The Tough (Luck, Pyro) Break Update

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The Tough (Luck, Pyro) Break Update

Post by Why? » Thu Dec 17, 2015 3:52 pm

The Tough Break Update is here!

More weapon skins I don't care about, lack of smissmas items and weapon/class rebalances all around! I'm seriously considering playing again since the one, two combo for pyro has been nerfed finally.

The change log for those who just want to get to the good stuff:
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All:

• Base weapon switch speed changed from 0.67 seconds to 0.5 seconds

• Upon spawning, friendly players will show an outline for 10 seconds

• Updated various weapon descriptions to better detail their functionality

Multi-Class:

• Panic Attack
- No longer auto-fires when fully loaded. Shots can be held and released at will.

• Reserve Shooter
- No longer boosts all-around switch speed, instead boosts switch-to speed by 20% and switch-from speed by 15%
- No longer mini-crits any airborne target (i.e. jumping). Target must be forced in to the air via blastjump, knockback, airblast, or grapple.

• The Half-Zatoichi
- Now considered a sword (increased holster and deploy time and increased range)
- Honorbound changed. Deals 50 self damage on holster if no kill was made. Cannot be holstered if player is below 50 life and no kill was made.
- 100% life restore on kill changed to 50% health gain on kill that can result in overheal
- No random crits

Scout:

• Pretty Boy's Pocket Pistol
- Increased health recovered on hit from +3 to +5

• Mad Milk
- Extinguishing an ally will now reduce the cooldown by 20%

• Wrap Assassin
- Now 42% more festive! Ornament shatters on all impacts, dealing a small amount of damage in a small radius. Bleed effect still only applies to a target that is struck directly.
- Ball recharge rate increased by 25%
- Damage penalty reduced from -70% to -65%

Soldier:

• Beggar's Bazooka
- Decreased blast radius by 20%

• Concheror
- Doubled health regeneration rate. Regeneration rate is now decreased if player has been recently damaged.

• B.A.S.E Jumper
- Removed hidden property of up draft when on fire

• Market Gardener
- Added 20% Attack Speed penalty

• Air-Strike
- Reduced blast radius by 20% when rocket jumping (28% reduction when compared to stock)

Sniper:

• The Cleaner's Carbine
- Reduced firing rate penalty from 35% to 20%
- Added 'CRIKEY' meter which is filled by dealing damage
- Mini-crits are no longer activated by kill, but can instead be activated by alt-fire when the 'CRIKEY' meter is filled

• Cozy Camper
- Quadrupled health regeneration rate. Regeneration rate is now decreased if player has been recently damaged.

• Jarate
- Extinguishing an ally now reduces the cool down by 20%

• Huntsman
- Can be fired while off the ground

Pyro:

• Pyros like to collect rainbows! Extinguishing a teammate will now return 20 health to the Pyro.

• Consecutive Airblasts will no longer prevent enemies from air-strafing until they touch the ground.

• The base Flamethrower's damage fall off over distance has been decreased, resulting in higher damage output at range.

• Degreaser
- No longer boosts all-around switch speed. Instead, boosts switch-to speed by 60% and switch-from speed by 30%.
- Removed damage penalty
- Increased Airblast cost by 25%
- Increased afterburn penalty to from 25% to 66%

• Phlogistinator
- Removed 10% damage penalty.
- When activating 'MMMPH', the taunting Pyro gains temporary invulnerability and immunity to knockback effects.

• Axtinguisher
- Properties changed
- 100% Chance to crit against burning targets
- 33% Damage penalty
- 20% Slower attack speed
- 75% Slower switch-to speed

Medic:

• Medics now have slightly higher health regeneration when healing a hurt patient

• During setup time, ÜberCharge build rate is now increased by 3x

• Amputator
- Taunt can now be activated by alt-fire
- Healing done with the taunt now grants small amounts of ÜberCharge

• Vaccinator
- Removed 10% health regeneration on proper resist
- Added slight ÜberCharge build on proper resist
- Increased ÜberCharge rate from +50% to +67%
- Reduced overhealed ÜberCharge build rate penalty to 33% from 66%. As this penalty is applied after the base increase, healing an overhealed patient is now 33% more effective.

