match Status HUD now orders by class in competitive matches.
- Disabled respawning automatically on loadout changes.
-
Added various features from Competitive Matchmaking to community
competitive games:
- Added chat messages for class switching.
- Added team wipe announcer messages.
-
Fixed Contract messages appearing in community competitive. We
love you Miss Pauling, but that job can wait until after the
scrim.
-
Disabled dominations, soldier statue, item notifications and
holiday ammo packs in community competitive.
SCOUT
-
Fixed The Winger providing a Jump Height bonus before being fully
deployed.
- Fixed The Baby Face's Blaster not applying boost when slowed.
-
Fixed The Force-A-Nature fixed spread pattern being biased to the
right side.
-
Fixed Scout Sandman baseballs and Wrap Assassin ornaments computing
random critical hits incorrectly.
-
Fixed the Boston Basher not hitting yourself when missing a nearby
enemy, unless you swung at an enemy which quit the game or died from
another source within the swing time.
-
Fixed being under the effects of Bonk causing the player to take
push force from damage in cases where it shouldn't apply.
SOLDIER
-
Made the Soldier Grenade taunt follow the same splash damage rules
as other explosions.
PYRO
-
Fixed many bugs involving Pyro's Compression Blast reflection.
-
Fixed various reflected projectiles applying incorrect
self-damage.
-
Fixed various reflected projectiles not reversing team color.
-
Fixed reflected rockets not having the correct properties of the
original Rocket Launcher, like blast radius, particles, spells,
speed, etc.
- Fixed reflected Sandman balls not dealing damage.
-
Fixed reflected Wrap Assassin ornaments not dealing damage or
bleed properly.
-
Fixed reflected Rescue Ranger bolts not healing friendly
buildings.
-
Fixed reflected flares not exhibiting their specific Flare Gun's
properties.
-
Fixed many cases of incorrect application of Strange and
Killstreak effects for reflected projectiles.
-
Fixed reflected Huntsman arrows not applying the correct knockback
force.
-
Fixed enemy Snipers receiving extinguish bonus from reflected
Jarate.
-
Fixed reflected Loose Cannon cannonballs not applying Double Donk.
- Fixed and restored various kill icons for many projectiles.
-
Fixed reflecting Sentry Gun rockets resulting in the Flamethrower
playing its primary fire sound.
- Fixed reflected projectiles not having correct lifetimes.
-
Fixed The Phlogistinator MMPH! taunt cancelling early if the player
was knocked off of a surface.
-
Fixed the Detonator and The Scorch Shot blast jumps not working
during knockback immunity, like as applied by a Quick-Fix
Übercharge.
-
Temporarily reverted Flamethrower flame density mechanic causing
massive DPS reduction in all but ideal circumstances while we
investigate a fix.
-
Fixed the Dragon's Fury range being dependent on its radius, and
instead restored the original radius but clipped off the
projectile's effects to exactly its range of 3000.
- Developer Note: The Dragon's Fury range is not like most
weapons. It has a physics based projectile which tries to stop itself
before overextending its range, but due to this and the larger projectile
radius, it was changed to have a smaller radius to prevent issues
with the front of the fireball touching players way past its range.
Now, the fireball is hard limited to only affect players it hits
if they were actually within the distance range, rather than if they
simply touched the fireball at any distance. Thus, we have restored
the original radius, making the fireball more intuitive and less
awkward to aim, while fixing unfair cases of hits.
DEMOMAN
-
Added a ConVar
tf_pipebomb_disable_random_launch
to disable
randomness on Demoman projectiles. (default on in competitive matches)
All Grenade Launchers
-
Grenades now have minor damage rampup/falloff, based upon their old
random damage spread.
-
Grenades ramp up to their max damage (+3% of normal) at minimum
distance, to normal damage at 146 units.
-
Grenades fall off to their minimum damage (-15% of normal) at 1024
units, to normal damage at 682 units.
The Ullapool Caber
-
Fixed The Ullapool Caber damage being affected inconsistently by
falloff / splash.
-
Fixed The Ullapool Caber and The Pain Train melee attack not
receiving the Mini-Crit buff from charging.
HEAVY
-
Fixed The Buffalo Steak Sandvich reducing speed when the Heavy
already has a greater speed boost.
