Difference between revisions of "October 20, 2017 Patch/ko"

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* [[Family Business/ko|가족 사업]], [[Winger/ko|윙어]], [[Frontier Justice/ko|개척자의 정의]]에 새로운 소리를 추가했습니다.
 
* [[Family Business/ko|가족 사업]], [[Winger/ko|윙어]], [[Frontier Justice/ko|개척자의 정의]]에 새로운 소리를 추가했습니다.
 
* [[Brass Beast/ko|황동 야수]], [[Awper Hand/ko|경찰용 제압소총]]의 소리를 업데이트했습니다.{{sic}}
 
* [[Brass Beast/ko|황동 야수]], [[Awper Hand/ko|경찰용 제압소총]]의 소리를 업데이트했습니다.{{sic}}
* Steam controller improvements
+
* Steam 컨트롤러 개선
** When using Steam controller configuration to configure non-Steam Controller devices (e.g. Xbox controllers), the proper button icons are now displayed in the UI
+
** Steam 컨트롤러 구성을 사용하여 비 Steam 컨트롤러 장치(예: Xbox 컨트롤러)를 사용할 때 적절한 버튼 아이콘이 UI에 표시됩니다.
** Improved controller icon placement in some UI screens, including for players using less-common aspect ratio displays
+
** 잘 알려지지 않은 종횡비 디스플레이를 사용하는 플레이어를 포함하여 일부 UI 화면에서 컨트롤러 아이콘 배치가 향상되었습니다.
** Where text rather than an icon is used to indicate a controller binding, the text strings are now correct for non-Steam controller devices, and slightly more verbose in some cases to avoid confusion with regular keyboard bindings (e.g. "Press [B button]" vs. "Press [B]")
+
** 아이콘이 아닌 텍스트가 컨트롤러 바인딩을 나타내는 데 사용되는 경우, 이제는 비 Steam 컨트롤러 장치에 대해 텍스트 문자열이 올바르며 경우에 따라 일반 키보드 바인딩과의 혼동을 피하기 위해 약간 자세한 정보가 표시됩니다 (예: "[B 버튼]을 누르십시오" vs "[B]를 누르십시오")
** Fixed miscellaneous corner-case bugs where the wrong action set could be selected, and some edge cases with handling of multiple simultaneous actions during an action-set change
+
** 잘못된 동작 집합을 선택할 수 있는 기타 여러 가지 경우에 대한 버그를 수정했습니다.
** Added new action bindings for the most popular voice-line commands. The default controller template now binds "Call Medic!" to the directional pad. The following voice lines are also available, but are not bound by default: "Go! Go! Go!", "Move up!", "Spy!", "Ubercharge ready!", "Help!"
+
** 자주 쓰이는 음성 명령에 대한 새로운 동작 바인딩이 추가되었습니다. 이제 기본 컨트롤러 템플릿이 "메딕!"을 바인딩합니다. 방향 키로 다른 음성 명령도 사용할 수 있습니다만, 기본적으로 바인딩되어 있지는 않습니다: "돌격! 돌격! 돌격!", "이동하라!", "스파이다!", "우버차지 준비 완료!", "도와줘!"
* Community request - Added tf_playrounds/tf_listrounds debug commands to jump between mini-rounds on multi-stage maps
+
* 커뮤니티의 요청 - 다단계 맵에서 라운드간에 이동하기 위한 tf_playrounds/tf_listrounds 디버그 명령이 추가되었습니다.
** May not work on all maps if the map ties custom logic to entities other than the mini-rounds themselves (e.g. arbitrary capture zones (e.g. dustbowl))
+
** 맵이 라운드를 그 라운드 이외의 엔티티(예시: 임의 점령 지점(예시: dustbowl))에 연결하는 경우 모든 맵에서 작동하지 않을 수 있습니다.
* Applied the match rejoin limitations in Casual to Mann vs. Machine as well
+
* Mann 대 기계 모드의 재접속 제한을 빠른 대전으로부터 반영했습니다.
** Players who leave a Mann vs. Machine match cannot matchmake back into that same game for several minutes
+
** Mann 대 기계 모드의 매치를 떠난 플레이어는 몇 분 동안 같은 게임에 다시 참가할 수 없습니다.
** Players who are vote-kicked from a Mann vs. Machine match cannot matchmake back into that same game for several hours
+
** Mann 대 기계 모드에서 투표로 쫒겨난 플레이어는 몇 시간 동안 같은 게임에 다시 참가할 수 없습니다.
* Added [[Tournament Medal - Ready Steady Pan/ko|Ready Steady Pan]] Season 3 [[Tournament Medal/ko|tournament medals]]
