TF2 Update Is Here All Week, Folks!

By Jim Rossignol on June 23rd, 2011 at 10:12 am.


Ooh, we didn’t mention this yesterday, but it was apparently Timbuk Tuesday, which revealed Sniper and Demoman stuff, and today is World War Wednesday, which reveals three new packs for the Soldier. No, wait. THAT was yesterday. Today is Thursday, that’s right. More on that later.

But there’s already more! In Tuesday there was hidden stuff for the Scout, too. He gets a radiation-imbued bat that enabled triple jump, with the third jump deal damage. (And other stuff, too!) Oh, there’s also this Pyro stuff.

But what’s this? Some kind of number. 85.236.100.200:27015 What could be it? Possibly the address of the RPS TF2 server? We’ll have to investigate.

, .

71 Comments »

Sponsored links by Taboola
  1. Stevostin says:

    Where is the medic video ?

  2. Longrat says:

    I wish I were still excited about TF2, I really do, but I guess that a combination of 700 game hours (idling included) and a shark jumping inventory system ruined it for me. I am totally indifferent to this game now. Kind of sad, especially seeing as all my old TF2 buddies feel the same way.

    • Squirrelfanatic says:

      Why is that sad? For you? More free time at your hands. For the game? TF2 is still rolling strong. My trick with all the hat stuff and the store going on is not to take it seriously.

    • Premium User Badge

      Christian says:

      I feel the same way. It’s just sad because I used to have so much fun with / in this game (few games make me laugh out loud so often as TF2 did with the ridiculous situations it created)..
      I used to be excited like a kid before Christmas when an update was announced. Now it’s just a small “Meh, TF2-update? So more hats, yes?”-reaction.

      TF2 lost me somewhere. Time to move on I guess.

    • Dozer says:

      I feel exactly the same. Now pardon me, I’m learning how to use Blender for great justice…

    • MikoSquiz says:

      If they’ve announced a single new hat, I’ve missed it.

      For me, TF2 is as fun as it’s ever been, there’s just even more of it now. I have absolutely no comprehension of the “This game sucks now because there are hats in it!” crowd. Especially since most of them don’t consider Portal 2 co-op to suck because of the hats that are also in that.

    • Longrat says:

      It’s a very simple reason. TF2 had a unique visual style and gameplay. Each class has its own look and style, and that was good! Only pyros could DoT, only medics could heal, only headshots are an instant critical hit.

      Valve went and messed that delicate balance right up with way too many customizations and weapons. From a simple, striking game, it’s become a clusterfuck of hats and weapons. It gave what made TF2 so great a real blur effect.

      Portal 2, on the other hand, doesn’t rely on CLASSES and WEAPONS to present its style. It’s all about the environment and interaction between the two characters. Hats don’t make a difference in portal 2 because there’s only one other player. You understand?

    • SaVi says:

      Change, there was a lot of it. But it never turned in to less TF2 for me. Balancing still works, you just have more choices, and can’t except that your enemy has more ways of killing you than he looks like.

    • Premium User Badge

      Christian says:

      @MikoSquiz:
      I didn’t say it sucks now, the last time I played (a few weeks ago), it was still great fun and all.
      It’s just that it’s soo much, too much stuff that’s new and that has more than a visual effect. Maybe it’s just me getting old (although I’m still quite good at FPS, mostly being in the upper third of scoreboards), but it’s just so tedious always checking new stats of weapons and trying to find out what to use.
      Somehow, this has turned from a casual (but still very tactical if you wanted it to be that way) fun shooter to something more resembling a MMO.
      I’m not saying this is bad in general (I’d expect they’ve even drawn a lot of new players by changing this), but for me it’s simply too much.
      Then again, I guess I’ll be returning to it when the updates are over, maybe it’ll come back..

    • sinister agent says:

      I have to agree with Christian and Longrat. Although I can live with the hats (I agree with the visual thing, but as they’re purely cosmetic I could grin and bear it), the ‘clusterfuck of weapons’ effect is why my joy at being able to play it again after an 18 month technical hitch waned very quickly indeed, and I’ve not touched it for many weeks. Even without those fucking arsehole ‘nighteam’ servers, which are another matter entirely.

  3. Vasili Zorin says:

    “which reveals three new packs for the Soldier”

    Err, i can see only 2 for solly and 1 for pyro. Is there something wrong?

    • NR says:

      Try scrolling down the page…

      Oh, and FYI, the “hidden” Pyro update is here if anyone is curious.

    • Vasili Zorin says:

      Ok, now i`m confused.
      there is clearly written: “Presenting not one, NOT THREE, but TWO soldier class packs.”

