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Oui, c'est clair que c'est du skill. Mais justement, pour moi ça montre une certaine profondeur de jeu, une possibilité d'évolution dans ses capacités de joueur. Là, y'a quasiment aucun gain pur dans la façon de jouer avec le temps, à part dans les principes classiques de FPS (meilleure visée avec les différentes armes, par habitude).

t'es pas nostalgique, tu connais juste pas assez TF2 pour t'apercevoir des possibilités de chaque classes

je jouais déà à TF du temps de 1.5, je vois ce dont tu parles

vas donc voir des démos de l'etf2l and co, ce que peuvent faires les meilleurs demoman ou soldiers européens

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happy mise à jour :francais:

General

* Added an option to the advanced multiplayer menu to select left or right handed view models

* Fixed a bug where a spectator's wearable items could be seen floating around the player they were spectating

* Fixed a bug where a fake Spy hand would appear on the screen of other players

* Custom death animations now only play 25% of the time

* Fixed teleporters not being build-able in some places where they should be (such as within the pit at the end of Badwater Basin)

* Fixed rare client crash on connection and level change

* Removed refract from water ripples caused by bullet impacts for performance reasons

* Added log entries for player extinguished events using the medigun, jarate, flamethrower and dispenser

* Started tracking localization settings to help make decisions regarding localization in the future

* Fixed the blank progress bar in the upper-left of the screen when the client scheme is reloaded

Mapmaker requests

* Added spawn flag to func_respawnroomvisualizer that allows it be non-solid to players

* Added SetSolid input to func_respawnroomvisualizer to change solidity to players dynamically

* Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy

Sniper

* Fixed a bad detection case in the "Friendship is Golden" achievement

* Changed the description of the "Triple Prey" achievement so it better describes how to get it

* Critical arrows now have a trail and correctly deal enhanced damage

* The Huntsman now defaults to be right handed

* Friendly arrows will no longer trigger the near miss sound on you

* Fixed several sources of floating arrows

Spy

* Fixed disguised Spies occasionally looking like they have invulnerability, instead of the correct fake Spy mask

* Disguised spies will no longer lose their disguise weapon when they interact with a weapon locker

* Fixed a bug where the spy's watch would randomly change models during play

* Fixed uncloaked spies flickering in and out of the cloak effect when taking damage

* The Cloak and Dagger now always regenerates at its intended rate. Previously it only regenerated at the correct rate when the spy was cloaked

* Increased the Cloak and Dagger regeneration rate slightly

* Capped the rate of energy loss from moving faster than run speed (falling / air toss) while cloaked with the Cloak and Dagger

* The Dead Ringer's cloak consume rate has been slightly reduced, giving about an extra second of cloak time on a full meter

* Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter instead of 100%. This drain only happens if the meter is at least 60% full

* The Dead Ringer's cloak meter can now be regenerated from ammo sources

* The Ambassador now only crits when fully accurate and no longer penetrates enemies

* The Spy can no longer change weapons from the knife while shocked by the Razorback

* Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies

* Fixed disguised Spies showing the wrong teleporter effects when using an enemy teleporter

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remaj, une majorité de fix pour combler certains bug dues à la dernière update:

Linux Dedicated Server

* Improved connection logic to help servers that aren't automatically reconnecting to Steam, and added extra logging to track it

* Added extra data gathering to help us understand and improve Linux performance

Team Fortress 2

* Changed cl_flipviewmodels so it can no longer be set while connected to a server

* Fixed problem with Loadout Menu "Back" button not preserving the currently equipped weapon

* Fixed a case where an observer could set the observed player's view models

* Fixed the Heavy's punches not matching mouse button presses when the view models are flipped

* Fixed Bonk! ammo count exploit after using a regeneration locker

* Fixed Dead Ringer damage reduction exploit involving Spy taunting

* Reverted Force-A-Nature and airblast knockback on disguised Spies, so that they can once again be knocked back

Missed notes from previous update

* The Ambassador no longer penetrates buildings

* Removed the movement speed penalty on The Razorback

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