+
* [[Tournament Medal - Ready Steady Pan/ko|Ready Steady Pan]] Season 3 [[Tournament Medal/ko|대회 훈장]]을 추가했습니다.
* Added [[Tournament Medal - ETF2L Highlander/ko|ETF2L Highlander]] Season 13 and [[Tournament Medal - ETF2L 6v6/ko|ETF2L 6v6]] Season 28 tournament medals
+
* [[Tournament Medal - ETF2L Highlander/ko|ETF2L Highlander]] Season 13, [[Tournament Medal - ETF2L 6v6/ko|ETF2L 6v6]] Season 28 대회 훈장을 추가했습니다.
* Added [[Tournament Medal - Team Fortress Competitive League/ko|TFCL]] Highlander Season 1, Ultiduo Season 4, 6v6 Season 3, 4v4 Season 1, and bball Season 1 tournament medals
+
* [[Tournament Medal - Team Fortress Competitive League/ko|TFCL]] Highlander Season 1, Ultiduo Season 4, 6v6 Season 3, 4v4 Season 1, bball Season 1 대회 훈장을 추가했습니다.
* Added [[Tournament Medal - AsiaFortress Cup/ko|AsiaFortress Cup]] Season 12 tournament medals
+
* [[Tournament Medal - AsiaFortress Cup/ko|AsiaFortress Cup]] Season 12 대회 훈장을 추가했습니다.
* Added [[Tournament Medal - Insomnia/ko|Insomnia 61]] tournament medals
+
* [[Tournament Medal - Insomnia/ko|Insomnia 61]] 대회 훈장을 추가했습니다.
* Added [[Tournament Medal - CappingTV Ultiduo/ko|CappingTV Ultiduo Winter Chalice]] tournament medals
+
* [[Tournament Medal - CappingTV Ultiduo/ko|CappingTV Ultiduo Winter Chalice]] 대회 훈장을 추가했습니다.
* Added [[Tournament Medal - RGL.gg Pick/Ban Prolander Participant/ko|RGL.gg Pick/Ban Prolander Participant]] tournament medal
+
* [[Tournament Medal - RGL.gg Pick/Ban Prolander Participant/ko|RGL.gg Pick/Ban Prolander Participant]] 대회 훈장을 추가했습니다.
* Added [[Tournament Medal - ozfortress OWL 6vs6/ko|ozfortress]] season 20 tournament medals
+
* [[Tournament Medal - ozfortress OWL 6vs6/ko|ozfortress]] season 20 대회 훈장을 추가했습니다.
* Added Tip of the Hats 2017 community medals<ref>[[Jaunty Adventurer/ko|Jaunty Adventurer]], [[Jaunty Voyager/ko|Jaunty Voyager]], [[Jaunty Globetrotter/ko|Jaunty Globetrotter]]</ref>
+
* Hats 2017 커뮤니티 훈장의 설명을 추가했습니다.<ref>[[Jaunty Adventurer/ko|Jaunty Adventurer]], [[Jaunty Voyager/ko|Jaunty Voyager]], [[Jaunty Globetrotter/ko|Jaunty Globetrotter]]</ref>
* Added [[Tournament Medal - Snack's Summery Ultiduo Siesta/ko|Snack's Summery Ultiduo Siesta]] (season 2) tournament medals
+
* [[Tournament Medal - Snack's Summery Ultiduo Siesta/ko|Snack's Summery Ultiduo Siesta]] (season 2) 대회 훈장을 추가했습니다.
* Updated the [[Mappers vs. Machines Participant Medal 2017/ko|Mappers vs. Machines Participant Medal 2017]] medal so it can be painted
+
* [[Mappers vs. Machines Participant Medal 2017/ko|Mappers vs. Machines Participant Medal 2017]]은 이제 페인트를 바를 수 있습니다.
* Updated the [[Tournament Medal - Arms Race/ko|Arms Race]] tournament medals so description tags can be used on them
+
* [[Tournament Medal - Arms Race/ko|Arms Race]]은 이제 설명표를 사용할 수 있습니다.
* Updated the TFCL Alpha medal to be paintable
+
* TFCL Alpha medal에 페인트를 바를 수 있도록 업데이트했습니다.
* Updated The [[Heartfelt Hug/ko|Heartfelt Hug]] to be paintable
+
* [[Heartfelt Hug/ko|Heartfelt Hug]] 에 페인트를 바를 수 있도록 업데이트했습니다.
* Updated the localization files
+
* 현지화 번역 파일들을 업데이트했습니다.
  
