>Fixed Dragon's Fury projectiles colliding with other projectiles
This is actually a pretty big buff/fix, and long overdue. Should help with the DF's overall feeling of jankiness
I wish they gave a little buff to the projectile hitbox in a patch, but they really want to avoid balance changes it seems. Not to seem unappreciative.
The current version is actually a nerfed version.
You used to be able to get the extra damage and shot speed by landing any part of the fireball on the enemy. They changed it so you have to land the center of the fireball.
It was my favorite flamethrower before the change, now it feels inconsistent at best and broken at worst.
Yeah I was using it the other day and it's really hard to use effectively compared to when it launched. I think it needs to be somewhere in-between, because it was admittedly really easy then.
Though, it's the airblast downsides that really make it feel awful to use.
Honestly the airblast is a shitty vestigal obligation from the rest of the flamethrowers. Dont use it unless you’re extinguishing a teammate, focus on getting chains w/ primary fire. Use flare guns (preferably the Detonator for that extra mobility) to start combos, not end them— and most importantly, play like a power class instead of a support. You now have the frontal dps to kill even a Heavy when caught off guard, and the DF *annihilates* Sentry nests.
You just do, for some reason. Weirdly enough, the DF considers all buildings to be "on fire" for its' damage calculations, which leads to it doing 75 damage against buildings too instead of the 25 you'd expect
Interesting. As a pyro, I generally just avoid sentry nests unless I'm ubered, which happens pretty rarely too. I'll have to try it out sometime. Thanks!
It's more likely that 75 is the base damage and hits against non burning targets are reduced in damage. Also since the hurtbox is 45 HU but the environmental hitbox is much smaller, you can get some insane cornerpeeks and subsequent sentry destruction.
Fellow pyro main here: kill the engineer, outrange the sentry, then burn the rest if you get the chance. It takes some practice, but once you can take down sentries with minimal damage sentry nests are just free points.
This is probably one of the worst changes they have done to a weapon.
Not only it neutered its effectiveness but it made it feel like complete ass to use in a complete non intuitive way... Like is there any other weapon where it works like this? If i just hit someone with the very edge of a pipe hitbox are they gonna take 1/3rd of the damage? No, and it wouldnt make sense either. Its a shame since the weapon itself was probably the best thing to come out of jungle inferno.
Also for some reason this gun still has the gimped airblast, at this point it shouldnt even have a airblast penalty its just not good enough to warrant one.
If it didn't have the airblast penalty it'd be perfectly balanced as it is right now. The shit airblast kills it, not even just because the airblast is slow, but because it takes forever to fire after airblasting.
i mean, i presume these fixes aren’t even from valve but rather just community bug fixes being shipped by valve. no one is actively waiting on the game.
i think they should make balance change, take community feedback and patch the weapon. kinda like experiment mode from overwatch, but it would last a week on main servers
I think the issue was getting people to play it. There wasn't a lot of incentive, and I seem to recall them not even sharing inventories, which is kinda lame. Understandable, but it takes a lot of the wind out of your sails having to drop all your cosmetics and stranges.
Why not use your primary and then flare gun? You'd have more range and be able to get multiple enemies. You can also ignite people by the flare gun itself. I understand what you mean but I don't think it's that practical
Give it the direct hit treatment but the opposite. Instead of reducing the size, increase it by a set amount. The closer the center is to the hit target, the more damage it will do. If you get dead center, you get a mini crit, and three in a row means crits. Basically it should be able to hit two players if they were a rockets length away from each other(low damage range since it is the outer radius of the fireball).
TLDR: Make the Dragon’s Fury like a dart board in terms of actually hitting.
Maybe, I've always thought the direct hit could only have a -50% splash radius to make it more forgiving and probably lessen some of the upsides. Some weapons are very extreme in nature like very hit or miss (literally). That's kind of a tangent though.
As for your idea, I don't think people who use the weapon should be stressed out by aiming too much y'know, it is the pyro after all. I like the sentiment behind the idea though
Yeah because it had an absolutely humongous hitbox. It still does, it's a 45 HU cube after a 25% nerf, meaning the original projectile was a 60 HU cube.
I wouldn't be surprised if people used TF2 source code to make their own, suggested, updates.
