TF2 Gun Mettle Update: Rebalanceos, nuevos mapas, nerfeos, skins estilo CS:GO, etc.
#1
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Casi 8 años han pasado tras el lanzamiento de Team Fortress 2 en PC, y sigue recibiendo actualizaciones ocasionales que incluyen rebalanceos, arreglos, entre otras cosas.

Algunos de los cambios más interesantes son la posibilidad de RECOGER las armas del suelo de la misma clase que manejamos. Por ejemplo, si somos un Demoman y matamos a otro con un arma que nosotros no tenemos, podremos cogerla. Si en cambio matamos a un Scout con una Refrescopeta, obviamente no podremos cogerla porque no es de la misma clase.

Otros cambios están relacionados con el camuflaje del Spy, cuyos detalles están en el changelog (en inglés). Otros┬áque han llamado bastante la atención han sido el nerfeo de la "Loch 'n' Load", lanzagranadas del Demoman que se ve que estaba dopado, y la posibilidad de reparar las Mini-Sentries.

El changelog completo (inglés):

Cita:GAME PLAY CHANGES

New feature : Weapon exchange and pick up. Weapons dropped by killed players can no longer be picked up for ammo. Killed players will now also drop a medium ammo box. Players that can normally equip the dropped weapon (proper class) can look at the weapon and press the 'action key' to exchange it with what they have equipped. The player's equipped weapon will be dropped on the exchange.
Inspect Target has been changed to Inspect Target or Item. While having a decorated weapon deployed with no target under the cross hair and then pressing the bound inspect key (+inspect) , an interruptible view model animation will play.
Random Damage Spread is off by default (ConVar tf_damage_disablespread is set to 1).
Auto reload is on by default (ConVar cl_autoreload 1). Existing users will still use their currently set value. This setting can be changed under Advance Options or through the developer console.
Updated various weapon descriptions to better detail the weapon's features.

Class and Weapon Changes

SPY

Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
In the disguise menu, pressing 'reload' will also toggle the disguise team.
While invisible, Spy receives 20% less damage from all damage sources
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective)

Spy-cicle

Changed fire immunity for 3 seconds to fire immunity for 1 second and 7 seconds of afterburn immunity
Removed silent killer attribute
Spy-cicle recharge timer can now be reduced by picking up ammo boxes

Enforcer

Changed +20% damage bonus while undisguised to +20% damage bonus while disguised

Big Earner

Added 3 second speed gain on kill

Kunai

Health penalty reduced from -65 to -55 (70 Health total)
Minimum Health gain of 75 on kill
Maximum overheal from Kunai increased from 195 to 210

Cloak and Dagger

Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up

Dead Ringer

Triggering Feign Death instantly removes 50% cloak meter
Changed increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50 cloak meter for triggering Feign Death
Decreased cloak regen rate from +80% to +50%
When Feign Death is triggered, the Spy receives a 3 second speed boost
Initial attack that triggers feign death has its damage reduced by 50%
Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
Feign Death stealth has no bump shimmer for 3 seconds
3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
Can no longer pick up ammo for cloak meter while cloaked

ENGINEER

Construction boosts (wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
On Wrench equip change, buildings no longer self-destruct unless the building type is changed (i.e. Only Sentry explodes when switching from Wrench to Gunslinger)
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%

Gunslinger / Minisentry

Mini Sentries can now be repaired
Mini Sentries can now be wrench construction boosted
Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.
Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%
Metal gibs from destroyed Mini Sentries no longer grant any metal

Pomson 6000

Uber and Cloak drain decreases over distance from target. Decreases start at 512 Hammer Units (Hu) from target and reach 0 drain at 1536Hu

Wrangler

Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. Previously Engineer death caused disable state for only 1 second

Jag

With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
Added +15% swing speed.
Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.

The Short Circuit

Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
Cannot pick up buildings when the Short Circuit is deployed

Eureka Effect

Previous penalties have been removed and replaced with the following
Construction hit speed boost decreased by 50%
50% less metal from pickups and dispensers

SCOUT

Baby Face's Blaster

Added Boost reduction on taking damage.
Increased amount of Boost lost on air jump

Short Stop

No longer uses secondary ammo and now uses primary ammo instead
Healing and knockback passives are only active when weapon is deployed

Pretty Boy's Pocket Pistol

Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed
Removed +15 max health passive
Added up to +3 health per hit
Changed damage vulnerability from +50% fire to +20% all sources while active

Fan O' War

Now crits whenever it would normally mini-crit
Reduced damage penalty from -90% to -75%

SOLDIER

Airstrike

Removed clipsize penalty
Reduced radius penalty from -15% to -10%
Reduced damage penalty from -25% to -15%
Rocket jump blast damage reduction reduced from -25% to -15%

Equalizer and Escape Plan

Changed no healing penalty to 90% less healing from Medics while active

Blackbox

Changed +15 health on hit to +20 health on hit per attack
Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.
i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health.