=== Parties ===
+
=== 파티 ===
 
* Parties can now be formed from anywhere within the game and persist through matches
 
* Parties can now be formed from anywhere within the game and persist through matches
 
* Players are now able to join their party's match if late joining is allowed
 
* Players are now able to join their party's match if late joining is allowed

Revision as of 14:58, 29 January 2019


패치 노트

Jungle Inferno Update.jpg

Patch 1

정글 인페르노 업데이트를 즐길 수 있습니다!

일반

  • 주요 무기 및 병과 밸런스를 개선(자세한 내용은 아래 게임 플레이 변경 섹션 참조)했습니다.
  • 배낭 슬롯의 최대 수를 2500개로 확장했습니다(업데이트 이전에는 2000개까지).
  • 기본 음성 코덱의 기본값을 Steam Voice로 변경했습니다.
    • Steam Voice는 현재 기본 CELT 코덱보다 높은 비트 전송률로 Opus 오디오를 사용하고 있습니다.
    • sv_voicecodec에 새로운 vaudio_celt_high 옵션이 추가되어 커뮤니티 서버가 더 높은 비트 전송률의 음성 채팅을 수신할 수 있습니다.
  • 총잡이의 치명타 공격을 일시적으로 저장했다가 나중에 사용할 수 있는 문제를 고쳤습니다.
  • 주운 무기의 탄약이 소지할 수 있는 최대 탄약 수를 초과할 수 있는 버그를 고쳤습니다.
  • 디스펜서가 탄약과 체력을 회복시킬 때 통상과 다른 범위 검사를 사용하는 문제를 고쳤습니다.
  • 플레이어 모델이 탄환을 발사하는 일부 무기의 공격 애니메이션을 보여주지 못하는 버그를 고쳤습니다.
  • 술병, 스코틀랜드식 악수, 네온 전멸기의 치명타 발생 시 모델링을 삭제했습니다.
  • 헤비의 먹을 수 있는 아이템들을 먹었을 때 모델을 업데이트하지 않는 문제를 고쳤습니다.
  • 플레이어가 여러 개의 무기를 동시에 볼 수 있는 문제를 고쳤습니다.
  • 일부 구식의 조언들을 고쳤습니다.
  • 인력충만 모드
    • 녹아웃 능력은 이제 체력 보너스를 제외하지 않고 회복 아이템을 수집합니다.
    • 저항 능력은 이제 백스탭을 막습니다.
  • F유레카 효과를 사용하는 엔지니어가 할로윈 맵의 지옥으로 텔레포트하는 문제를 고쳤습니다.
  • Mann 대 기계 모드에서 적 탱크가 나타났을 때 아나운서가 "탱크가 반쯤 왔습니다!"라고 말하는 문제를 고쳤습니다.
  • 운반대 한가득 상자가 보급 상자만 지급하고 케이스는 지급하지 않도록 변경되었습니다.
  • 어떤 이유든 움직임이 둔화 된 플레이어는 HUD에 상태 아이콘이 나타납니다(사망한 플레이어에게도 다른 플레이어가 받은 효과를 표시하는 동일한 곳에 표시됩니다).
  • 모든 무기에 1인칭 관찰 애니메이션을 추가했습니다.
  • 메딕이 대상을 치료하던 도중 치료가 끊겼을 때의 소리를 추가했습니다.
  • 가족 사업, 윙어, 개척자의 정의에 새로운 소리를 추가했습니다.
  • 황동 야수, 경찰용 제압소총의 소리를 업데이트했습니다.(sic)