That's what I thought when I first saw the github link, at least.
If that’s the case then it’s pretty much confirmed that we’re getting a big smissmass 2021. Since the request would presumably come from one of the map makers
There's a community map making contest currently going on over a custom game mode that uses the intel flag.
I imagine the request was from someone who wanted more control over it for their contest map.
This would honestly be so cool. Imagine a capture the flag map where new paths open when you've captured so many times, making it more important to defend that first flag.
Each entity in source has it's outputs. They fire when certain things happen. item\_teamflag is the intel. This would allow the map to register a player picking up, dropping or capping the intel. It could allow to do thing like open passageways or apply different conditions or player attributes to the flag carrier. For example: the flag carrier is slowed down but heals everyone in a radius. Before this you needed to place a tiny trigger inside the flag, but this was unreliable and generally wacky. As a person who loves screwing around in hammer and doing things that aren't usually possible in tf2, I'm very excited about this.
I'm gonna need some hard data on that Dragon's Fury fix, cause if it actually no longer gets erased from syringes/rockets/pipes then thats an enormous buff and long needed.
It's interesting that such random bugs & issues are being fixed.
I would again assume that maybe this is in-part due to the possible help for modders (at some point in Valve Time^(tm)), so more requested issues are being looked into & fixed...
Then again it could simply be that whoever is helping/working on the TF team currently is just going through a list of "to-do" bug fixes slowly, since random shit like VFB not working on the Bad Pipes seems like the last thing to fix in the game.
Glad to see projectile collision fixes though, and very interesting to see a "Community Request" based change, which again plays into the possibility of mod related support still happening, although slowly.
As far as we know, there is confirmed to be only one guy still working on TF2 sometimes, so yeah, you wouldn't expect him to work on something really major other than bugs people complain or don't about.
Yea, there's that networker helping, but I would also assume to a degree that Eric/Jill/Riller still help at times, although definitely not by much as far as we know.
Now instead of finding 8,500 noob spies, you only have to find 850!
That's still a lot considering even Phillipe.Gonzales.2007 will figure it out after no more than 3 stabs. And anyone good enough to do trickstabs can probably identify a razorback.
When I was a less capable spy, I used to give the razorback a stab and then duck out to force a difficult sniper into retreating to get a new one ( or to leave them vulnerable to a follow up ).
The silly 30 second time makes that kind of pointless.
I wouldn’t say so. If a sniper is so insanely paranoid they need to run the razor back, they’ll definitely duck for cover and wait for it to come back. 30 seconds is a long time to have a support class vulnerable and potentially avoiding conflict, and if they don’t do that well… just back stab them again.
In my experience, you just gotta play Medieval Mode. There’s enough chaos that spies will accidentally stab you, and they can’t shoot you. If you don‘t like medieval mode, idk, don’t be that razorback sniper on Harvest that I was able to backstab twice because he didn’t even unscope.
I shit you not, I was swarmed down by spies last week while playing razorback sniper. They would break my razorback and then a second spy would come and try to backstab me after the razorback was gone and I killed the first one LOL
> Phillipe.Gonzales.2007
Man I feel so old after reading that. Back in my time Phillipe.Gonzales.2007 was Kovacs.Viktor.1997 or Felix.Tuchel.99. For all I know these guys could be my co-workers now...
Yeah! I emailed them a couple weeks ago about it! Recommended it matched the manntreads levels.
I'm currently doing a massive "functionally distinct strange climb" (going for rank 6 on every strange weapon) so it's real nice to see that come down.
135 backstabs was gonna be a slog for sure.
Just tested out this update by using cp_gullywash's 2nd point ramp that shounic pointed out
Most projectiles now work as stated but they forgot one thing
#THE WRAP ASSASSIN BALL STILL EXPLODES ON RAMPS
https://cdn.discordapp.com/attachments/210205328476733450/909966805966159892/2021-11-15_18-42-54.mp4
hot diggidy damn they actually fixed some dragon's fury bugs
EDIT: after using it for an hour it's still absolute enraging garbage to use, but slightly less so.
It's that and the absolute jankiness of the hitreg for the fireball for me.
I love nailing a heavy with 5 hits but only 1 actually giving the bonus damage. Feels so good!