      How hard i must scroll to see third?

    • Wang Tang says:

      Well, like you already said (and quoted), there are only 2 soldier packs. But the pyro thingy looks much more interesting…

    • Squirrelfanatic says:

      Read again. Not one, not three, but two. Two soldier class packs are shown on that page. ;)

    • Inigo says:

      @Vasili Zorin
      It involves flipping the mouse upside down and placing it on the floor so that the wheel is touching the ground, before sprinting around the room with it and emitting a piercing shriek.

    • NR says:

      Oops, my bad – you’re right, there’s only two. I was deceived by the men of RPS and by not reading it all properly…

    • Vasili Zorin says:

      YES! INDEED! TWO) But let`s get back to our glorious RPS: “which reveals three new packs for the Soldier”
      this is what makes me feel uncomfortable)

      Or am i just too picky?

    • The Hammer says:

      I THINK JIM DIDN’T READ HARD ENOUGH!

      *coughs*

      I love all the easter eggs that Valve pop onto their web pages! Who needs Hidden Object Games when you have the Team Fortress website?!

  4. ad_hominem says:

    There’s also a secret page for the Pyro in today’s update (the tiny pyro face on the whiteboard at the top).

  5. DanPryce says:

    TOP SECRET SUPER SECRET PAGE UNSECRETED –
    http://www.teamfortress.com/uberupdate/thedetonator.html

    I can forsee this weapon being the bane of my existence.

    • worbat says:

      Beat me too it sir!

    • Premium User Badge

      Rinox says:

      Goddamn pyros. :-)

    • The Hammer says:

      Oooooh.

      Will be on the look out for that. I wants it.

    • DanPryce says:

      Pity to see the Engy isn’t getting any love. I suppose that stems from the same problem they had with the Engy update – that he creates a bigger footprint and it’s a bastard to design anything that doesn’t destroy the flow. Some variant sentries would be nice though.

  6. airtekh says:

    I love the way that all the classes are getting items, it’s like a free-for-all!

    I just can’t wait to get stuck into this update when I get back from my hols.

  7. Flappybat says:

    Check out all this new content in TF2! PS nothing but the map will actually be available to you, why not try our item store?
    I’m not happy with content updates for a game I bought a retail copy of basically being pay-for. This community made content is either flogged for insane prices in the item store (which Valve keep 50% of) or slowly dripped out through random drops (10 a week, could give you any old crap worth nothing in a trade). Yes you could try to craft (takes a weeks worth of drops and gives you a random item) or trade (new content is the most in demand, good luck). I’m not really sure if it is actually better than the universally disapproved of Modern Warfare map packs.

    • sana says:

      It doesn’t even take a brain to get all items you want in a pretty short playing time… there’s always special recipes for new weapons that don’t depend on random chance, and buying things in the item store is the absolute emergency option (for idiots who shell out for virtual goodies). Trading also works quite easily on public servers, if you aren’t exactly trying to trade with some clever mogul who owns 200 unusual hats.

    • Brutal Deluxe says:

      I have to agree to this in part. This is a little bit like announcing a new DLC rather than applying an update. As a new TF2 player, there are already dozens of items I don’t have. This just makes that list a little longer.

    • MikoSquiz says:

      Crafting items has never been completely random. If you want*, you can still go for the “slot token + class token + metal” craft, but Kritzkrieg+Bonk=Crit-a-Cola, Axtinguisher+Skullcutter=Backscratcher, and so forth. And generally any item that’s been around for more than a few days can be traded from someone for a couple of whatever you’ve got lying around. If you don’t have whatever lying around, you probably don’t play TF2.

      * As far as I know the only items without a crafting recipe are the ones you earn through achievements. Those still require the tokens+crossed fingers craft, but only if you can’t be arsed to collect the achievements. And apart from the Medic’s rather strange faffing about, the achievements are by and large along the lines of Minecraft’s: “Here, this is how you play the game, try it”

    • Flappybat says:

      Thanks for going straight to insults sana! It helps get to the point that you didn’t bother to read or understand my post. Handwaving about how it’s all free if you play fifty hours a week isn’t much of a counter argument!

      MikoSquiz, from what I saw of crafting you’d need to do a lot of savvy trading and already have a fat backpack to keep up with the metal/random item requirements. Metal was damn rare when I last played.

  8. i liek turtals says:

    please add nominate and rtv. apart from that, please fix the map rotation. 2fort is dead as disco.

    • LionsPhil says:

      I will never understand the hate for 2fort. At least Granary is genuinely tiresome.