• Crusader's Crossbow
- Healing a player with an arrow now grants a small amount of ÜberCharge

• Quick-Fix
- Fixed cases where Quick-Fix ÜberCharged players could still be affected by certain knock-back effects
- Players can no longer capture objectives while under the effects of Quick-Fix ÜberCharge

Spy:

• The HUD 'Cloak' meter now displays 'MOTION' and 'FEIGN' when Cloak and Dagger and Dead Ringer are equipped respectively.

• Dead Ringer
- Initial damage reduction when feigning death increased to 75% from 50%

• Spy-cicle
- Fixed a bug where ammo packs from dead players were not filling the Spy-cicle meter
- Fire immunity shield no longer appears when fire immunity is triggered

Heavy:

• Fists of Steel
- Removed deploy time penalty
- Added penalty of increased holster time by 100%

• Gloves of Running Urgently
- Increased holster time penalty

• Warrior's Spirit
- Now heals 50 health on kill
- Damage received and dealt increased by 30%
- Removed health penalty

• Eviction Notice
- Now provides 15% move speed bonus
- Now increases damage taken by 20%

Demoman / Demoknight:

• Shield bash now deals damage at all ranges, scaled by distance
- Melee damage boost after shield bash is based on amount of charge consumed. Now provides mini-crit at 25% depleted, and full crit at 60% depleted.
- Charging now removes debuffs from the Demoknight (Bleed, Fire, Mad Milk, Jarate)

• All Swords now have a slower deploy and holster speed compared to base weapons in addition to their increased melee range

• Splendid Screen
- Removed the ability to deal charge impact damage at any range (now native to all shields)
- Now increases recharge rate by 50%
- Increased blast resistance from 15% to 20%

• Tide Turner
- Now grants mini-crit instead of full-crit on charge bash
- Reduced resistances to 15%

• Chargin Targe
- Reduced blast resistance from 40% to 30%
- Removed fire immunity

• Claidheamh Mòr
- Removed charge duration bonus
- Now restores 25 health on kill
- Removed health penalty
- Now increases damage taken while active by 15%

• Persian Persuader
- Removed ammo pickups granting health instead of ammo
- Added penalties of reduced primary and secondary ammo
- Ammo pickups now replenish charge
- Now gains charge meter on hit

• Quickiebomb Launcher
-Fizzle time increased from 2 seconds to 4 seconds

• Ullapool Caber
- Base melee damage increased from 35 to 55
- Added 20% fire rate penalty
- Added 100% switch-to time penalty

• Loose Cannon
- Reduced projectile speed (now a visible attribute)
- Reduced cannon impact damage from 60 to 50. Damage also scales with distance.
- Reduced knockback from cannon hit. Knockback strength is now similar to airblast.

Engineer:

• After removing a Sapper from a sentry, there is now a 0.5s delay before the sentry is active again
Sentries brought into a respawn room no longer detonate outside of Mann vs. Machine.

• The Jag
- Added damage penalty against buildings. Now takes 3 hits to destroy a Sapper.

• Rescue Ranger
- Healing per bolt reduced from 75 to 60
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Re: The Tough (Luck, Pyro) Break Update

Post by A Ninja » Thu Dec 17, 2015 4:08 pm

I'm really loving all of the changes this update is bringing, it seems like everyone just gets more ways to gain health (except the engi, he got nerfed). The number of buffs that the medic is getting is just amazing, I get more health when I'm healing people, my crossbow shots will heal me now, and give me a bit of ubercharge, and they buffed the vaccinator again! On top of all that, it looks like the panic attack isn't going to be completely terrible now.
Neelpos wrote:but he's A Ninja, he's one of the best fucking snipers on the server, if your evidence doesn't line up prepare to be ridiculed by your inability to differentiate hackers from really fucking good players.
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Re: The Tough (Luck, Pyro) Break Update