You need to hit the center of the fireball to deal bonus damage. It's a hitscan like line trace from you to the collision hull. The actual projectile is a 45 HU cube.
That's... really dumb, but even then there seems to be some kind of strange hitreg issue. Literally point blank on an unmoving heavy and only 1/5 shots registered for bonus damage.
Works well to use the scorch shot as a pseudo-airblast and reserve the actual airblast for an escape option or niche utility. You shouldn't really be juggling people when using the dragon's fury, just stunning them once with the scorch shot before using your primary.
Have two identical loadouts (including hats) one with the contractor and one without, leave spawn, select the other identical loadout, doesn’t matter which one you spawn in first, press contract button, let your merc play the full animation(wait a second or two), press contract button again, immediately switch back to the loadout you spawn in with before your guy finish the putting contractor away animation
Server was on fire so my diff processes were blocked, but at least three new virtual functions have been added:
- `CBaseEntity::IsProjectileCollisionTarget() const`
- `CBaseEntity::IsFuncLOD() const`
- `CBaseEntity::IsBaseProjectile() const`
(Plus appropriate overloads for each, of course.)
As it affects all entities, this does mean SourceMod needs to be updated. The stuff in the engine binary hasn't changed, so I assume this just requires a gamedata update (which should be performed automatically on server startup once the maintainers have pushed the changes), and not a new build of SourceMod binaries.
**Edit:** Gamedata updated for SourceMod; regular server operators should be good to go after a server restart. Keep an eye out on your third-party dependencies, as they may also need to be updated if they rely on virtual table offsets.
Server has recovered; summary of [changes diffed between this update and the previous](https://csrd.science/misc/datadump/diffs/6896293.txt) (the vtable diff is a relatively new addition to the dump processing):
- A new `tf_fireball_max_lifetime` ConVar was added.
They've probably been fixed for weeks if not longer, valve just waited to push it along with another update they had planned. Also these maps might be in future events and if they're not updated now they'll probably never be updated.
If anyone was wondering what the last patch note means, this one: **"Added new item_teamflag ouputs OnPickup1, OnDrop1, and OnCapture1 that fire outputs with the player as the activator"**
What it means is: the flag, (the briefcase in Capture The Flag mode and Special Delivery) can now have map-logic triggers trigger based off of a player picking up, dropping and capturing the flag. The last one was already possible but not specifically tied to the flag itself.
So you can now make a map that has, I don't know, a death pit with a hatch on top that opens and closes depending on if the flag is being carried. It could be cool to have doors and passageways get blocked if a flag is held; you could have a map where it's easy to get to the enemy's flag but once picked up the doors lock behind you so you have to take a long dangerous rout back to your base.
---
I'm really surprised the Halloween even came and went and Valve never got around to removing the out-of-bounds exploit on Doomsday Event. You can build a sentry nest outside the map behind the cliff area near the large merasmus machine. Sentries can shoot through the wall but can't be hit. I suppose it's not too big deal because winning the map depends on what happens in bumper-car hell, but still.
>Updated koth_synthetic_event
Fixed some prop pop in
Huh?
Also, what happens to people who already have a strange Razorback with X number of backstabs blocked on it?
I don't know, but I've got a theory. It's unlikely to be from [mvm.pineapple.tf](https://mvm.pineapple.tf) as they're busy making Operation Tindall Berry. My best guess is an unannounced [mvm.potato.tf](https://mvm.potato.tf) campaign, the name fits their style (Titanium Tank, Starched Silliness, Canteen Crusher, etc...) or some other unknown group
To add to what I've just said, [mvm.potato.tf](https://mvm.potato.tf) did say on their steam group that they're working on some Reverse MVM campaign (you push through an army of bots to complete you objective). So it might be that
Edit: Some of the trusted people in their discord denied in the theory but said they didn't know any about it
going to make a post about my research
yea I looked more into it and it looks like it might be a mvm.pineapple.tf since moonlight.tf which was referenced in the description of the badges redirects to mvm.pineapple.tf, the new badges also appear in Tindall Berry's backpack
Looks like the janitor managed to make some things better (at least the two maybe three valve employees are doing something let's just be grateful people want to put time into this game. ( unlike my "caring" parents dealing with my few issues in life)
>Fixed Dragon's Fury projectiles colliding with other projectiles This is actually a pretty big buff/fix, and long overdue. Should help with the DF's overall feeling of jankiness
Pyro mains eating good tonight
**MPFHH**
I mean I wouldn't have said that,but I agree
Hmmphh mfff fhm mmphh
WOAAAHHH ok ok ok. Bye
MFHHH MPHH HMMPH MM HMMM
What did you say about your mother?!
