>Flamethrowers are now less braindead to use Neat, I can start playing this game again
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
>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
The Axtinguisher might be useful again, guys!
i'm so happy
They added some epic Jojo items. Now tf2 is good again!
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
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.
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
the speed boost is really valuable though
the absolute state of pyros
FUCKING AUTOBALANCE IS BACK
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.
>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.
>all of this >still no way to craft the inferno items THE WAITING IS THE HARDEST PART