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TF2 Update: Meet Your Match


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#1 nosoop

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Posted July 06 2016 - 08:57 AM

 

Ever since the first apes climbed out of the trees, there were apes who did it faster. Some apes just fell out of the tree. It's a sad fact that all apes are not created equal.

 

Update page.

 

After 9 years in development, hopefully matchmaking was worth the wait:

  • 6v6
  • no class or weapon restrictions
  • no random criticals
  • no team changes
  • fixed shotgun spreads
  • for symmetrical Control Point maps, best-of-3 or best-of-5 (higher ranks only)
  • for Attack/Defense maps, stopwatch mode (fastest attacking team wins)

Competitive Mode requirements:

  • A premium account plus qualifying telephone number or
  • A purchase of a lifetime Competitive Access Pass.  The introductory / sale price is $9.99.
  • For more information, see the Competitive FAQ.

Quickplay also gets an upgrade:

  • "... you'll be matched into an unranked 12v12 game with players of similar skill."
  • "This means no more auto-balancing—you'll be playing a match from start to finish."
  • "We've also introduced a leveling stat: the more you play, the more you level up ..."

Community maps made official:

  • Sunshine (Standard Control Point)
  • Metalworks (Standard Control Point)
  • Swiftwater (Payload)

Also Pass Time is out of beta!  If you care about that.

 

 

 

fv7C7do.jpg

 

Day 2:  Meat vs. Match

  • "One lucky class is going to get a full-fledged class pack in a future update! New weapons! New balancing! New achievements!"
  • "Okay, both of them might get new Class Updates at some point. In fact, it's highly likely they both will."
  • "Here's how it works. The next time you start the game, you'll be asked to pick a side. (Choose wisely, because you only get to pick once.) From then on, every point you score in a Competitive or Casual match will count towards either Team Heavy or Team Pyro."

Economy related:

  • Four new taunts
  • Starter packs for every class.  "We put every functionally unique weapon for each class into nine handy, low-priced packages."
  • Keyless class crates.  Get a random cosmetic item for a class!
  • Perfect Stranger Crate for the last few stranges they haven't released yet.  Also a bunch of strange parts.
  • Mouseover previews so you can see the things in crates.
  • Disgaea-themed cosmetics.

Compete-meta-tive:

  • Minimal mode viewmodels.

 

Update notes pending.


Edited by nosoop, July 07 2016 - 03:25 PM.


#2 Cedarbox

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Posted July 06 2016 - 11:38 AM

 Q: What are Competitive Mode's rules and restrictions?

  • 6v6
  • no class or weapon restrictions
  • no random criticals
  • no team changes
  • fixed shotgun spreads
  • for symmetrical Control Point maps, best-of-3 or best-of-5 (higher ranks only)
  • for Attack/Defense maps, stopwatch mode (fastest attacking team wins)

Put all that up there nice and big so it's easy for people to see.

 

FINALLY

 

I knew it would be 'soon' when the 'last stress test' notice went out but I didn't think it would actually come out this soon. I was worried that I wouldn't be able to participate because I don't have a smartphone but it looks like Valve thought of that. 10 bucks and you're in for good. Considering I've got almost 3500 hours in this game, that's a good deal.

 

Kinda surprised they went with 6v6 instead of 9v9. But I've played highlander. That shit's chaotic as hell. I look forward to trying 6v6.

 

Looks like they revamped casual matchmaking too. They're actually going to match up people of similar skill there. That's gonna be awesome. I might miss the newbie sentry clusters though.

 

And hey, new maps. Swiftwater's official now and Pass time is out of beta. Pass time is kinda fun.

 

 

Q: Can I invite my friends into a Competitive Mode match?
A: If you have any, by all means.

Valve. Why you gotta cut me so deep?


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#3 Kelsonar

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Posted July 06 2016 - 02:04 PM

Don't worry Cedar, we're here for you.


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#4 Cedarbox

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Posted July 06 2016 - 03:26 PM

If you love a weapon, better use the fuck out of it tonight. Tomorrow...

 

Widespread rebalances happen.

 

I'm just going to hug my widowmaker in the corner for a moment. Brb.


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#5 kingddd

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Posted July 06 2016 - 09:39 PM

man I haven't played TF2 in forever and am I reading that right?  It requires a phone number now to access competitive play?  I heard it's like that now for trading too.


Edited by kingddd, July 06 2016 - 09:39 PM.

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#6 Cedarbox

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Posted July 07 2016 - 08:22 AM

man I haven't played TF2 in forever and am I reading that right?  It requires a phone number now to access competitive play?  I heard it's like that now for trading too.

You can buy a permanent pass if you can't/won't provide a phone number. It's a little steep, ten bucks, but I'm glad there's an option at all.

 

I wonder how well it'll cut down on cheaters...


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#7 Toamto

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Posted July 07 2016 - 09:54 AM

Taunt videos on teamfortress youtube channel are revealed!

Spoiler:



#8 Cedarbox

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Posted July 07 2016 - 10:42 AM

I think I remember the Soldier one. That one's gonna be popular.


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#9 Toamto

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Posted July 07 2016 - 11:13 AM

Day 2 is now live! Patch notes coming soon. War between Heavy and Pyro- to the victor go the spoils.

 

mymday2.png



#10 Fox McSpark

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Posted July 07 2016 - 01:25 PM

to the victor go the spoils.

also apparently the loser might also get spoils at a later date

 

Super stoked to be fighting for an update again, really takes me back.


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#11 Cedarbox

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Posted July 07 2016 - 02:32 PM

Yeah, I'm just assuming this WAR thing is Valve's way of asking us who we want reworked first. The other will get it eventually.

 

Also, there was a comic update but they didn't talk about it? http://www.teamfortr...om/theshowdown/


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#12 Cedarbox

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Posted July 07 2016 - 05:42 PM

Oh shit. The update notes are live.

 

SPIES ARE FASTER NOW.

Same speed as a medic. It'll make stabs slightly easier.

 

Also, all mediguns have the speed boost effect that the quickfix does, which I find awesome. And the widowmaker got a small boost, more damage if you're attacking the same thing your sentry is. Teleporters are now 50 metal to build too. Pretty nice there.


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#13 kingddd

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Posted July 08 2016 - 06:05 AM

I personally think Pyros were the ones that needed a speed boost.  Spies I didn't see the need for it.


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#14 Cedarbox

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Posted July 08 2016 - 06:21 AM

While I wouldn't have thought to give spies a speed boost, it's always the first thing I go for in MvM. Other classes, it's just a perk I go for after I have everything else I need.

 

I don't expect it'll make a difference for the average spy most of the time. But I can think of a few good spies that'll probably know just how to exploit this newfound sanic speed.


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#15 kingddd

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Posted July 09 2016 - 09:13 AM


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#16 Cedarbox

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Posted July 29 2016 - 12:59 PM

So, I'm curious, what teams did people pick and why?


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#17 HatTheTurtle

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Posted July 29 2016 - 02:05 PM

I picked team heavy 'cause I think heavy is super boring and maybe new weapons will make him less boring to me? Honestly I just want new weapons, I don't even care for who



#18 nosoop

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Posted July 29 2016 - 10:35 PM

Team Pyro member here.

 

I just want the Axtinguisher to not be literally garbage.

And for Spies to crap their pants, instead of just "woop I'll just pop Dead Ringer and you'll never catch me"



#19 Cedarbox

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Posted July 30 2016 - 06:36 AM

I picked team pyro.

 

It's not that I don't think heavy doesn't need some work. He does. I just think the biggest problem heavy has is player expectations of him. When someone plays heavy, the player is expected to fill a very specific role as head of the team's offensive force. The player is supposed to be the one that comes around the corner and makes the enemy team go 'oh shit, now they're serious'.

 

That's good if you want to break a stalemate or just hurry up and win already, but in general, that gets exhausting and meanwhile anyone that gets behind you gets to freely harass the rest of the team. After playing some highlander hoovyman, I've learned heavy is a great guardian of the team so that everyone else can do their job better. I actually prefer to protect from bombers, spycheck and to scare off pesky scouts than have a medic on me and lead a charge.

 

I think heavy could do with an alternative playstyle (e.g. huntsman) but something that has a very high skill ceiling and a bit of a learning curve to get started (e.g. reflecting projectiles). But I don't think it's an emergency.

 

Pyro, however, is kind of an emergency. The mechanics that make the flamethrower work are broken and unreliable. What determines if you're set on fire is apparently client-side. It should be server side. As it is now, your ping can invisibly double your flamethrower range. Frankly, I'm stunned there hasn't been hacks to abuse it. It needs to be fixed ASAP, it would make pyro more consistent and damage more predictable.

 

In short, I think pyro needs to be fixed first, but heavy should get a bigger update.


There once was a kitty named Tomo
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But his face got all shitty
Because he's a bad kitty
And now he's washed up like Rivers Cuomo


#20 Kelsonar

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Posted July 30 2016 - 01:49 PM

Team Pyro, honestly have nothing to add that hasn't already been said. Both are due for some work, but I'd rather see Pyro first.


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