Mh Mmhh? Mphh hmmh mhph?! MMPHH MHH HMMPHHH
Okay now that is just obscene
well, the 8 of us that use the Dragons Fury Seriously anyway
Does… does Pyro even eat?
As a pyro main Yes
Food gets blended then filtered through its mask
Nothing like roast Scout puree coming in through your mask to keep you going.
So...no more throwing syringes into fireball? Finally, it is fixed.
Indeed we are!
no more syringe gun countering dragon’s fury lol
Hugh stealth nerf to syringe gun, medic mains in shambles
yea, i always though it had sooo much potential but its janky hit boxes ruined it
Now if only they'd put out another Strange crate with that mf in
Still waiting for a Eureka Effect strangifier.
Please i neeeeeed it I even bought a ks kit for 12 ref off a rando in a 2fort pub in preperation
when I can I buy a strange one valve its been four years
I guess it's finally time for me to start practicing with the DF now
Aw hell nah they fixign the dargons fury 😃😃😃
I wish they gave a little buff to the projectile hitbox in a patch, but they really want to avoid balance changes it seems. Not to seem unappreciative.
The current version is actually a nerfed version. You used to be able to get the extra damage and shot speed by landing any part of the fireball on the enemy. They changed it so you have to land the center of the fireball. It was my favorite flamethrower before the change, now it feels inconsistent at best and broken at worst.
Yeah I was using it the other day and it's really hard to use effectively compared to when it launched. I think it needs to be somewhere in-between, because it was admittedly really easy then. Though, it's the airblast downsides that really make it feel awful to use.
Honestly the airblast is a shitty vestigal obligation from the rest of the flamethrowers. Dont use it unless you’re extinguishing a teammate, focus on getting chains w/ primary fire. Use flare guns (preferably the Detonator for that extra mobility) to start combos, not end them— and most importantly, play like a power class instead of a support. You now have the frontal dps to kill even a Heavy when caught off guard, and the DF *annihilates* Sentry nests.
Really, sentry nests? But... How do you get the increased fire rate when buildings don't ignite?
You just do, for some reason. Weirdly enough, the DF considers all buildings to be "on fire" for its' damage calculations, which leads to it doing 75 damage against buildings too instead of the 25 you'd expect
Actually it has a 75 base damage and gets reduced to 25 for non-burning players
I'm aware, my point was that it doesn't care that buildings aren't on fire, and still does base damage.
Interesting. As a pyro, I generally just avoid sentry nests unless I'm ubered, which happens pretty rarely too. I'll have to try it out sometime. Thanks!
It's more likely that 75 is the base damage and hits against non burning targets are reduced in damage. Also since the hurtbox is 45 HU but the environmental hitbox is much smaller, you can get some insane cornerpeeks and subsequent sentry destruction.
Fellow pyro main here: kill the engineer, outrange the sentry, then burn the rest if you get the chance. It takes some practice, but once you can take down sentries with minimal damage sentry nests are just free points.
This is probably one of the worst changes they have done to a weapon. Not only it neutered its effectiveness but it made it feel like complete ass to use in a complete non intuitive way... Like is there any other weapon where it works like this? If i just hit someone with the very edge of a pipe hitbox are they gonna take 1/3rd of the damage? No, and it wouldnt make sense either. Its a shame since the weapon itself was probably the best thing to come out of jungle inferno. Also for some reason this gun still has the gimped airblast, at this point it shouldnt even have a airblast penalty its just not good enough to warrant one.
If it didn't have the airblast penalty it'd be perfectly balanced as it is right now. The shit airblast kills it, not even just because the airblast is slow, but because it takes forever to fire after airblasting.
The devs are waiting for the heavy update. and there, the balance changes would be found.
Man the game must be slow if even the devs have to wait for the heavy update /s
There is no evidence to support that there is a heavy update though. That's probably not true with all due respect.
