>Flamethrowers are now less braindead to use Neat, I can start playing this game again
Isaac Martin
Flamethrowers were able to do full damage regardless of the spread of their flames, rewarding maximizing flame spread over focusing on a target. We've made changes geared toward preserving the current damage range of flamethrowers, but requiring better aim to do so.
Flame damage per second now ramps up based on density of flame encountered, up to 200%
Initial flame damage per second reduced by 50%, resulting in the max damage being unchanged
Dylan Taylor
>actual placement for Comp and casual >added some of the forgotten maps >Flamethrowers less retarded
PYRO ON SUICIDE WATCH SYDNEY SLEEPER ON SUICIDE WATCH PRETTY BOYS ON SUICIDE WATCH
Isaac Cook
The Axtinguisher might be useful again, guys!
Aaron Lopez
i'm so happy
Isaac Williams
They added some epic Jojo items. Now tf2 is good again!
Daniel Garcia
Updated the autobalance feature to more quickly respond to team imbalances Will select the best candidates to balance the teams then ask the candidates for volunteers If no volunteers are found, candidates will be switched when they die If no candidates die within a reasonable period of time, candidates will be forcibly switched to the other team
Aiden Morales
The Axtinguisher
The slow deploy time -- which is there to help "pay" for the burst-damage this weapon is capable of -- hasn't been very well received, and we agree that it feels awkward. The design goal of this pass is to embrace the concept of a finishing-move weapon -- which requires planning, timing, and introduces opportunity for "combo" gameplay.
New design:
Attacks mini-crit and then extinguish burning targets
Receives a damage bonus based on the remaining duration of after-burn
Added: "Sketchek's Bequest: Killing blows on burning players grant a speed boost"
Base damage reduced by 33%
Holster speed 35% slower
No random critical hits
They made it even worse lmao
Leo Campbell
the speed boost is really valuable though
Easton Rodriguez
the absolute state of pyros
Brandon Kelly
FUCKING AUTOBALANCE IS BACK
PRAISE GABEN
Sebastian Sanchez
The Short Circuit
The current design of zapping projectiles is interesting, but we're not happy with how much it can be done. While it would be easy to simply increase the metal cost (which we've done before), it would quickly push this weapon into the rarely, if ever, used category. Instead, we've changed the fundamental behavior of the weapon, such that it requires a bit more anticipation and positioning from the Engineer, has more skill depth, and increases the team support potential of this weapon.
Alt-fire attack changed to launch a medium-range, projectile-destroying energy ball. Requires 65 metal.
Jack White
>ctf_well is back Also what the fuck why make the Axtinguisher worse
>completelly revamps and fixes comp MM and shitloads of items >doesnt even get treated like a "proper" update by valve ¿¿¿¿???? they could make a proper update page instead of treating it like a generic bugfix update. this is the best thing they've done in like two years.
Jason Brooks
>all of this >still no way to craft the inferno items THE WAITING IS THE HARDEST PART
It's good. I expected a nerf of some sort. I'm glad it didn't happen.
Ryan Bennett
>>enforcer unfucked Wait what where what did they fix?
William Ross
Both the hat and the coat were accepted.
It's almost 1:1 Jotaro's hat, it just doesn't have the weird blend in with his hair.
Julian Sanders
the enforcer pierces everything that provides damage resistance now, not just the vaccinator
Evan Diaz
>Fixed a case where Engineer buildings could be placed such that players would become stuck when exiting a teleporter (a.k.a. "teleporter trap") NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO