Ominous TF2 Update - Apr 20th

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
As a former Guild Wars addict I love this :)
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
Imho, the bunch of new items with different levels and different abilities we are getting will confuse newcomers even more than the current unlocks. Hope there won't be too much weapons with stun or knockback.

This is not good for the concept of TF2. Since the Medic unlocks, I thought "This doesn't fit with what I heard in developper commentary". Now this is even worse.

(For the first part of my post, just use GCFscape, or look at ubercharged.net. Easy to guess then.)
 

drp

aa
Oct 25, 2007
2,273
2,628
What. The. Hell?

I just hope Valve know what they're doing.
the only time valve has failed me was with day of defeat source, so they have a pretty good track record :)
 
Aug 19, 2008
1,011
1,158
i forsee a depressing life as spy, where everyone without headgear will be spychecked :|

wow, the xDelete button is waaaay to close to the Close button, i also forsee accidents
 
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GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Just hope it breathes new life into the game, as L4D cut into the playerbase very deeply
 
Aug 19, 2008
1,011
1,158
just a tidbit sth from the ubercharged page

//—————————————————————————————-
// Items
“TF_Open_Charinfo” ”Open Character Loadout”

“Item” ”Item”
“SelectedItemNumber” ”#%selecteditem%”
“NewItemsAcquired” ”%numitems% NEW ITEMS ACQUIRED!”
“NewItemAcquired” ”NEW ITEM ACQUIRED!”
“NextItem” ”VIEW\nNEXT >”
“PreviousItem” ”VIEW\n< PREV”
“CloseItemPanel” ”OK, RESUME GAME”
“ChangeLoadout” ”EQUIP THIS ITEM NOW…”

“CharInfoAndSetup” ”CHARACTER INFO AND SETUP”
“Loadout” ”LOADOUT”
“Stats” ”STATS”
“Achievements” ”ACHIEVEMENTS”

“CharacterLoadout” ”CHARACTER LOADOUT”
“SelectClassLoadout” ”SELECT A CLASS TO MODIFY LOADOUT”
“NoSteamNoItems” ”LOADOUT NOT AVAILABLE - COULD NOT CONNECT TO STEAM”
“LoadoutChangesUpdate” ”NOTE: LOADOUT CHANGES WILL TAKE EFFECT ON RESPAWN.”
“EquipYourClass” ”EQUIP YOUR %loadoutclass%”
“Equip” ”EQUIP”
“Keep” ”KEEP”
“ClassBeingEquipped” ”%loadoutclass%”
“ChangeButton” ”CHANGE…”
“DoneButton” ”DONE!”
“EquipSelectedWeapon” ”EQUIP SELECTED WEAPON”
“ItemSel_PRIMARY” ”- PRIMARY WEAPON”
“ItemSel_SECONDARY” ”- SECONDARY WEAPON”
“ItemSel_MELEE” ”- MELEE WEAPON”
“ItemSel_PDA” ”- PDA”
“ItemSel_ITEM1″ ”- ACCESSORY”
“ItemSel_HEAD” ”- HEADWEAR”
“TF_BackCarat” ”<< BACK”
“TF_CancelCarat” ”<< CANCEL”
“TF_BackToMainMenu” ”<< BACK TO MAIN MENU”
“TF_ResumeGame” ”<< RESUME GAME”
“InventoryCountOne” ”(1 OTHER IN INVENTORY)”
“InventoryCountMany” ”(%s1 OTHERS IN INVENTORY)”
“CurrentlyEquipped” ”CURRENTLY EQUIPPED:”
“CurrentlyEquippedCarat” ”CURRENTLY EQUIPPED >”
“ItemsFoundShort” ”(%s1 ITEMS IN INVENTORY)”
“ItemsFoundShortOne” ”(ONE ITEM IN INVENTORY)”
“NoItemsExistShort” ”(NO ITEMS EXIST YET)”
“NoItemsExistLong” ”(NO SPECIAL ITEMS FOR %loadoutclass% EXIST YET.)”
“NoItemsFoundShort” ”(NO ITEMS FOUND YET)”
“NoItemsFoundLong” ”(NO SPECIAL ITEMS FOR %loadoutclass% HAVE BEEN ACQUIRED YET.)”
“NoItemsAvailableTitle” ”AVAILABLE:”
“NoItemsAvailableTitle2″ “BASE INVENTORY ONLY.”
“ItemAcquireReason_Achievement” “ACHIEVEMENT EARNED”
“NoItemsToEquip” ”YOU HAVE NO ITEMS FOR THIS LOADOUT SLOT”
“SelectNoItemSlot” ”Empty”
“BackpackTitle” ”BACKPACK”
“X_DeleteItem” ”X DELETE”
“X_DiscardItem” ”X DISCARD”
“DeleteItemConfirmTitle” ”ARE YOU SURE?”
“DeleteItemConfirmText” ”Deleting this item will permanently destroy it. This cannot be undone.”
“X_DeleteItemConfirmButton” ”X YEAH, DELETE IT”
“Backpack_Delete_Item” ”BACKPACK - DELETE ITEM”
“DiscardExplanation” ”You picked up this item but you don’t have room for it in your pack.”
“DiscardExplanation2″ ”Delete an item below to make room or press discard to throw your new item away.”
“Discarded” ”DISCARDED!”

“LoadoutSlot_Primary” ”Primary weapon”
“LoadoutSlot_Secondary” ”Secondary weapon”
“LoadoutSlot_Melee” ”Melee weapon”
“LoadoutSlot_Grenade” ”Grenade”
“LoadoutSlot_Building” ”Building”
“LoadoutSlot_pda” ”Primary PDA”
“LoadoutSlot_pda2″ ”Secondary PDA”
“LoadoutSlot_Head” ”Head”

“ItemTypeDesc” ”Level %s1 %s2″ // s1 is the level number, s2 is the item type. Example: “Level 4 Medigun”
“of” ”of”

// Attribute descriptions
“Attrib_ClipSize_Positive” ”+%s1% Clip size”
“Attrib_ClipSize_Negative” ”%s1% Clip size”
“Attrib_UberchargeRate_Positive” ”+%s1% ÜberCharge rate”
“Attrib_UberchargeRate_Negative” ”%s1% ÜberCharge rate”
“Attrib_DamageDone_Positive” ”+%s1% Damage done”
“Attrib_DamageDone_Negative” ”%s1% Damage done”
“Attrib_HealRate_Positive” ”+%s1% Heal rate”
“Attrib_HealRate_Negative” ”%s1% Heal rate”
“Attrib_FireRate_Positive” ”+%s1% Faster firing speed”
“Attrib_FireRate_Negative” ”%s1% Slower firing speed”
“Attrib_OverhealAmount_Positive” ”+%s1% Overheal bonus”
“Attrib_OverhealDecay_Disabled” ”Overheal bonus doesn’t decay”
“Attrib_OverhealDecay_Positive” ”Overheal bonus decays %s1% slower”
“Attrib_OverhealDecay_Negative” ”Overheal bonus decays %s1% faster”
“Attrib_HealOnHit_Positive” ”+%s1 Health on hit”
“Attrib_HealOnHit_Negative” ”%s1 Health on hit”
“Attrib_CritChance_Positive” ”+%s1 Critical hit chance”
“Attrib_CritChance_Negative” ”%s1 Critical hit chance”
“Attrib_CritChance_Disabled” ”No critical hits”
“Attrib_AddUber_OnHit_Positive” ”Add %s1% ÜberCharge on hit”
“Attrib_Medigun_CritBoost” ”ÜberCharge grants 100% critical chance”
“Attrib_DamageDoneBonus_Positive” ”+%s1% Damage bonus on hit”
“Attrib_CritVsBurning” ”100% Critical hit vs burning players”
“Attrib_DmgPenaltyVsNonBurning” ”%s1% damage vs non-burning players”
“Attrib_NoCritVsNonBurning” ”No critical hits vs non-burning players”
“Attrib_ModFlamethrowerPush” ”No compression blast”
“Attrib_ModFlamethrower_BackCrits” ”100% Critical hits from behind”
“Attrib_MaxHealth_Positive” ”+%s1 Max health”
“Attrib_FistsHaveRadialBuff” ”On Kill: +50 Health on nearby teammates\nOn Kill: +10% Crit Chance on nearby teammates”
“Attrib_CritBoost_OnKill” ”On Kill: %s1 seconds of 100% critical chance”
“Attrib_Slow_Enemy_OnHit” ”%s1% chance to slow target on hit”
“Attrib_Spread_Negative” ”%s1% shot spread penalty”
“Attrib_BatLaunchesBalls” ”This bat knocks out a mean stun ball”
“Attrib_DmgPenaltyVsNonStunned” ”%s1% damage vs non-stunned players”
“Attrib_Scattergun_HasKnockback” ”Knockback on the target and shooter”
“Attrib_BulletsPerShot_Bonus” ”+%s1% bullets per shot”
“Attrib_NoDoubleJump” ”Disables double jump”

// Unique item names
“TF_Unique_Achievement_Medigun1″ ”The Kritzkrieg”
“TF_Unique_Achievement_Syringegun1″ ”The Blutsauger”
“TF_Unique_Achievement_Bonesaw1″ ”The Ubersaw”

