"Gun Mettle" update. Discussion (Team Fortress 2)
So, a big update "Gun Mettle" was announced today, which includes weapon skins, several new maps and balance changes.It seems that after 1119 introduced accessories, Valve and the community have run out of ideas for the development of the game. And then someone at Valve came up with a brilliant idea - you just need to copy some gameplay elements from CS:GO (weapon skins, operations).
What do you think of this update?
List of changes (brazenly copied from TeamFortress.su)
SpoilerGAMEPLAY CHANGES
A new weapon replacement function has been added. Weapons dropped from a killed player no longer replenish your ammo (dropping a small ammo crate instead), but you can equip them if they are appropriate for your class. Your weapon will be thrown away;
now the Inspect Target function has been renamed to Inspect Target or Item. If there is no player in the crosshairs, you will start inspecting your weapon;
random damage spread is now disabled by default on all servers (server variable tf_damage_disablespread set to 1);
auto reload is now enabled by default (cl_autoreload 1) for all new players. This can be disabled in the advanced settings of the game or using the developer console;
Updated the descriptions of most items to accurately match the changed properties.
Changes in the balance of weapons and classes
Spy
added a new animation for reloading revolvers;
changing the disguise under the current disguise now takes only 0.5 seconds from 2 seconds;
pressing the reload button (default R) now toggles the color of the team in the disguise menu;
while invisible, the Spy takes 20% less damage from everything;
while invisibility, the Spy gains greater resistance to fire, milk, jarate, and bleeding effects;
Reduced the damage penalty against turrets equipped with the Spy's sapper from -66% to -33%. Shooting at them with a revolver is now more effective.
Spy-cicle:
fire invulnerability changed from 3 seconds to 1 second, plus afterburn resistance added for 7 seconds;
kills made by this item are now displayed in the log, like all others;
The reload speed of a destroyed icicle can now be greatly accelerated by picking up ammo crates.
Enforcer:
+20% damage bonus when not disguised has been changed to +20% when disguised.
Big Earner:
Each kill grants a speed boost for 3 seconds.
Kunai:
maximum health penalty reduced from -65 HP to -55 HP (Max health of the Spy will be 70 HP);
The minimum amount of HP that a Spy will receive when killed is now 70;
The maximum overheal gained from kills with this item has been increased from 195 HP to 210 HP.
Cloak and Dagger:
The Spy can now replenish his stealth charge with ammo crates (previously not possible), but the charge regeneration rate is now reduced compared to other cloaks.
Dead Ringer:
Activation automatically consumes 50% of the charge;
Changed the speed at which the invisibility charge decreases. Total duration is still 7 seconds, feigning death consumes half of the accumulated charge;
charge regeneration rate reduced from +80% to +50% compared to default;
after triggering, the Spy gains a super speed boost for 3 seconds;
the damage that triggered only deals 50% damage;
damage resistance in invisibility varies from the time spent in invisibility from 65% to 20% after three seconds;
now, when contacting an enemy in invisibility for 3 seconds after being triggered, the Spy is not highlighted;
normal conditions (standard invisibility, illumination on collision with an enemy, 20% damage resistance) occur 3 seconds after triggering;
The Spy can no longer charge his cloak with ammo crates.
Engineer
construction speedups (wrench hits by multiple Engineers, transport, etc.) are now additive instead of multiplicative. Calculations are made relative to base speed (1x);
Increased the construction speed of buildings when hitting them with a wrench by 50% (from 2x to 2.5x);
teleporters and dispensers are now built 50% faster (2.5x in normal mode and 5.5x when keyed);
Reduced the speed penalty of the Engineer moving a building from 25% to 10%;
when changing the wrench, the Engineer's buildings are no longer destroyed (exception - a regular turret will be blown up when equipping a mini-turret and vice versa);
metal costs for repairing buildings increased from 20 to 33 for hitting a key that restores 100 HP to a building;
tier 2 and 3 turrets are now less resistant to machine gun damage. For the tier 2 turret, it has been reduced from 20% to 15%, and for the tier 3 turret from 33% to 20%.