    • Mist says:

      I like the occasional game of 2fort, if only for nostalgia’s sake (I normally only play arena, so playing on all these maps that I haven’t seen in years is pretty nice). Although it did seem to go on for a bit too long (like… 45 minutes or something?)

    • DanPryce says:

      I’ve never understood it either. 2Fort’s a perfectly good map.

      I tell you what though – I understand the hate for Turbine, but I still like it.

    • MikoSquiz says:

      2fort has long, cramped chokepoints, and every route to the intel can be covered by one sentry in front of the spawn. It’s troubled, at a minimum, and could do with some fairly heavy-handed revision.

      Turbine is even more awkward, halfway to being one of those ‘orange’ maps so beloved of small Russian children with aimbots. There is, however, a version of it that adds a side route to the downstairs choke and widens out the upstairs, making sentry farm turtling harder, and I suppose there’s some hope of that one day replacing the current beta version.

    • LionsPhil says:

      Sentry chokepoints really aren’t a great argument against a map, because they are only effective against scattered players. One solid push—ubercharge or teamplaying Spy, pick one—and they fall.

      I have once seen a wall of sentries hold a map, and that was on the last point of Dustbowl with the whole red team going Engineer for a laugh. Blue eventually managed to spy us and if they’d have had more than a minute or so left in the map (during which we all went Heavy since there was no time to rebuild) they’d probably have won. If that spy had synced up with a push from the rest of his team they’d have won decisively since for about ten, twenty seconds our total defence was a few scattered engineers and a gun or two—nowhere near enough for the wrangled wall of pushback which kept ubers away up till then.

    • MikoSquiz says:

      The single sentry spot covering all routes (not the same thing as a choke point – the yard isn’t narrow enough to constitute one, just blanketed with sentry coverage) is deep enough in the enemy fort that you’ll be very lucky to get more than one player in there at a time. A tightly coordinated team all using voice can push through, of course, but tf2 is mostly played on public servers with whoever happens to be around – the players don’t even necessarily speak the same language. 2Fort is unsuitable for casual public server play – if you systematically designed a map for maximum tedium and probability of stalemating, you couldn’t do much better. There’s a reason its appearance on a server with map voting usually leads to a flurry of RTVs or quits.

      Long narrow corridors (i.e. long choke points) in a tf2 map are, in general, a sign of a map that’s been adapted from a different game and was never meant for tf2 (see 2fort, hotelhell*), or a map designer who’s never done this before (see turbine**). They’re a fundamental error – with no room for lateral movement, pushing through comes down to simple math, DPS charted against HP.

      * cp_hotelhell is a comically broken straight port of a Duke Nukem map: Playing it mostly consists of two teams lining up outside either end of a narrow corridor and spamming ordinance at each other until time runs out. There is no other way from the blue spawn to the first capture point, and if an uber does manage to make it through the passage there is no time to do anything about the inevitable sentry farm arrayed around the point before it runs out. The best way to actually get the first point is to sit in spawn building four or five ubers while the enemy team sits outside the spawn stickying the doors, then push through one uber at a time, but reasonably enough most people would rather just quit and play somewhere else, or do the hoovering for that matter.

      ** turbine genuinely was the first map the designer ever made.

  9. LionsPhil says:

    So, uh.

    That Demoman loadout.

    The downside is…? I mean you can’t pick up ammo. It’s a melee charger loadout, big woop.

    They seem to have forgotten any red text for the Soldier’s MANTREADS, too.

    • Premium User Badge

      Man Raised by Puffins says:

      No ranged weaponry, assuming the boots replace the grenade launcher, seems like a reasonable enough downside to me for the demo. Not sure about the mantreads, it really depends on how that fall damage reduction shakes out in practice and whether it’s worth losing a backpack or shotgun over.

    • Wang Tang says:

      Well, you won’t have the shotgun. Isn’t that red enough?

    • sana says:

      The new shield doesn’t mention anything about crit-charging your melee weapon, so that’s probably the downside.

    • LionsPhil says:

      I don’t see fall damage reduction; I see a bonus to Goomba-stomping foes. And the knockback reduction is going to lead to more crying Engineers. Why do you hate our sentry guns, Valve. :(

      I am possibly undervaluing the penalty of not having the other possibilities in those slots, but for demoman in particular, the lack of ranged attacks seems kind of irrelevant if you can charge twice as often, controllably, doing huge damage on each impact, and still having a good-as-default melee weapon. It’s going to absolutely dominate Medieval mode, which for a while settled down into actually having some class balance (except for Engineer, who’s rubbish at fisticuffs, but that’s fine) once everyone got bored of Eyelanding.