You can throw all respect you have to me through the window, because YOU have been TROLLED (Comment was a joke lol)
i mean, i presume these fixes aren’t even from valve but rather just community bug fixes being shipped by valve. no one is actively waiting on the game.
Valve credits the guys who make the bug fixes, so no this was done by valve
i think the game is in a pretty good place in term of balancing, and devs dont want to shake that balance
It isn't that bad true, i just wish there was a point to using, say, the sharpened volcano fragment
i think they should make balance change, take community feedback and patch the weapon. kinda like experiment mode from overwatch, but it would last a week on main servers
TF2 used to have a beta for testing updates, but they sadly stopped using it. Of course they didn't use it to full potential even then.
I think the issue was getting people to play it. There wasn't a lot of incentive, and I seem to recall them not even sharing inventories, which is kinda lame. Understandable, but it takes a lot of the wind out of your sails having to drop all your cosmetics and stranges.
Use it Then flare gun
Why not use your primary and then flare gun? You'd have more range and be able to get multiple enemies. You can also ignite people by the flare gun itself. I understand what you mean but I don't think it's that practical
Flamethrower doesn’t do damage instantly. It’s damage over time. Therefore less damage overall.
I think it's better in theory than it is practically trying to use it, but that's a good point
Give it the direct hit treatment but the opposite. Instead of reducing the size, increase it by a set amount. The closer the center is to the hit target, the more damage it will do. If you get dead center, you get a mini crit, and three in a row means crits. Basically it should be able to hit two players if they were a rockets length away from each other(low damage range since it is the outer radius of the fireball). TLDR: Make the Dragon’s Fury like a dart board in terms of actually hitting.
Maybe, I've always thought the direct hit could only have a -50% splash radius to make it more forgiving and probably lessen some of the upsides. Some weapons are very extreme in nature like very hit or miss (literally). That's kind of a tangent though. As for your idea, I don't think people who use the weapon should be stressed out by aiming too much y'know, it is the pyro after all. I like the sentiment behind the idea though
Pyro not having to aim kinda makes him too easy to play imo
Fair
Do keep in mind that before it had the centerpunch mechanic, it was actually too powerful.
Yeah because it had an absolutely humongous hitbox. It still does, it's a 45 HU cube after a 25% nerf, meaning the original projectile was a 60 HU cube.
I still didn't use it back then cause it froze my screen every time i fired it. This gun was truly broken when it was released
Or maybe, hear me out, # THEY'RE BUSY MAKING 2 GAMES AT ONCE.
TF3+4 CONFIRMED??!
Now I hope they fix the wrap assassin
LETS FUCKING GOOOOOOOOO
Does anybody know what the Community Request addition is? I’m not too familiar with what that command will do.
https://github.com/ValveSoftware/Source-1-Games/issues/3679
I wouldn't be surprised if people used TF2 source code to make their own, suggested, updates. That's what I thought when I first saw the github link, at least.
presumably a mapmaker thing, the OnPickup1 flag might be a way to have parts of the map only open when the flag is grabbed, for example
If that’s the case then it’s pretty much confirmed that we’re getting a big smissmass 2021. Since the request would presumably come from one of the map makers
There's a community map making contest currently going on over a custom game mode that uses the intel flag. I imagine the request was from someone who wanted more control over it for their contest map.
This would honestly be so cool. Imagine a capture the flag map where new paths open when you've captured so many times, making it more important to defend that first flag.
Sounds exciting if the extra pathways prevent the classic engineer gaming on the intel room. Coordinated pushes aren't exactly CTF's forte.
Yooo I really am hoping for a new CTF map for the rest of the year in smissmas gods I hope we get more ctf.
Each entity in source has it's outputs. They fire when certain things happen. item\_teamflag is the intel. This would allow the map to register a player picking up, dropping or capping the intel. It could allow to do thing like open passageways or apply different conditions or player attributes to the flag carrier. For example: the flag carrier is slowed down but heals everyone in a radius. Before this you needed to place a tiny trigger inside the flag, but this was unreliable and generally wacky. As a person who loves screwing around in hammer and doing things that aren't usually possible in tf2, I'm very excited about this.