  • Steam 컨트롤러 개선
    • Steam 컨트롤러 구성을 사용하여 비 Steam 컨트롤러 장치(예: Xbox 컨트롤러)를 사용할 때 적절한 버튼 아이콘이 UI에 표시됩니다.
    • 잘 알려지지 않은 종횡비 디스플레이를 사용하는 플레이어를 포함하여 일부 UI 화면에서 컨트롤러 아이콘 배치가 향상되었습니다.
    • 아이콘이 아닌 텍스트가 컨트롤러 바인딩을 나타내는 데 사용되는 경우, 이제는 비 Steam 컨트롤러 장치에 대해 텍스트 문자열이 올바르며 경우에 따라 일반 키보드 바인딩과의 혼동을 피하기 위해 약간 자세한 정보가 표시됩니다 (예: "[B 버튼]을 누르십시오" vs "[B]를 누르십시오")
    • 잘못된 동작 집합을 선택할 수 있는 기타 여러 가지 경우에 대한 버그를 수정했습니다.
    • 자주 쓰이는 음성 명령에 대한 새로운 동작 바인딩이 추가되었습니다. 이제 기본 컨트롤러 템플릿이 "메딕!"을 바인딩합니다. 방향 키로 다른 음성 명령도 사용할 수 있습니다만, 기본적으로 바인딩되어 있지는 않습니다: "돌격! 돌격! 돌격!", "이동하라!", "스파이다!", "우버차지 준비 완료!", "도와줘!"
  • 커뮤니티의 요청 - 다단계 맵에서 라운드간에 이동하기 위한 tf_playrounds/tf_listrounds 디버그 명령이 추가되었습니다.
    • 맵이 라운드를 그 라운드 이외의 엔티티(예시: 임의 점령 지점(예시: dustbowl))에 연결하는 경우 모든 맵에서 작동하지 않을 수 있습니다.
  • Mann 대 기계 모드의 재접속 제한을 빠른 대전으로부터 반영했습니다.
    • Mann 대 기계 모드의 매치를 떠난 플레이어는 몇 분 동안 같은 게임에 다시 참가할 수 없습니다.
    • Mann 대 기계 모드에서 투표로 쫒겨난 플레이어는 몇 시간 동안 같은 게임에 다시 참가할 수 없습니다.
  • Ready Steady Pan Season 3 대회 훈장을 추가했습니다.
  • ETF2L Highlander Season 13, ETF2L 6v6 Season 28 대회 훈장을 추가했습니다.
  • TFCL Highlander Season 1, Ultiduo Season 4, 6v6 Season 3, 4v4 Season 1, bball Season 1 대회 훈장을 추가했습니다.
  • AsiaFortress Cup Season 12 대회 훈장을 추가했습니다.
  • Insomnia 61 대회 훈장을 추가했습니다.
  • CappingTV Ultiduo Winter Chalice 대회 훈장을 추가했습니다.
  • RGL.gg Pick/Ban Prolander Participant 대회 훈장을 추가했습니다.
  • ozfortress season 20 대회 훈장을 추가했습니다.
  • Hats 2017 커뮤니티 훈장의 설명을 추가했습니다.[2]
  • Snack's Summery Ultiduo Siesta (season 2) 대회 훈장을 추가했습니다.
  • Mappers vs. Machines Participant Medal 2017은 이제 페인트를 바를 수 있습니다.
  • Arms Race은 이제 설명표를 사용할 수 있습니다.
  • TFCL Alpha medal에 페인트를 바를 수 있도록 업데이트했습니다.
  • Heartfelt Hug 에 페인트를 바를 수 있도록 업데이트했습니다.
  • 현지화 번역 파일들을 업데이트했습니다.

