Dammit Valve, I cannot help but get the feeling that I'm going to be stuck spreading the word about your Team Fortress 2 patches and class updates for years to come. At any rate, there are easily a million worse things I could be doing with my time, and I wouldn't have it any other way.
The latest patch brings a number of notable fixes and tweaks, including the following: Spies can now side-stab again, the flamethrower's flame effect won't stay on when it's not being used, and players can't "duck spam" any more. I'm not exactly sure what duck spamming is, but I can only imagine it looks kind of funny.
Don't forget to take a look after the break to see the full patch notes -- that way you'll know what to expect the next time you boot up Team Fortress 2.
[Via Shacknews]
Gameplay changes- Added a duck timer that prevents duck spamming while running around on-ground
- In-air, players are only allowed to duck once before they touch ground again
- Fixed several bounding box issues with jumping, falling, and rocket jump air-walking. Bounding box should be much more accurate there now
- Increased backstab check so that Spies can side-stab again
- When disguising, Spies now always start showing the primary weapon in their disguise, and can then switch it with the last-disguise key
TF2 Fixes- Fixed flamethrower loophole that resulted in the flame effect being stuck on while the flamethrower wasn't really firing
- Fixed exploit that allowed players to circumvent the force-fire timeout on the pipebomb launcher
- Fixed a bug that caused Natasha's slow on hit effect to be inverted from 75% to 25%
- Restored sawmill_logs.mdl file, fixing some user maps that used it
- Fixed some localization issues with Scout achievement strings
- Removed the "Final" phrasing in the map loading screen
Engine fixes- Fixed a server crash on startup under Linux
- Fixed a buffer overflow issue related to network string tables
- Gamestats uploading is now done asynchronously. This fixes the client timeout issues on map changes
CP_Junction- Fixed an exploit where engineers could build a teleporter exit in an invalid area
- Fixed a few bad overlay assignments and other minor issues
Jordan Devore is Destructoid's PC gaming manager and founding ginger editor. He is said to be easy to love but difficult to know. When Samit inquired about his curious bio photo Jordan simply replied:
"bitches love sandcastles" ... yet, there is no sandcastle in that photo. We may never truly understand his ways.
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Also lol @ like the last 5 patches in a row all having spy buffs.
And all that just because a few people were trying to mess up the hitboxes so they dont get sniped, by spamming crouch in midair. I never noticed it, not in just under 260 hours of sniping (yeah, i should get a job...).
Great that the spies get their sidestabs back, though. Looking forward to that, when i replace my spastic graphics card.
I just wish they'd do SOMETHING for the xbox360 version - because as it stands my PC plays TF2 very well, but my brother's processor is a bottleneck on the CPU-hording Source engine, and if we want to play together, it has to be on the consoles.
I know MS and Valve are both to blame in some configuration, but the neglect of serious issues (let alone class updates) in the console release compared very poorly to the love and attention the PC version gets.
Ah well.
Whatever Valve...
Returning sidestab was necessary, demomen, engineers, and snipers were simply sitting themselves in a corner or with their back to the walls and they were impossible to backstab (granted you could shoot a sniper 3 times and kill them, but that's not the point).
If only they would fix the sandman. Stuns are completely broken.
if Microsoft wasn't such dick money grubbers, we'd be up to date by now.