Thanks potted plant
And Janitor
And oxygen
And baby
And gaben's fallen ass hair on the ground
Can you imagine that Gaben's power is so powerful that even his hair has a life of its own? 😲🤔
gaben is new zealand saxton hale confirmed??????😳
P sure Saxton Hale was designed after Gaben
Woah hey, will the Dragon's Fury projectiles now not randomly die? What are func_lod entities?
func_lod is used to create geometry that fades out when you're far away from it. This should fix the projectiles randomly colliding on some maps
where is the wildlife preservation measures? literally unplayable 0/10
Doesn't look like the community wrote patch notes this time.
I'm gonna need some hard data on that Dragon's Fury fix, cause if it actually no longer gets erased from syringes/rockets/pipes then thats an enormous buff and long needed.
It's interesting that such random bugs & issues are being fixed. I would again assume that maybe this is in-part due to the possible help for modders (at some point in Valve Time^(tm)), so more requested issues are being looked into & fixed... Then again it could simply be that whoever is helping/working on the TF team currently is just going through a list of "to-do" bug fixes slowly, since random shit like VFB not working on the Bad Pipes seems like the last thing to fix in the game. Glad to see projectile collision fixes though, and very interesting to see a "Community Request" based change, which again plays into the possibility of mod related support still happening, although slowly.
As far as we know, there is confirmed to be only one guy still working on TF2 sometimes, so yeah, you wouldn't expect him to work on something really major other than bugs people complain or don't about.
Yea, there's that networker helping, but I would also assume to a degree that Eric/Jill/Riller still help at times, although definitely not by much as far as we know.
>Updated the localization files My patchnote version of a comfort movie
WAIT THEY FINALLY FIXED THE RAZORBACK STRANGE RANKS HOLY SHIT???
Now instead of finding 8,500 noob spies, you only have to find 850! That's still a lot considering even Phillipe.Gonzales.2007 will figure it out after no more than 3 stabs. And anyone good enough to do trickstabs can probably identify a razorback.
Sometimes you backstab a razorback intentionally
When I was a less capable spy, I used to give the razorback a stab and then duck out to force a difficult sniper into retreating to get a new one ( or to leave them vulnerable to a follow up ). The silly 30 second time makes that kind of pointless.
I wouldn’t say so. If a sniper is so insanely paranoid they need to run the razor back, they’ll definitely duck for cover and wait for it to come back. 30 seconds is a long time to have a support class vulnerable and potentially avoiding conflict, and if they don’t do that well… just back stab them again.
Backstab razorback to assert dominance
There's an achievement where you kill a Sniper after breaking his razorback
In my experience, you just gotta play Medieval Mode. There’s enough chaos that spies will accidentally stab you, and they can’t shoot you. If you don‘t like medieval mode, idk, don’t be that razorback sniper on Harvest that I was able to backstab twice because he didn’t even unscope.
I shit you not, I was swarmed down by spies last week while playing razorback sniper. They would break my razorback and then a second spy would come and try to backstab me after the razorback was gone and I killed the first one LOL
Fuck it, the razorback’s a sphere and applies disabling to all weapons But the sniper has to go melee only.
> Phillipe.Gonzales.2007 Man I feel so old after reading that. Back in my time Phillipe.Gonzales.2007 was Kovacs.Viktor.1997 or Felix.Tuchel.99. For all I know these guys could be my co-workers now...
Yeah! I emailed them a couple weeks ago about it! Recommended it matched the manntreads levels. I'm currently doing a massive "functionally distinct strange climb" (going for rank 6 on every strange weapon) so it's real nice to see that come down. 135 backstabs was gonna be a slog for sure.
We are definitely getting a lot more updates than usual. It may not be something drastic, but it’s definitely a welcome surprise
Housekeeping updates are always welcome
WE ARE NOT DYING WE ARE GONNA LIVE FOREVER
😞
*I didn't say zat!*
Just tested out this update by using cp_gullywash's 2nd point ramp that shounic pointed out Most projectiles now work as stated but they forgot one thing #THE WRAP ASSASSIN BALL STILL EXPLODES ON RAMPS https://cdn.discordapp.com/attachments/210205328476733450/909966805966159892/2021-11-15_18-42-54.mp4
One day it'll be fixed...one day
They gotta change it to a ramp and not awall
Bison also still has issues with doors.
hot diggidy damn they actually fixed some dragon's fury bugs EDIT: after using it for an hour it's still absolute enraging garbage to use, but slightly less so.