-
The Holiday Punch now uses backstab logic to detect attacks from
behind, making them more lenient and skill-based.
ENGINEER
Sentry Gun
-
Sentry Rockets now follow the splash damage rules of other
explosions. Will slightly reduce minimum splash damage.
-
Fixed various cases of Sentry rockets not being counted as Sentry
damage:
-
Sentry rocket falloff/rampup was based upon Engineer's position,
rather than the Sentry's.
-
An ally Engineer repairing the Sentry did not get an assist on
rocket kill.
-
A Medic got an assist when healing an Engineer whose Sentry got a
rocket kill, even though the Engineer himself was not involved in
the kill.
-
Sentry damage reduction attributes did not resist Sentry Gun
rockets. For example, the Battalion's Backup did not have 50%
resistance to Sentry Gun damage from rockets.
-
The achievement Texas Two-Step would not count if your Sentry
Gun had only dealt rocket damage.
-
Sentry Gun damage and kills from rockets would not be considered
for spawning Sentry Busters.
-
MvM robots and TF bots would not be aware of a Sentry Gun attack
if they had only been damaged by rockets.
Short Circuit
- Fixed the Short Circuit applying self-damage inconsistently.
- Damage per orb increased from 15 to 20.
- Zap targets per orb increased from 2 to 4.
-
Instead of destroying projectiles, the orb now applies a stacking
-35% damage penalty to projectiles.
- Developer Note: Completely destroying a player's projectile
felt too unfair and frustrating. Now, the Engineer retains the ability
to reduce the effectiveness of projectile spam, rather than completely
disabling it, while also encouraging cooperative play between Engineers.
Wrangler
-
Shield is now only active when the Sentry Gun is disabled, either
from the Engineer dying, or him switching off the Wrangler.
-
Fixed the Wrangler, as well as Firing Speed Upgrades and Crit
Canteens in MvM not boosting the Sentry Gun fire rate appropriately.
- Increased rocket fire speed bonus from 33% to 100%.
-
Sentry Gun firing rate is now doubled, rather than being 66% faster
on a Level 1, and 50% faster on Levels 2 & 3. Mini-Sentries already
fired 100% faster.
Eureka Effect
-
Fixed The Eureka Effect providing teleport functionality before
being fully deployed.
Jag
-
Fixed The Jag dealing less damage than intended to enemy Engineer
buildings.
MEDIC
-
Players under the effect of a Quick-Fix Übercharge can now block
captures.
-
Fixed Medics having an accelerated Übercharge build-rate when
healing a Heavy who is using The Fists of Steel.
- Added Medic Übercharge amount to the Match Status HUD.
SNIPER
All Sniper Rifles
-
Fixed the Sniper Rifle's laser dot not following the Sniper's view
point accurately.
-
Bodyshots now have damage rampup/falloff, based upon their old
random damage spread.
-
Bodyshots ramp up to their max damage (+15% of normal) at minimum
distance, to normal damage at 300 units.
-
Bodyshots fall off to their minimum damage (-15% of normal) at
2560 units, to normal damage at 1680 units.
Huntsman
-
Made the Huntsman headshot hit detection consistent rather than
being based upon map angle.
SPY
- Fixed inaccuracies with backstab detection.
-
Dynamic crosshair scale now shows for all revolvers. The crosshair
scale is increased when not accurate. Normal scale is shown when the
Revolver is perfectly accurate. 75% scale is shown for when you can
headshot.
-
Dynamic crosshair can now be disabled with the new ConVar
tf_revolver_dynamic_crosshair
-
Fixed Sapper cosmetics not appearing as attachments. (thanks
OfficerSpy!)
-
Fixed Disguise Kit team selection not working properly at high ping.
(thanks nosoop!)
Enforcer
-
Fixed ignoring bullet damage vulnerability, like on The Pain Train.
-
Fixed not piercing through The Battalion's Backup crit resistance
buff.
-
Fixed not piercing through Sentry Gun's reduced taken damage while
Sapped.
-
Although not technically a resistance, this may serve as a
worthwhile niche within the Enforcer's kit.
MANN VS MACHINE
- Fixed damage to Tank not giving Critical Hit bonus chance.
- Non-giants can now be tickled by The Holiday Punch.
-
Fixed Sniper Rifle reload upgrade not fully applying without auto
rezoom.