Gunslinger / Minisentry:
mini turrets can now be repaired;
the construction of mini-turrets can now be accelerated by hitting it with a key;
the construction speed of the mini-turret under normal conditions is now reduced, but is still high if the Engineer accelerates it with key strikes;
the mini-turret spawns with 50% HP (was 100% before) and gains the remaining 50% HP when building is erected;
shards from mini-turret explosions no longer restore the Engineer's metal supply.
Pomson 6000:
The charge of the Medic and the Spy's cloaks decreases depending on the distance to the target. The effect diminishes at 512 units and disappears completely at 1536 units.
Wrangler:
Ammunition and repairs from Engineer's keys are reduced by 66% when the shield is active;
killing an Engineer while controlling a turret leaves a shield and disables the turret for 3 seconds instead of 1 second as before.
Jag:
Due to the change in the base construction speed of buildings, the effect of this key has increased to 2.95x;
added 15% to the speed of switching to another weapon;
added a 20% penalty to repair speed (instead of 100 HP per hit, the building will receive only 80 HP).
The Short Circuit:
projectiles now use the alt-fire button to destroy projectiles. Each shot removes 15 metal. Added a delay between shots of 0.5 seconds;
The Engineer cannot move buildings while this item is active.
Eureka Effect:
all penalties that existed before have been canceled and replaced with new ones;
the acceleration of the construction of buildings due to hits with a key is reduced by 50%;
the player receives 50% less metal from ammo boxes and dispensers.
Scout
Baby Face's Blaster:
When taking damage, the Scout's acceleration bonus is reduced;
Increased bonus penalty when performing double jumps.
Short Stop
now uses primary weapon ammo instead of pistol
healing and knockback resistance effects only work while the item is active.
Pretty Boy's Pocket Pistol:
passive effects only work while the item is active;
+15 HP bonus removed;
added bonus +3 HP on hit;
Replaced +50% vulnerability to fire damage with +20% vulnerability to all damage taken while active.
Fan O' War:
Grants a guaranteed crit when it should be a mini-crit.
Damage penalty reduced from -90% to -75%. Airstrike
Soldier : Removed magazine size penalty. the radius of the explosion is now lower not by 15%, but only by 10%; hit damage is not 25% lower, but 15% lower; jump damage resistance reduced from 25% to 15%.
Equalizer and Escape Plan:
Players can now receive healing from Medics, but at a 90% slower rate.
Blackbox
HP gained on hit increased from +15 HP to +20 HP
The principle of accruing HP on hit has been changed. Now it depends on the damage dealt and the distance to the target;
Dealing 45 damage will only return 10 HP of health, as base damage is 90. Dealing damage to three enemies for 45 each will give a total of 135 and return +20 HP.
Liberty Launcher:
Added another rocket.
Battalions Backup:
Fixed a bug due to which the height of rocket jumps was reduced when this horn was active.
Demoman
Tide Turner:
self damage no longer reduces shield charge;
Fall damage no longer reduces shield charge.
Shield charge is now reduced on hit from 3 to 1 per point of damage.
Bootlegger / Ali Baba's Wee Booties:
added +10% movement speed bonus;
Changed the bonus of 25 shield on kill to 25 shield on kill with a melee weapon.
The Claidheamh Mòr
changed from 25 shield on kill bonus to 25 shield on melee kill.
Loch-n-Load
changed from +20% damage bonus to +20% building damage.
Iron Bomber:
Removed the damage penalty when dealing it to yourself.
explosion radius penalty reduced from 20% to 15%.
Quickiebomb Launcher:
Damage now increases based on the charge of the shot.