    • Premium User Badge

      Man Raised by Puffins says:

      @ sana: The shield has half the damage resistance of the Targe, so I figure that’s meant to be the drawback.

      @ Lionsphil: Ah, that makes more sense. Wasn’t sure what push force was meant to be and assumed it meant falling damage. In which case, I’m not really seeing much upside to them. The “Goomba stomp” is such a niche thing that I kind of dismissed it out hand (though looking at it again, I can sort of see how, in conjunction with the market gardener, it could become a kinda vertical targe). And lack of pushback isn’t dreadfully useful when Soldiers are best suited to taking down sentries at stand off range.

      Re melee demos: Well, for two, a melee only demo is going to be throughly bossed around by Pyros and sentries. As for Degroot, its never seen much in the way of balance and what little there was has been throughly screwed since the Zatoichi was added. Still good for a quick round of japes every now and then though.

    • MikoSquiz says:

      I do wish they’d put some thought into Medieval Mode. It’s still pretty fun on a couple of custom maps, but the Equalizer, Half-Zatoichi, Dead Ringer, and demoknight set are all wildly overpowered. As for Degroot, fighting for the last point is just painful. And it’d be nice to have separate Medieval loadouts so you don’t end up running around with the croc shield and Huntsman on the next regular map by mistake.

    • Premium User Badge

      PeopleLikeFrank says:

      Pretty funny that the Demoman loadout’s biggest drawback is that sentries become a hard counter to him. I agree with the others that the downside is supposed to be the lesser damage reduction of the new shield plus no ranged weaponry. Yes, he’ll still be powerful, but Heavies, Pyros, Soldiers, and Scouts (especially FaN Scouts) will all be able to ruin him. Engineers will have trouble away from their sentries, but then they’re more or less supposed to. Nightmare for Medics of course.

      I think the Soldier stuff is all too situational for the lack of red text to be too problematic. Losing your shotgun is a big deal, especially if you’re running with the black box.

  10. itsallcrap says:

    I reinstalled TF2 the other day (all ten bloated gigs of it) – due to an urge for some decent PC team FPSness – and it runs like absolute arse.

    I remember when it came out I could play it acceptably on my now-dead desktop with half a gig of RAM and a GeForce 6 series.

    Now my current computer still isn’t exactly a glistening sex machine of a device, but it’s a hell of a lot more powerful than that and there was a definite pause every time a ‘special’ animation happened for the first time.

    THIS IS TF2. HOW DID THIS HAPPEN?

    • LionsPhil says:

      Because they added ten tons of new crap, and that all needs to be kept in working (graphics) memory. It’d be nice if there were a graphics option to just show everything as stock weapons, but nope.

      They did at least fix none of the new stuff having low-detail meshes for LoD or low-end systems. Then they tried some kind of new lazy-loading threaded thing which means the game chugs like hell for a while after each mapchange. Which is an improvement from when they’d just implemented it, and it crashed instead. Thanks, Valve.

      All said, though, a 6-series should be able to stumble along at low. I can just about manage Engineer or Medic on a GF 4Ti, single-core Athlon XP!

    • Premium User Badge

      PeopleLikeFrank says:

      FWIW, there was a communication from Robin stating that they think a ‘vanilla graphics’ mode is a good idea, and are looking into how best to implement it. This *is* one of those Valve “yeah, we’ll get around to it eventually” things though…

    • Nick says:

      Yeah, they added some new graphics/particles to it at one point that stopped the game I played since prereleasse from running well at all. I wasn’t happy.. couldn’t even turn them off =/

  11. JohnnyMaverik says:

    O.O

    I need that flare gun…

  12. Koozer says:

    Look TF, I’m fine with all your class updates, and I didn’t mind the hats. But please, please do something less tiresome than a random drop system. I tried to not let it get to me, but it’s just incredibly annoying to never be able to get what I actually want any more.

    • DanPryce says:

      They need to take a leaf out of social gaming’s book.

      Dead serious.

      If you want an item in a social game, you can pay for it or you can send requests to your friends to give it to you. TF2 has the pay for it bit down pat, but it needs some mechanism that allows the player to define which items they want, and for some way for their friends to see that and offer it to them.

      Additionally, it would be nice to have a way of working towards and item. Say I want a Jag; I can tell the crafting screen that that’s my goal, and every time I get a drop I can choose to keep the item or put it towards my Jag. That way I can reduce the number of dupes I keep getting and feel like they’re not just a waste of a drop.