파티

  • Parties can now be formed from anywhere within the game and persist through matches
  • Players are now able to join their party's match if late joining is allowed
  • Added a new party interface that allows you to quickly manage and interact with your party
  • Added a global party chat system that allows party members to chat with each other from anywhere in the game
    • Party chat is printed in the in-game chat interface when in a game
    • Added ConCommand "say_party" (default bind 'p') that allows for party members in a game to chat with other party members using the in-game chat interface (similar to how "say_team" works for chatting amongst your team) and with members not in a game

Matchmaking

  • Redesigned the matchmaking screens to be lightweight overlays that can be summoned and dismissed from anywhere within the game
  • Moved the 빠른 대전 and 경쟁전 badge panels to the main menu
  • Casual
    • Levels now go beyond 150. All players now have a Tier in addition to their Level. All players start at Tier 1. When your Level goes past 150 your Level resets to 1, your Tier goes up by 1, and your Casual badge will change its appearance to reflect your new status.
    • Players who had reached level 150 will have any experience beyond 45500 (the amount required to hit 150) put into an overflow pool. While playing Casual matches, any XP you earn will be matched and deducted from your overflow pool until it runs out.
    • The "Vote for the next map!" dialog can now be minimized to view the top scoring players

Contracts

  • The Contracts Drawer has been replaced with the ConTracker, a state-of-the-art PDA
  • You can now work on contracts at your own pace. It's up to you to decide which ones to work on and in what order to work on them.
  • You can now make progress on Bonus Objectives while working towards completing your Primary Objective
  • Only one Contract can be active at a time
  • Contracts are now unlocked by spending Stars. Stars are earned by completing objectives.
  • Contracts can be turned-in once the Primary Objective is complete
  • Partially completed Contracts can be reactivated, for free, at any time
  • Party members who are on the same server and same team can now help earn progress on each other's Contracts

