Team Fortress 2 PC update balances classes, introduces tournament mode

We've been hearing a lot less about Valve's cel-shaded, humor-tinged multiplayer shooter since the release of another wildly popular FPS of a more serious nature. Thankfully, Valve isn't using their lighter server load as an excuse to let Team Fortress 2 go to the dogs -- they just released a patch upon an unsuspecting populous of TF2 junkies, adding a number of new matchmaking features and tweaking a few minor gameplay quirks.
We've got a complete list of changes after the jump, but here's a few highlights: A Tournament mode has been added, complete with a team creation UI and win/loss tracker. Sorting through custom games is now easier, as server hosts can now add searchable description tags to their rooms. Most importantly, players who tire of being on the receiving end of high explosive weaponry will be pleased to hear that the maximum ammo capacities for the Soldier and Demoman classes have been sharply reduced (much to the chagrin of rocket-jumpers and Scotsmen, no doubt).
Added "Custom" tab to the server browser
- Servers can now specify metatags describing the custom rules they've adopted
- Players can use tag filtering to find servers running the custom rules they want to play
- Added options for servers who want to become custom games: Disable critical hits (tf_weapon_criticals), eliminate respawn times (mp_disable_respawn_times), and raise maxplayers above 24
Initial release of Tournament mode (mp_tournament)
- UI for handling team naming, ready mode, and win results
- Disables team player limits, autobalancing, and intermission
Class balancing
- Reduced Soldier's maximum rocket reserve ammo from 36 to 16
- Reduced Demoman's maximum sticky bomb reserve ammo from 30 to 16
- Reduced Demoman's maximum grenade launcher reserve ammo from 40 to 24
General
- Added protection against voice command spamming. Dramatic reduction in teleporters needed
- Fixed mp_timelimit ending the map during the middle of a round on maps like Dustbowl and GravelPit
- Fixed "lastdisguise" command not remembering if you were disguised as your own team
- Added "Toggle Disguise Team" binding in Options->Keyboard to toggle the disguise team for the Spy's PDA
- Changed PDA menus to accept keys bound to "slot1", "slot2", etc., and "slot10" cancels
- Fixed Spectator targetID not using team colors
- Changed team autobalance code to not balance the teams when the active round timer shows less than 60 seconds
- Fixed "-maxplayers" on the command line not correctly setting the maxplayers value for the server
- Fixed Badlands never having Sudden Death triggered
- Fixed Engineer being able to detonate buildings that are being sapped
- Changed Engineer buildings to detonate when a player disconnects instead of blinking out
- Fixed potential client crash for players being healed by a Medic or dispenser
- Made several improvements to server-side stat reporting (not related to individual player stats)











Reader Comments (Page 1 of 2)
Jeff @ Mar 2nd 2008 2:05PM
If I'm not mistaken, TF2 has sold better and is played more on PC than COD4.
Huey2k2 @ Mar 2nd 2008 2:51PM
I believe you are correct sir.
COD4 is most popular on consoles, especially the 360.
shoeshine @ Mar 2nd 2008 5:26PM
Yeah, COD4 has a really crummy online community for pc. TF2 on the other hand is like being on Wild and Crazy Kids.
Mills and Boom @ Mar 2nd 2008 5:49PM
Yea, what kind of ka-razy comment is that? TF2 seems to be better and more popular on every level.
Joeshie @ Mar 2nd 2008 8:47PM
It's played more because it's a better game.
TF2 is well balanced. CoD4 is not.
TF2 is always great fun to play no matter the map/class. CoD4 has nade spam and terrible respawning.
TF2 has a unique artistic flair that helps it stand out. CoD4 is more of the same photorealistic graphics we've seen for years.
Spiza @ Mar 2nd 2008 9:32PM
Too bad most of the TF2 servers are 32 man spam servers.
Joeshie @ Mar 2nd 2008 10:57PM
Not really. I'd say it's a pretty even balance of 32-24-16 player maps.
Maybe you should go back and look at your server browser.
Spiza @ Mar 3rd 2008 7:05AM
Even 24 man sucks.
Ted @ Mar 2nd 2008 2:32PM
Cool, now for that new game mode...
Neebs @ Mar 2nd 2008 2:51PM
"Reduced Soldier's maximum rocket reserve ammo from 36 to 16"
Aw, sweet, they nerf sold-*is crit rocketed*
terapwn @ Mar 2nd 2008 4:52PM
Dramatic reduction in teleporters needed
what does that even mean
Mills and Boom @ Mar 2nd 2008 5:21PM
It means an engineer can now place 2 sets of teleporters.