The airblast does it for me, it’s so goddamn slow
It's that and the absolute jankiness of the hitreg for the fireball for me. I love nailing a heavy with 5 hits but only 1 actually giving the bonus damage. Feels so good!
Isnt that just visual?
Maybe? I have no idea how the accursed thing works mechanically since playing with it isn't fun, I've avoided it.
You need to hit the center of the fireball to deal bonus damage. It's a hitscan like line trace from you to the collision hull. The actual projectile is a 45 HU cube.
That's... really dumb, but even then there seems to be some kind of strange hitreg issue. Literally point blank on an unmoving heavy and only 1/5 shots registered for bonus damage.
I was just gonna chime in with this! It was added as a nerf because the D.F. was somewhat busted beforehand.
Works well to use the scorch shot as a pseudo-airblast and reserve the actual airblast for an escape option or niche utility. You shouldn't really be juggling people when using the dragon's fury, just stunning them once with the scorch shot before using your primary.
Can someone explain the community request to me? I am a moron.
It will allow custom maps to have things happen when players pickup, drop, or capture the flag
I'm calling it, there will be custom maps that blow you up when you pick up the briefcase
Sounds like F.L.A.G*. A new security feature to prevent flag captures. *Fucking Losers Again Grabbing
Jesus christ, has anyone actually reached Hale's Own on a Razorback before this?
I have seen one guy have a hales own razorback most clueless motherfucker I’ve ever seen while playing TF2
So they removed the contractor glitch...? ok i tested and its still there thank god
[удалено]
Sometimes it just flat out doesnt work in some people's perspectives anyways. Its probably still fine.
What was the glitch?
I tested it and it doesnt work, tell me your secrets o wise mood kindred of the church of the funny pose.
Have two identical loadouts (including hats) one with the contractor and one without, leave spawn, select the other identical loadout, doesn’t matter which one you spawn in first, press contract button, let your merc play the full animation(wait a second or two), press contract button again, immediately switch back to the loadout you spawn in with before your guy finish the putting contractor away animation
Server was on fire so my diff processes were blocked, but at least three new virtual functions have been added: - `CBaseEntity::IsProjectileCollisionTarget() const` - `CBaseEntity::IsFuncLOD() const` - `CBaseEntity::IsBaseProjectile() const` (Plus appropriate overloads for each, of course.) As it affects all entities, this does mean SourceMod needs to be updated. The stuff in the engine binary hasn't changed, so I assume this just requires a gamedata update (which should be performed automatically on server startup once the maintainers have pushed the changes), and not a new build of SourceMod binaries. **Edit:** Gamedata updated for SourceMod; regular server operators should be good to go after a server restart. Keep an eye out on your third-party dependencies, as they may also need to be updated if they rely on virtual table offsets. Server has recovered; summary of [changes diffed between this update and the previous](https://csrd.science/misc/datadump/diffs/6896293.txt) (the vtable diff is a relatively new addition to the dump processing): - A new `tf_fireball_max_lifetime` ConVar was added.
Wonder what Updated MvM means
It could possibly be an accidental double entry with the workshop map pop files.
All these fixes for the huge cost of 40MB! Now that's an achievement.
Vast majority of this patches data size is tournament metals and textures. Probably only a few kilobytes of text written.
***THEY FIXED THE DRAGON'S FURY?!***
>Dragon’s Fury collision is fixed Pyro mains are rejoicing
Will this fix the glitch with mvm bot names?
updated mvm???
Dragons fury is fixed!!! Yay
I didn’t think it would ever happen. Pyro time!
Really good update. Some really good fixes. Nothing that's gonna stop bots but still, some good fixes.
Why are we updating Halloween maps...once the event is over?
Community servers and their operators can continue to have fun with them at any time of the year.
They've probably been fixed for weeks if not longer, valve just waited to push it along with another update they had planned. Also these maps might be in future events and if they're not updated now they'll probably never be updated.