-
Fixed Sniper Rifle Explosive Headshot upgrade ignoring resistances.
Now applies bullet damage.
-
Fixed Heavy's Minigun firing speed upgrades not applying the
appropriate firing speed in some cases.
-
Fixed revives on players in between waves affecting revive speed
penalty.
- Fixed ammo canteens not affecting energy weapons.
-
Fixed Strength powerup not affecting damage dealt to Tanks
(community request).
-
Fixed the Destroy Entity Task being non-functional in
func_nav_prerequisite.
MANNPOWER
-
Fixed third person reload animations not getting faster from
powerups
-
Fixed passive reload on the Crossbow not speeding up from powerups
QUALITY OF LIFE
Turns out when a game has been around for over 15 years, it can get a
little dusty. So we've been busy polishing it up, and generally making
things better. These are small but important fixes that should improve
your overall experience.
VISUAL
-
Showcase your bling with the new live character model on the main
menu!
- Fixed various issues in class selection:
- Selection animations now play instantly and smoothly
- Facial expressions now start from neutral
- Character model lighting uses a filmic 3-point setup
- Various foley sounds now play for the classes
- Updated the default FOV to 90.
-
Removed the new player prompt regarding the 3D model in the HUD.
-
Removed distance fade for high quality water. See 2Fort's water in
all its glory from the battlements!
-
Added ConVar tf_viewmodels_offset_override to adjust the position
(within limits!) of your viewmodel on screen beyond the min
viewmodels presets.
- Fixed camera roll getting stuck when observing.
- Fixed jittering when spectating ragdolls. (thanks ficool2!)
- Fixed ragdoll velocity being reset. (thanks ficool2!)
-
Networked and predicted gravity on entities. (thanks ficool2!)
- Fixed viewpunch not being interpolated. (thanks ficool2!)
-
Fixed voice labels being shown on enemy Spies. (thanks ficool2!)
- Fixed match HUD being disabled incorrectly. (thanks ficool2!)
-
Improved resolution scaling on the bonus overheal health icon.
(thanks Niterux!)
-
Fixed attachments on viewmodels being inverted on flipped
viewmodels. (thanks marxvee!)
DAMAGE FEEDBACK
- Enabled hitsounds and killsounds by default.
- Enabled damage numbers now combine by default.
-
Changed hitsound defaults to be more responsive and satisfying for
gameplay.
- Damage numbers and hitsounds now play even when dead.
- Improved damage hit feedback for bullets.
NETWORKING
-
Upgraded the networking rates to be in sync with game update rates.
- Changed tickrate from 66 to 64 to fix alignment issues.
- Updated the client interp limit to 200ms instead of 500ms.
-
Fixed a server networking protection system causing worse than
expected packet loss on unreliable connections.
-
Fixed cases where prediction could be out of date from server data.
-
Decreased the lag compensation window from 1 second to 600ms, which
reduces the impact of exploits.
DEMOS
-
Fixed Demo Support automatically recording Casual matches when
selecting Competitive matches.
- Fixed Demo Support not being able to log every kill.
- Fixed Demo Support recording pre and post-game by default.
-
Servers are informed when a client stops recording a demo, just like
they were informed when a client starts recording.
GENERAL
- Various settings were updated to popular modern defaults.
-
Fixed a gameplay information exploit related to an old LCD keyboard
system.
- Fixed accuracy of reported ping throughout the UI
-
Fixed a gameplay information exploit related to VGUI commands.
-
Fixed some sounds unintentionally having no cooldown between plays.
- Fixed Noisemakers being able to be spammed.
-
cl_disablehtmlmotd is no longer queryable by servers. (thanks
megascatterbomb!)
-
Added tf_dingaling_lasthit_repeat_delay to prevent playback of
duplicate sounds when killing multiple players at once.
-
Added a ConVar tf_skip_equip_action_hint to disable reminders to
equip the relevant action item.
- env_smokestack map entity now supports up to 8 materials
MODDING
-
Added an ability for VScript mods to ignore class achievements and
quests. (thanks LizardOfOz!)
STABILITY
- Fixed crashes on maps with large lightmaps.
- Fixed a crash when there are no observable entities.
-
Fixed a crash related to a TF damage filter and PASS Time ball when
it hasn't been thrown yet.
- Fixed many desync issues and exploits.