WHAT no.
It means the repeat time of saying that line has been increased. I've noticed it on a few others too, but I forget which. Maybe Flank left/right.
Qitsyoj @ Mar 2nd 2008 10:29PM
TF2 isn't cel-shaded
Brandon @ Mar 2nd 2008 3:03PM
"Fixed Engineer being able to detonate buildings that are being sapped"
Noooooooo! I loved the idea of the melancholy spy as I pulled his 3 quick points in one foul swoop!!!
JakubK666 @ Mar 2nd 2008 3:03PM
I doubt that'll make much difference as an average soldier that isn't a complete pussy, won't usually live long enough to run out of ammo. Also we're talking about the game where every single weapon can be picked up for ammo(You can pick up flamethrowers and get ammo when playing Heavy)so smart soldiers will just harvest the ammo from their dead enemies.
It's good that they've actually nerfed them but in a wrong aspect, imo.
kojo87 @ Mar 2nd 2008 3:34PM
you got a point there. they should make splash damage more effective on the person shooting the rocket themselves. since i mostly play as Pyro, i cant tell you how many times i've been one-shoted at point blank by a soldier after torching him from behind for 3 seconds and getting blown to pieces while he walks away with 75% health left.
i also play as demoman frequently and the nerfed amo pisses me off.
JakubK666 @ Mar 2nd 2008 4:20PM
Yeah but you should know better. You don't score points as a Pyro, you just piss about with the enemy team.
Rushing into a group of Soldiers and watching them panic - PRICELESS!
kojo87 @ Mar 2nd 2008 4:44PM
true. i cant wait for Pyro update. point system for setting people on fire. kinda like the medic's healing.
Mills and Boom @ Mar 2nd 2008 3:53PM
I've had a few games with this update, and as a primarily Demo and Solider player I like this. Its added some bite to the game I reckon. Now (if theres no dispenser) I've got to fight it out with other players for ammo which usually involves running into the battlefield and snatching up some old weapons and has forced me to resort back to melee weapons for funz.
Love it. I'd be on now but BT gives me lag spikes around this time o' the day :(
Ted @ Mar 2nd 2008 4:58PM
Same here lol, it's a fun dynamic to be scavenging for dropped weapons as though you were an engi. As Demo after the update, I was left with only my bottle 'a scrumpe'y to fight with for the first time, because I had run out of ammo :(
ApolloIV @ Mar 2nd 2008 3:57PM
TF2 is my replacement WoW. It really is.
Marcus @ Mar 2nd 2008 3:58PM
PS3 fanboys would find that comment insulting, especially at a place like tehnook.com
Jeff @ Mar 2nd 2008 4:02PM
"Dramatic reduction in teleporters needed"
Need a teleporter here?
WiNG @ Mar 2nd 2008 6:08PM
Team Roomba will be upset.
Ryan Strand @ Mar 2nd 2008 4:05PM
Although I applaud Valve's attempt at balancing classes by doing something that won't disrupt gameplay heavily and piss lots of people off(like Blizzard), I don't think these exact changes will help enough. The obvious problem is that they can just focus more on picking up ammo drops which isn't that hard.
But more importantly, there is just some design flaws in some of the games weapons, especially demoman's, that need to be addressed. That is a much longer rant not meant for a quick post response though.
Ted @ Mar 2nd 2008 4:55PM
"But more importantly, there is just some design flaws in some of the games weapons, especially demoman's, that need to be addressed"
You got me curious... feel free to post your longer rant :p
Ryan Strand @ Mar 3rd 2008 2:47AM
Well, to focus on demoman; the grenade launcher is both frustrating to use and play against. It instant kills on direct hit, but if it touches the floor it does virtually nothing because it's splash damage and area is so small. As a heavy, for example, you are a huge target and get killed by this thing all the time, but using it against most other classes is like playing the lottery. Too hard to direct hit and the non-direct hits are barely worth it.
For the sticky bombs. I think they really need to balance out how many bombs affect the overall explosion. One sticky should not 1-shot a player. And on the other end, setting up 8 sticky bombs in a close area barely gives any benefit over setting up just a couple.
On a side note, most classes have lame secondary weapons. It's really not very fun to have a random shotgun or pistol. They should make class specific secondary weapons.