    • Longrat says:

      Generally, I prefer being given the option to play with all the tools from the get go and getting good at them over time, rather than the modern multiplayer trend of drip feeding players content so that they’ll feel the urge to keep playing due to a sense of progress.
      While I think that this system is bad, it has varying degrees of horrendousness. Now, modern warfare may have taken gaming several steps back in most aspects, but at least modern warfare’s reward system rewards you consistently. You got 100 kills? OK have a new gun. I like that, you set a goal and work towards it. TF2’s drop system, on the other hand, is by far the most tedious system out there. Valve tries to have its cake and eat it too, in that it tries to drip feed people and at the same time not punish people who aren’t good at the game. The end result is probably the worst implementation of unlockable (non DLC) content in today’s gaming scene.

    • LionsPhil says:

      @Longrat: Agreed.

      @DanPryce: Hell, it’d be nice to just be able to sort drops into buckets. “Stuff I want to keep”, “stuff that’s for crafting recipies”, “stuff that’s duplicates for scrap”, and “new unsorted stuff”. Trying to do this with the current interface is a pain. I keep meaning to move my actual loadout items to the last page of the backpack, since it fills from the front, but the only way to move multiple things across pages is to put them in the craft panel and back out all day.

      Oh, and let me break crates into scrap. Or into sharp splinters which I can drive under Gabe’s fingernails for ever coming up with the bloody things. Now there’s a “wasted” drop for you.

    • Premium User Badge

      Man Raised by Puffins says:

      Yes, I think crate crafting would be quite handy:
      http://steamcommunity.com/profiles/76561197966809832/screenshot/541769604653609655

    • LionsPhil says:

      …wow.

      I’m kind of uneager to proceed with the sorting project on the basis I might have close to that many myself.

    • Premium User Badge

      PeopleLikeFrank says:

      I took a bit of time to sort my backback and I’d say it’s well worth it. It is a total pain to be sure, but it was just something to do waiting between respawns when on Red. Now I have all my hats and assorted cosmetic junk on the last page, pages 4 and 5 are for keepsies-loadout items (going over two pages or so leaves a fair bit of room for each class to have 3 or 4 columns), and the first page is full bits of metal and recently acquired items soon to become bits of metal.

      Me I want to be able to build things out of my useless (and fast growing) crate collection. Minecraft-styles. Statues. Utterly useless but hopefully hilarious little forts.

  13. DK says:

    Whatever happened to getting the stuff through Achievements? It wasn’t good but it was better than NOTHING.

  14. Premium User Badge

    Admirable says:

    Quite looking forward to this update, mostly meet the medic mind you, but the new unlocks should lure me on the public servers for an extended period this weekend.

    If you don’t enjoy the new fluff that Valve had added you can always sample the competitive scene, where the predominant unlock set seems to be heading toward vanilla + medic update. Granted pubs can be a clusterfuck and competitive is not so casual.

    Perhaps TF2Lobby is a reasonable middle ground…

    Also check out the new redesign of the competitive community hub / unicorn sanctuary, VanillaTF2.

  15. Berzee says:

    Ok, this update is good and I will probably try to obtain these weapons in the future, but it also highlights something I dislike, and it is this:

    The Pyro has never, as far as I can remember, gotten a new weapon that helps him BURN things.
    The Demoman has gotten some weapons that explode, but nothing significant for a while (unless I missed it).

    I realize the classes have taken on new roles that don’t always fit with their original vision. But still — just, you know…yeah. That.

    • Premium User Badge

      Rinox says:

      Flare gun?

    • Berzee says:

      Exploding remote-detonated flare gun. To me, it sounds too similar to a sticky launcher. =) I guess I should have said, I wish he got a *flamethrower* that was better at burning things.

      Of course I would hate it as soon as it got used against me, but that’s called Balance.

  16. pupsikaso says:

    Just as I thought it would be nice to play some TF2 again… more weapons. Weapons that fundamentally change the playing style of the class. Weapons that are so very incompatible with competitive play.
    Yeah, think I’ll keep TF2 uninstalled for now.

    • Premium User Badge

      Rinox says:

      Competitive play is not something I would ever associate TF2 with. And I say that in the best way possible.

    • Pointless Puppies says:

      And why exactly does TF2 HAVE to be competitive? It’s not like it’s Mario “All Races Are Practically Dice Rolls” Kart.

  17. Kevin says:

    Can the ping grace be a bit more lenient for us American players? At the moment it’s now 150 ping limit, but I got booted when I was playing perfectly fine at 160 average.

  18. wolfsbane53 says:

    Meet the Medic is now on Youtube

  19. ichbinspikeface says:

    TF2 is free now… i can’t find the RPS story on it… please excuse me if it’s on the front page somewhere…