Ullapool Caber
base explosion damage reduced from 100 to 75
reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons. Flaregun
Pyro : Added the line "guaranteed 100% crit when hitting a burning enemy" in the description. Scorch Shot damage penalty reduced from -50% to -35%; repulsion force increases on burning enemies; projectile explosion radius increased from 92 to 110 units; projectile hits and explosions near burning enemies are now mini-crits. Detonator: added the line "guaranteed 100% crit when hitting a burning enemy" to the description;
significantly increased the height of the jump when using this item;
projectile explosion radius increased from 92 to 110 units;
explosion now deals mini-crits damage to burning enemies;
added damage penalty -25%;
increased self damage from +25% to +50%. Vaccinator
Medic : Fixed a bug due to which patients received 100% protection from crits; Basic Mode no longer grants Crit Protection. activating an uber now immediately removes 1 ÃœberCharge;
ÃœberCharge now grants 2.5 seconds of 75% resistance to selected damage and 100% crit protection of that damage type. The effect does not disappear if the Medic stops healing the patient. Protection from several types of damage can be applied to one patient at once (Medic costs - 1 unit of uber for each). For one charge, you can install a shield on several patients at once;
This item now uses the same rules as other Medi Guns when healing a patient with multiple Medics at once.
Medic healing bonus from patient damage reduced from 25% to 10%;
Added a 66% penalty to ÃœberCharge gain rate when healing a patient under overheal.
Solomn Vow:
Attack speed reduced by 10%.
Sniper
Sydney Sleeper:
The Jarate effect is now applied on every Aimed Shot. The duration depends on the charge level of the shot (from 2 to 8 seconds).
Bazaar Bargain:
Bonus is not lost on miss.
the bonus is now only awarded on kills with a headshot, and not with a regular hit;
each collected head increases the shot charge speed from 25% to 200%;
base charge rate reduced from 25% to 50%;
now requires 2 headshot kills for normal charge speed and 6 for 200%.
Bushwacka: Replaced
+20% Fire Damage penalty with +20% All Damage.
Level 2 and 3 turret machine gunners
now have less resistance to machine gun damage. For the tier 2 turret, it has been reduced from 20% to 15%, and for the tier 3 turret from 33% to 20%.
Natascha:
Added 20% damage resistance when the machine gun is spun;
Added a reduction in the effect of slowing depending on the distance to the target. The effect decreases starting at 512 units and completely disappears from 1536 units.
Brass Beast:
Added 20% damage resistance while the machine gun is spun.
Tomislav:
accuracy increased by 20%;
spin speed increased from 10% to 20%.
Family Business:
attack speed increased by 15%.
Warriors Spirit:
Returns +10 HP on hit.
Eviction Notice:
Guarantees an increase in run speed for 3 seconds on hit.
Dalokoh's Bar
cooldown is now 10 seconds;
can now give overheal up to 400 HP;
can now be thrown with the alt fire button and used by other players as a small first aid kit.
Lunchbox items:
Added to the description that these items can be thrown with the alt fire button and used by other players as a first aid kit. All Panic Attack
classes : fire rate increased from 15% to 30%; reload speed increased from 33% to 50%; weapon switching speed increased by 50%.
Well, in principle, not bad, especially since recently there were rumors about the addition of a "competitive mode"
Please tell me what to do if such an error is
not found installed copy of Ned for speed Hot Pursuit
To be honest, bullshit. Mini-sentry is more dangerous (Some keys have become a little more dangerous, if you take into account the new restrictions), Running as spies has become more profitable and not at the same time (Death Ringer, and revolvers). The arsonist has also been slightly fixed... I'm beginning to agree that Velv is no longer a cake, no matter how you look at it. Spoiled something that worked so well for personal gain.
The arsonist was also slightly fixed ...
Rather, they cut it down. Pyro is the only class that didn't get anything at all. Only increased the damage on itself from the detonator. This is pzdts. Pyro is now much more difficult to play, because Almost all other classes have had their damage increased.
They added something else for the scorching shot, but no one uses it.
Ah, the game now has friezes... on any settings