Gameplay Changes

  • Multi-class
    • 공황 공격
      • This is one of our least-used weapons. The main culprit seems to be the queued/delayed-fire aspect, which fights against the basic concept of the secondary slot on classes that can use this weapon (Soldier, Heavy, Engineer, Pyro); players generally expect a secondary that is immediately ready to fire - for the rare case where their main weapon isn't available (e.g. out of ammo), or isn't the optimal choice (e.g. airborne, too close, etc.). Removing the queued/delayed-fire concept basically invalidates the original design, so we've started over.
      • Goal: Make the weapon immediately usable, remove the large burst potential (generally hard to balance), and give the weapon a unique design space to occupy
      • New design:
        • 50% faster switch speed
        • 50% more pellets
        • 30% less damage
        • Fires a wide, fixed shot pattern (regardless of server settings)
        • Shot pattern grows with successive shots (e.g. while holding down the attack button), but resets after you stop firing or reload
    • 부사수
      • Pyros are too easily able to take advantage of this weapon's primary feature via airblast (i.e. no-penalty, on-demand launching of their target), and so their damage-potential can greatly exceed that of the other classes that also use this weapon. Rather than take a heavier-handed approach to solve this, we've instead decided to remove airblast as a source for mini-crits.
        • Attacks on targets knocked into the air by Pyro airblast no longer mini-crit
        • Added: Attacks on targets flying via the Thermal Thruster mini-crit
  • 스파이
    • 외교대사
      • Players that are head-shot from across the map are expecting to see a Sniper in their death-cam, but they sometimes see (more often that we'd like) a Spy with a revolver
      • Goal: Reduce the effective combat range to something more reasonable and expected with the Spy
      • Changes:
        • Headshot damage is now subjected to distance falloff effects
        • Headshots beyond 1200 world units do normal (non-crit) damage
    • 데드 링어
      • Feign death is an interesting effect, but a good Spy can use it extremely frequently making it frustrating to play against and reducing the risk of using it nearly constantly
      • Goal: Rather than make it less interesting, let's make it more predictable to fight against by removing methods by which Spies can reduce its cool-down. This should create more of a rhythm to fighting against a Spy using this and introduce a little more risk to player(sic) using it.
      • Changes:
        • Ammo kits and dispensers no longer refill the Spy's cloak meter
    • 영원한 안식[3]
      • This is the least-used Spy knife (technically, the reskin is, but anyway...). While silent-kill and rapid-disguise-on-kill are good, the downside on this knife is extreme.
      • Changes:
        • Removed: "Cannot disguise" penalty
        • Added: Non-kill disguises require (and consume) a full cloak meter
        • Backstab-based disguises are still free
        • Increased cloak drain rate by 33%
  • 스카웃
    • 샌드맨
      • The feedback on this weapon has been fairly consistent for a while: Players really hate losing the ability to fight back. Compounding this, the ball has to travel really far in order to disarm players. Being hit by a long-range ball (more often than not) ends up feeling random, rather than skilled.
      • Changes:
        • Long-range ball impacts no longer remove the victim's ability to fire their weapon (but the victim is still slowed)
          • We've updated achievements that were looking for disarmed players
        • Max range balls now do 50% increased damage (from a base of 15)
        • The flight time required to trigger the "max" effect has been reduced by 20%
        • Ball regeneration time reduced to 10 seconds (from 15)
    • 봉크! 원자맛 음료
      • This weapon was designed to allow Scouts to pierce hotly-contested areas. While it does this quite well, it doesn't require enough skill, or carry much of a down-side.
      • Changes:
        • Apply a slow effect to the player after phasing wears off, based on the amount of damage they absorbed
          • From -25% at low damage, to -50% at 200+ damage
          • Lasts 5 seconds
    • 계집애같은 사내의 소형 권총
      • This weapon is one of the lower owner-equipped items in the game. Looking at the current design, it seems that not taking falling damage ranks pretty low on the value scale for a Scout, and a flat +20% damage taken penalty is basically the kiss-of-death for a low-health class.
      • Goal: Make the weapon less of a liability and focus it as a "get health quick" tool with decent burst, at the expense of total damage
      • New design:
        • +15% firing speed
        • Up to +7 hp per hit (from +5)
        • -25% clip size (9 shots)
    • 훅가콜라
      • The last change to this item added Marked-For-Death when the effect ended. This was okay because it forced Scouts to get out after a little while, but it didn't add any risk in-the-moment.
      • Goal: Add more decision/thought on when/where to activate and how to manage the risk/reward of the effect
      • Changes:
        • Added: Each attack while active adds Marked-For-Death debuff for 5 seconds (does not stack)
        • Removed: Marked-For-Death when effect expires
        • Removed: +25% move speed bonus