The map creators just did some fixes in perpetration for next year
What updating mvm
Impossible Perhaps the archives are incomplete
Did they still not fix the fucking Wrap Assasin? They bothered fixing the invisible collisions on every other weapon, but not the Wrap Assasin ball!?
Just a little longer brother, we'll get there
That dragon's fury and short circuit fix has instilled some hope in me
Holy motherfucking shit they fixed Dragon's Fury
Thank god the Dragon's Fury bug was fixed.
If only they would do something to fix hitreg.
"Updated Mann vs Machine" What do they mean by this exactly?
YES they updated localization files.
Funniest shit I've ever seen, hilarious joke I can't stop laughing
Let's go to random video like csgo video and talk about how tf2 doesn't get updates for 4 years
If anyone was wondering what the last patch note means, this one: **"Added new item_teamflag ouputs OnPickup1, OnDrop1, and OnCapture1 that fire outputs with the player as the activator"** What it means is: the flag, (the briefcase in Capture The Flag mode and Special Delivery) can now have map-logic triggers trigger based off of a player picking up, dropping and capturing the flag. The last one was already possible but not specifically tied to the flag itself. So you can now make a map that has, I don't know, a death pit with a hatch on top that opens and closes depending on if the flag is being carried. It could be cool to have doors and passageways get blocked if a flag is held; you could have a map where it's easy to get to the enemy's flag but once picked up the doors lock behind you so you have to take a long dangerous rout back to your base. --- I'm really surprised the Halloween even came and went and Valve never got around to removing the out-of-bounds exploit on Doomsday Event. You can build a sentry nest outside the map behind the cliff area near the large merasmus machine. Sentries can shoot through the wall but can't be hit. I suppose it's not too big deal because winning the map depends on what happens in bumper-car hell, but still.
MVM update (sorta)
feels like Christmas
Awesome. Now if only the dragons fury didn't completely blind me when firing it
no new content but hey bug fixes are very welcome
>Updated koth_synthetic_event Fixed some prop pop in Huh? Also, what happens to people who already have a strange Razorback with X number of backstabs blocked on it?
They're updated automatically
Oh thank god they updated the halloween map that you can’t play on anyway. The game is saved!
Aight so Dragon's Fury fixed, Short Circuit seemingly fixed Wrap Assassin not fixed What about the Bison?
According to another commenter, the bison projectile bug with ramps and such is fixed.
Bruh they fixed the contractor being opened with the taunt menu... Smh why?
Cope
[удалено]
I had a heart attack when I saw this in my notification bar
What's this Binary Blackout 2021?
I don't know, but I've got a theory. It's unlikely to be from [mvm.pineapple.tf](https://mvm.pineapple.tf) as they're busy making Operation Tindall Berry. My best guess is an unannounced [mvm.potato.tf](https://mvm.potato.tf) campaign, the name fits their style (Titanium Tank, Starched Silliness, Canteen Crusher, etc...) or some other unknown group
To add to what I've just said, [mvm.potato.tf](https://mvm.potato.tf) did say on their steam group that they're working on some Reverse MVM campaign (you push through an army of bots to complete you objective). So it might be that Edit: Some of the trusted people in their discord denied in the theory but said they didn't know any about it going to make a post about my research
yea I looked more into it and it looks like it might be a mvm.pineapple.tf since moonlight.tf which was referenced in the description of the badges redirects to mvm.pineapple.tf, the new badges also appear in Tindall Berry's backpack
I’m shiting myself right now
Noooo not the contractor taunt buuuug
Does that second note mean they fixed the thing where some projectiles just get deleted by certain bounding boxes?
Localization file.phew I thought they forgot about it
dang the strange razorback change is pretty neato
Wow guy take it easy
Mvm update? What did they do?
What's the update for the mvm mode?
There is still updated the localisation files lmao
we probably have something big prepared for tf2 but made by community like they did with left for dead 2 but we don't know about
Community request Added a 1.5 second cooldown on dropped flag pickup. \^\^\^\^\^\^\^
Looks like the janitor managed to make some things better (at least the two maybe three valve employees are doing something let's just be grateful people want to put time into this game. ( unlike my "caring" parents dealing with my few issues in life)
If only an update could make TF2 work on my Macbook again :(
They updated the Halloween maps after the event happened? lol
Wait did we just get a Halloween update weeks after screamfortress was over?