Liberty Launcher

Now has +25% clip size

Battalions Backup

Fixed an issue that caused rocket jumps to be decreased when it was active.

DEMOMAN

Tide Turner

Self damage will no longer decrease charge when charging
Fall damage will no longer decrease charge when charging
Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage

Bootlegger / Ali Baba's Wee Booties

Added +10% movement speed bonus
Changed 25 charge on charge kill to 25 charge on melee kill

The Claidheamh M├▓r

Changed 25 charge on charge kill to 25 charge on melee kill

Loch-n-Load

Changed +20% damage bonus to +20% damage against buildings

Iron Bomber

Removed damage penalty on self-detonate
Reduced radius penalty from -20% to -15%

Quickiebomb Launcher

Damage is now increased based on charge amount when the bomb is fired

Ullapool Caber

Reduced explosion base damage from 100 to 75
Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.

PYRO

Flaregun

Added text to describe 100% critical hits on burning targets

Scorch Shot

Reduced damage penalty from -50% to -35%
Now has increased knock back on burning targets
Increased the blast radius from flares from 92Hu to 110Hu
Hits and explosions always minicrit burning targets

Detonator

Added text to describe 100% minicrits on burning targets
Slightly increased blast jump height when doing a Detonator jump
Increased blast radius from 92Hu to 110Hu
Detonated explosions now also minicrit burning targets
Increased damage penalty to -25%
Increased self-damage penalty from +25% to +50%

MEDIC

Vaccinator

Fixed a bug that gave Vaccinator patients full crit immunity.
Vaccinator base resist does not grant any crit resistance.
Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
Added Penalty of 66% decreased uber build rate while healing a overhealed patient

Solomn Vow

Added 10% attack speed penalty

SNIPER

Sydney Sleeper

Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)

Bazaar Bargain

No longer lose heads on miss
Collecting a head requires a headshot kill and not just a headshot
Each head boosts charge rate by 25% up to 200%
Charge rate penalty changed from -20% to -50%.
Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate

Bushwacka

Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active

HEAVY

Minigun damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%

Natascha

Added 20% damage resistance while spun up
Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu

Brass Beast

Added 20% damage resistance while spun up

Tomislav

Now 20% more accurate (less spread)
Increased spin up bonus from 10% to 20%

Family Business

Now has +15% increased attack speed

Warriors Spirit

Now has +10 health on hit

Eviction Notice

Now has 3 second speed boost on hit

Dalokoh's Bar

Now has 10 second cool down on use
Can now overheal up to 400hp
Can be thrown (alt-fire) as a small medkit for other players to use

Lunchbox items

Updated description to note that these items can be thrown (alt-fire) to supply players with a medkit.

MULTI-CLASS

Panic Attack

Base Fire rate increased (from 15% to 30%)
Base reload speed increased (from 33% to 50%)
Added increased switch to speed by +50%

Fuente: http://www.teamfortress.com/gunmettle/
(Ultima edición: 02-07-2015 11:01 por disgraciau.)
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#2
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Si todavía se mantuviesen servidores españoles le daría un tiento después de varios años, a ver cómo ha cambiado el juego.
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#3
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Pues me lo bajé una vez más después de 3 o 4 años para jugar con unos amigos, así que esta actualización me viene de perlas. Habrá que probarlo después. sisi1
#4
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Todo el tema de meter con calzador el sistema de armas de CS:GO en TF2 lo veo como un desacierto. Counter Strike es mucho más cerrado y ahí tienen sentido las skins, pero a mí modo de ver aqui va a hacer más confuso el ya complejo sistema de armas y crafteo.

Luego están los nuevos mapas que lucen realmente bien, y una cantidad de rebalanceos bastante relevantes que según he leído va a cambiar por completo la forma de jugar muchas armas.
#5
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Cada vez que me meto a jugar veo a la gente con armas con bonificaciones y tal, y siento que estoy un poco en desventaja. Aunque me gustaría engancharme de nuevo en el.
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#6
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(04-07-2015 13:55)Janito escribió:Cada vez que me meto a jugar veo a la gente con armas con bonificaciones y tal, y siento que estoy un poco en desventaja. Aunque me gustaría engancharme de nuevo en el.

No tienen bonificaciones simplemente son armas diferentes. Cuando pasas a controlarlas ves que tienen ventajas pero algunas tremendos inconvenientes, por lo general las primeras armas siguen siendo totalmente viables y más versatiles que las siguientes. Lo que pasa es que las armas te permiten construirte el personaje de maneras totalmente diferentes, por ejemplo un Demo con un escudo y espada a lo Berserker, es totalmente diferente al típico con el lanzagranadas.
#7
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Despues de retirarme del tradeo y vender todo ha muerto el interes por el juego. Fue bueno mientras duro pero ya no me divertia como antes.


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