        • Removed: +10% damage taken penalty
    • 인수분해
      • Triple-jump as a passive effect is just too strong. It makes combat against the Scout unpredictable because opponents don't see the bat, and therefore have a hard time anticipating the Scout's capabilities until late in an encounter. It also makes the Scout very strong against explosive classes - due to a combination of extreme mobility and high close-range damage.
      • Goal: Require the Scout to deploy the bat to take advantage of the extra jump - which is also is a signal to other players that they can perform an extra jump - and reduce the bat's negatives to compensate
      • Changes:
        • Triple-jump is now only possible while the bat is deployed
        • Removed: Self-inflicted damage when triple-jumping
        • Removed: Attack speed penalty
        • Added: Melee attacks done while airborne mini-crit
        • Added: 50% deploy time penalty (to prevent quick-switch bypass)
        • Reduced damage penalty vs players to -15% (from -20%)[4]
    • 혈적자
      • This weapon is capable of high burst-damage under what sometimes seems like random conditions - such as mini-crits at long-range, and full-crits when the target is slowed or stunned by anything (e.g. Ghost "Boo!" effect, Natascha, etc.)
      • Goal: Remove the feeling of randomness, and reward accuracy
      • Changes:
        • Removed: Crit vs stunned players
        • Removed: Mini-crits at long range
        • Added: Long range hits reduce recharge (by 1.5 seconds)
          • Distance considered "long range" reduced by half of the previous value when determining mini-crits
  • 솔저
    • 고지 도약기(sic)[5]
      • Players often complain that the B.A.S.E. Jumper is frustrating to fight against because the target is simply too hard to hit. This is mostly due to the combination of being able to deploy/retract at will, and the amount of steering control they have - which makes them too unpredictable.
      • Changes:
        • Reduced amount of air control while deployed by 50%
        • Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)
    • 인간딛개
      • The second least-used item in the game. The aerial stomp mini-game is difficult, and The Gunboats are superior in most scenarios.
      • Changes:
        • +75% push-force reduction now includes airblast
        • Added: +200% air control when blast jumping
    • 소도륙 5000
      • Removed: Cannot be Crit boosted
      • Granted/earned Crits (e.g. Kritzkrieg) will be converted to Mini-Crits instead
    • 정의의 들소
      • Note: This weapon has been reverted to its previous design
      • Deals 20 damage per tick (down from 45)
        • Note: This is necessary because the projectile is no longer limited on the number of times it can hit targets
      • Projectiles are no longer limited on the number of times they can hit the same target(s)
      • Projectile velocity increased to 1200 (from 840)
  • 스나이퍼
    • 다윈산 차단막
      • Snipers using this item had an advantage against Snipers who weren't. As a result, players felt like they were required to equip this item in order to be competitive.
      • Goal: Remove the increased survivability against enemy Snipers (which invalidates the existing design).
      • New design:
        • Counter ranged burn attacks (e.g. flares), and strengthen melee fights vs Pyros
          • Afterburn immunity
          • +50% fire resist
    • 레이저백
      • Goal: Reduce the effectiveness of "pocket'd" Snipers in stalemates/standoffs (this primarily happens in organized/competitive play)
      • Changes:
        • Added: -100% overheal penalty
        • Added: Shield regenerates after 30 seconds
  • 메딕
    • 비타톱
      • Ubercharge on death is too valuable of an effect to be passive
      • Goal: Change the weapon in a way that requires skill and risk in order to gain this effect
      • Changes:
        • Added "Organs" collecting concept (... you know, hit someone with a saw, and out pops a vital organ which you then take, and hold). Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD).
        • Added: On-death, preserve 15% ubercharge per Organ harvested. This effect caps at 60%.
    • 십자군의 쇠뇌
      • Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
      • Changes:
        • Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
          • Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
  • 헤비
    • All Miniguns
      • Changes:
        • The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
        • Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.
    • G.R.U.[6]
      • Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily bypass the existing negatives.
      • Changes:
        • Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered
          • Health will regenerate only the amount drained while active - minus any damage taken during that time
          • Each time the gloves are deployed, the drain rate is accelerated for a brief period of time
        • Removed: Marked-For-Death effect while active
        • Removed: 25% damage penalty
    • 퇴거 통보
      • Changes:
        • Added: Max-health is drained while item is active (-5/sec), and regenerated while holstered. Health will regenerate only the amount drained while active - minus any damage taken during that time.
        • Removed: 20% damage vulnerability
    • 강철 주먹(sic)