“TF_Unique_Achievement_FireAxe1″ ”The Axtinguisher”
“TF_Unique_Achievement_FlareGun” ”The Flare Gun”
“TF_Unique_Achievement_Flamethrower” ”The Backburner”
“TF_Unique_Achievement_LunchBox” ”The Sandvich”
“TF_Unique_Achievement_Minigun” ”Natascha”
“TF_Unique_Achievement_Fists” ”The Killing Gloves of Boxing”
“TF_Unique_Achievement_Bat” ”The Sandman”
“TF_Unique_Achievement_Scattergun_Double” “The Force-A-Nature”
“TF_Unique_Achievement_EnergyDrink” ”Bonk! Atomic Punch”

“TF_Wearable_Headgear” ”Headgear”
“TF_Unique_Headgear_Scout” ”Batter’s Helmet”
“TF_Unique_Headgear_Sniper” ”Tooth Belt”
“TF_Unique_Headgear_Soldier” ”Soldier’s Helmet”
“TF_Unique_Headgear_Demoman” ”Fro”
“TF_Unique_Headgear_Medic” ”Medic’s Helmet”
“TF_Unique_Headgear_Pyro” ”Pyro’s Helmet”
“TF_Unique_Headgear_Heavy” ”Football Helmet”
“TF_Unique_Headgear_Engineer” ”Mining Helmet”
“TF_Unique_Headgear_Spy” ”Spy’s Helmet”
 
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A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
For the record, all the "attribute descriptions" have been in there since before this update. Pretty much all of them are already in use on unlockables, and the ones that aren't were going to be at one time (overheal gun, before the kritz).

However I'd like to point out the most easily missed entry that carries so much meaning...
“of” ”of”
...Medigun of Overheal? Rocket Launcher of Crit +1? :(
 

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
I don't know. Compared to TFC, TF2 is infinetley more approachable, if only because of it's simplicity.
The last bit of new content Valve gave TFC was the map ravelin and Engineer teleporters in 2001 or so. In total, TFC has 15 official maps by Valve.

That's how it remained. No new shiny achievements or weapons or anything were added. If you wanted to play something else, you would join a custom map server. We don't need Gabe Newell running around publicly endorsing what custom maps are "good" or not in order to play them.

Valve is overdoing it with the content. I know, initially, TF2 had far less content than TFC, especially in regards to learning curve, but this isn't helping!

As a former Guild Wars addict I love this :)
I played Guild Wars from the December of 2005 (a few months after its release) up until the weeks following Eye of the North's release. I own all the games and remember everything from the old turquoise interface to back when the Hall of Heroes competitions earned your region the Favor of the Gods.

How the HELL is this anything like Guild Wars? Guild Wars barely had any unique apparel anyway, aside from holiday hats and one or two quest items.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
I played Guild Wars from the December of 2005 (a few months after its release) up until the weeks following Eye of the North's release. I own all the games and remember everything from the old turquoise interface to back when the Hall of Heroes competitions earned your region the Favor of the Gods.

How the HELL is this anything like Guild Wars? Guild Wars barely had any unique apparel anyway, aside from holiday hats and one or two quest items.

It's a bit rpg-ish thats all. (and pvp guildwars has a (better and more advanced) system like tf2 since Nightfall)

I played GW since the release and stopped playing after finishing GWEN. I have played with big pvp guilds like iB.


Ontopic:

Some easy math: there are 30 slots for equipment: 3 weapons per class and 1 headgear slot (assuming there is 1 type of headgear/class)

so its 4*9 = 36

30 -36 = -6

Let's hope they increase that 30 this when all class updates are out :/
 
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kwagner

L2: Junior Member
Feb 28, 2009
92
6
Might not be that every class gets a headgear item. Could be in to support just a single update for a single class, or just a few.

And/or could be a class might get a headgear and only 2 updated weapons. Or a single class might gain access to multiple headgears and have to pick one to be equipped.

Lots of options.

But the permanent delete? That might be an issue down the road. But that won't be until 21 more items are introduced. Long way off in my book.
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
I was okay with the alternate weapons, but now I'm seriously a little worried for the purity of TF2. I guess we just have to wait and see. It could be that all this new strange stuff really is for one new gameplay mode. Maybe you only keep items you've earned during the course of a round.

But if it really does become a big change, and not a good one, hopefully we'll be given the "vanilla TF2" option for servers.
 
Feb 17, 2009
1,165
376
Off with the Delete button...Hate it. i mean really VALVe.. Why would we need one???
 

Delusibeta

L3: Member
Mar 21, 2009
100
14
I hope Valve play-test this new feature fully, because it could very well ruin TF2 wholesale.

And considering the reaction to the Scout Update...

Be afraid, be very afraid.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Seriosly guys.. any more "oh noes tf2's becoming an RPG" and I might have to start banning people for not engaging their brains.

Headgear.. if you read the list of stuff eerieone posted almost all of the headgear have hemlet in their name... clearly they're not decrative but protection, logically from snipers in the upcoming update.