ScallionN @ Mar 3rd 2008 7:06PM
No. No,no,no,no,no. The weapons don't need to be fixed. Critical hits don't need to be reduced The Demoman doesn't need to be nerfed any more than he already is. The classes are each nearly perfect, and any more meddling would only piss people off the tip the balance in the game. Most of the time, the people complaining are guys who stick to one class too often, and hate getting killed by a certain class.
nick @ Mar 2nd 2008 4:20PM
There was an update to Orange Box on the 360 as well yesterday-- I'm thinking for TF2, and probably just fixes.
Would love to see new maps and gameplay options there.
Zedword @ Mar 2nd 2008 4:22PM
The good news is that the classes are a bit more balanced without the loss of gameplay and strategy.
The bad news? Where are our new class-based achievements???
x86_64 @ Mar 2nd 2008 4:25PM
"Fixed Engineer being able to detonate buildings that are being sapped"
As far as I'm concerned that is a Nerf aswell as it has taken away something the Engineers could do to deny Spies some points.
Seishino @ Mar 2nd 2008 4:44PM
Really, should point-denying be part of playing? The Spy has ensured the destruction of the item... goal achieved. Denying them a point for that action just seems like griefing.
Ted @ Mar 2nd 2008 4:54PM
Yeah, I don't think that was an intended ability for the engineer.
Jeff @ Mar 3rd 2008 1:01AM
I think Engineers should at least get a few points for removing sappers. Those things are pretty annoying and actually force the engineer to stay with their stuff instead of going out and killing players.
Like 1/4 of a point for every sapper removed would be nice.
Nikonov @ Mar 2nd 2008 5:32PM
Now if only they would nerf the one class that actually needs it: Scout.
OTAM @ Mar 2nd 2008 6:04PM
Exactly. Have you ever played the original TFC? You wouldnt dare go toe to toe with people as the Scout. On this game you can run up with the Scout and gun down heavy weapon guys. It's sad really.
WiNG @ Mar 2nd 2008 6:09PM
Scouts need a nerf? Considering a level 1 Sentry will mow one down unless it's in the worst position possible, I doubt it.
Poisoned Al @ Mar 2nd 2008 6:40PM
WTF? The Scout dies if you so much as cough on him.
Mr.ESC @ Mar 2nd 2008 8:21PM
Talking about the scout.
Anyone else remembers that trailer which shows that a scout could pass a sentry without getting killed?
What the hell happened to that?
Nikonov @ Mar 2nd 2008 8:25PM
Of course, Wing and Poisoned. That's why the scattergun can kill a heavy in only a few hits.
wootman @ Mar 2nd 2008 11:36PM
the point to the scout is he is high risk, you can take down the heavy, but if he sees you, your doomed.
ZenGaijin @ Mar 2nd 2008 5:41PM
There was an update today for the 360 version as well. I have no idea what it does though.
Mills and Boom @ Mar 2nd 2008 5:44PM
I doubt it was the one that makes it as good as the PC version.
Nikonov @ Mar 2nd 2008 8:27PM
Mills wins.
Flawless Victory.
OTAM @ Mar 2nd 2008 5:59PM
Did they finally balance the Scout to make it a scouting class and not an offensive class?
WiNG @ Mar 2nd 2008 6:10PM
HINT: Nobody would play Scout then.
Double HINT: Which is a better Scout? A fast character, or one who can become invisble and dress as an enemy? That is why Scouts will never be used for Scouting.
Kassu @ Mar 2nd 2008 6:19PM
If you take a good, hard look at the class selection menu, then you can see that the scout is set under the category "Offense".
Hence, there is nothing to be fixed.
Mills and Boom @ Mar 2nd 2008 6:26PM
IMO the scout just needs his shotgun weakening. I don't mind them running about but the shotgun at close range is just stupidly powerful.
OTAM @ Mar 2nd 2008 7:23PM
Then if nobody will use the Scout and it's an offensive class,CHANGE IT! The Scout in the original was used for flag running and scouting out the area,hence the name SCOUT. The weapons he had were concussion grenades and nail drops to mess up people's aim and slow them down if they stepped on the nails so they couldnt chase the Scout and kill them. The Scout needs to have his shotgun toned down because up close he's ridiculously over powered. He basically runs around you at lightning speed and puts you down with a few shots. Too weak? Don't play him for anything but flag running. Problem Solved.
Poisoned Al @ Mar 2nd 2008 6:45PM
I can see this working for the Demo. There's nothing more annoying then demomen spamming the spawn point on Dustbowl stage two (unless I'm the one spamming of course). But I can't see the solder getting hurt too much by this. They often get up close and personal (if they're doing their job right), so they pick up a lot of dropped ammo. Demomen should keep back, so are less privy to fallen gear.