Post by A Ninja » Thu Dec 17, 2015 5:53 pm

Update is now live, and smissmass has begun!
Neelpos wrote:but he's A Ninja, he's one of the best fucking snipers on the server, if your evidence doesn't line up prepare to be ridiculed by your inability to differentiate hackers from really fucking good players.
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Re: The Tough (Luck, Pyro) Break Update

Post by Maha » Thu Dec 17, 2015 6:37 pm

That Zatoichi nerf. <3

But why nerf the Quick-Fix? It was already the worst of the Medi-guns.
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Re: The Tough (Luck, Pyro) Break Update

Post by KatanaRama » Thu Dec 17, 2015 7:18 pm

That Zatoichi nerf ;_; my baby... WHYYYYYYYYYYYYYYYYYY?! WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY?!
Bor-ed, bor-ed bored/ bored, bored, bored, bored, bored, bored, bored./ I am really bored.
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Re: The Tough (Luck, Pyro) Break Update

Post by KatanaRama » Thu Dec 17, 2015 9:48 pm

Also whyyyyy with the pyro buffs? The Phlog is even more ridiculous then it used to be, and I mean sure his bullshit airblast combo stuff is outta here, but now he's literally just the W+M1 mother fucker he was always meant to be. Disgusting.
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Re: The Tough (Luck, Pyro) Break Update

Post by Ian7 » Thu Dec 17, 2015 9:58 pm

tf4 still empty tho
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Re: The Tough (Luck, Pyro) Break Update

Post by Django » Thu Dec 17, 2015 10:49 pm

Does anyone still play this game?
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Re: The Tough (Luck, Pyro) Break Update

Post by KatanaRama » Thu Dec 17, 2015 11:19 pm

Yeah. I do sometimes. I think Ninja does too as well as like, two other people at least.
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Re: The Tough (Luck, Pyro) Break Update

Post by Maha » Thu Dec 17, 2015 11:31 pm

Django wrote:Does anyone still play this game?
Not on tf4. Though Parasyte invited a bunch of people the other night and we actually filled the server for a little while.
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Re: The Tough (Luck, Pyro) Break Update

Post by Wolsk » Thu Dec 17, 2015 11:38 pm

Valve is trying to make TF2 more competitive to compete with all the other class-based shooters that will be coming out soon.
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Re: The Tough (Luck, Pyro) Break Update

Post by A Ninja » Fri Dec 18, 2015 1:54 am

Django wrote:Does anyone still play this game?
Most of the J2ers have migrated to other servers since TF4 has died out for the most part, but there are still quite a few of us that play.
Neelpos wrote:but he's A Ninja, he's one of the best fucking snipers on the server, if your evidence doesn't line up prepare to be ridiculed by your inability to differentiate hackers from really fucking good players.
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Re: The Tough (Luck, Pyro) Break Update

Post by Django » Fri Dec 18, 2015 12:31 pm

A Ninja wrote:
Django wrote:Does anyone still play this game?
Most of the J2ers have migrated to other servers since TF4 has died out for the most part, but there are still quite a few of us that play.
I see, hmm :/

In that case, why don't we schedule tf2 nights on the servers like every weekend just like we did with our counter strike source server.
It's definitely going to be different from what we use to have ,but that method totally worked in bringing some life to an otherwise expired game.
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Re: The Tough (Luck, Pyro) Break Update

Post by Sanvich Hoovy » Fri Dec 18, 2015 12:53 pm

Django wrote:
A Ninja wrote:
Django wrote:Does anyone still play this game?
Most of the J2ers have migrated to other servers since TF4 has died out for the most part, but there are still quite a few of us that play.
I see, hmm :/

In that case, why don't we schedule tf2 nights on the servers like every weekend just like we did with our counter strike source server.
It's definitely going to be different from what we use to have ,but that method totally worked in bringing some life to an otherwise expired game.
Parasyte already does that all the time, like once a week
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Re: The Tough (Luck, Pyro) Break Update

Post by timtoborne » Fri Dec 18, 2015 1:03 pm

KatanaRama wrote:That Zatoichi nerf ;_; my baby... WHYYYYYYYYYYYYYYYYYY?! WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY?!
When I saw that on the list, I wanted to be there when you saw it. The Critana is no longer overpowered!
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