      • The downside of "increased melee damage" doesn't ever really come into play when it counts (e.g. holding a choke point or objective), and when a Medic is attached, the resulting pool of effective-health is unreasonably large
      • Changes:
        • Added: 40% overheal reduction while active
        • Added: 40% healing rate penalty while active
    • Added The Second Banana
      • Secondary slot item
      • When consumed by the Heavy, restores 200 health
      • Acts like a small health kit when dropped by the Heavy and picked up by another player
      • Item regenerates after 10 seconds
  • 엔지니어
    • Doubled the amount of metal applied (per wrench hit) when upgrading buildings during the "Setup" period.
    • 구조대원
      • The ability to repair buildings safely from range without using metal is powerful. Combine this with the ability to instantly teleport buildings from far away - which by itself is interesting and useful enough in many circumstances - and you end up with a package that is very strong.
      • Changes:
        • Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)
  • 데모맨
    • 클레이브 모어
      • Note: This weapon has been reverted to its previous design.
      • Removed: +25 health on kill
      • Added: 0.5 second increase in charge duration
  • 파이로
    • Added The 용의 격노
      • Primary slot item
      • Uses a shared pressure tank for Primary Fire and Alt-Fire
      • Primary Fire: Launches a fast-moving, limited-range projectile that deals 25 damage and briefly ignites enemies
        • Deals +300% damage to burning players
        • +50% repressurization rate on hit
      • Alt-Fire: Airblast
        • -50% repressurization rate on Alt-Fire
    • Added The 가열 가속기
      • Secondary slot item
      • Fires a short-duration blast that launches the Pyro in the direction they are aiming
      • Deals 3x falling damage to anyone you land on
      • Has a 1.1 second holster duration
      • MvM upgrades:
        • Able to re-launch while airborne
        • Stun enemies when you land (duration based on impact velocity)
          • Note: Landing directly on an enemy grants a bonus to stun duration
        • Faster recharge rate
    • Added The Gas Passer
      • Secondary slot item
      • Creates a horrific visible gas cloud that coats enemies
      • Flammable material then ignites into 10 seconds of Afterburn if enemies take damage (even Pyros!)
      • Mann vs. Machine upgrades:
        • Enemies explode when ignited by attacks
        • Faster recharge rate
    • Added The 화끈한 손
      • Gain a speed-boost when you hit an enemy player
      • -20% damage penalty
      • Every successful slap is announced in the kill-feed
    • Flamethrowers
      • Better visual sync, more consistent (no visuals/damage mismatch)
      • New particle effects
      • Applies to all flamethrower variants
    • 압축 공기 분사
      • Hit detection for both players and projectiles is now a consistent cone
        • Aiming at a player's feet no longer misses!
      • Airblasting players now factors in the momentum of the Pyro and target, giving both more control over the interaction
        • The target's existing velocity is no longer cancelled
        • Players moving at the Pyro at great speed will be reflected away at great speed
        • Players moving towards/away from the Pyro will experience less/more push force
      • Airblast now causes target player to have reduced footing and air control for a short period
        • No longer a flat stun
      • Now factors in the upward angle of the airblast, rather than having a fixed upward force
      • Total push force slightly increased
    • Afterburn
      • Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames -- starting at a minimum of 3 seconds, and stacking to a maximum of 10 seconds.
      • Per-tick afterburn damage increased to 4 (from 3), for a total of 8 damage per-second (up from 6 per-second)
      • Flareguns now apply 7.5 seconds of afterburn (down from 10 seconds), resulting in the same total damage as before
      • Afterburn now reduces all direct Medic healing and resist shields by 20%
        • Note: This effect was previously applied by direct flames from all flamethrowers (at 25%), but was moved to afterburn, and slightly lowered

Undocumented changes

  • 잠금 해제된 2016년도 겨울 장식 아이템 상자 changed from Seriesless to Series #105.
  • Changed some instances of the word "allies" or "ally" respectively to "teammates" or "teammate" in various places.
  • Updated attribute/item descriptions for some weapons.
  • The 버팔로 스테이크 샌드비치's effect duration was increased by 1 second, and the damage vulnerability gained was reduced to 20%.
  • Added 맵 후원 우표s and prefixes for the new maps as well as some prefixes for already-existing ones.
  • Added 이상한 여과기 to all the new maps and some previous ones too.
  • Reworked the 메인 메뉴.
  • Sped up the Demoman's sword swing animations to better match its hit timing.
  • Added draw and throwing sounds for the 혈적자. Also affects the noise of summoned 해골 due to them using guillotine sounds while spawning.
  • Added draw sounds for the 강철 주먹.
  • Changed the appearance of all flame particles in 파이로 동산. They now appear as the new flame particles but rainbow-colored, instead of a stream of rainbows.
  • Updated reload sounds for the 유격수.
  • Fixed the 고지 도약기's bag disappearing after deployment; now the bag correctly opens.
  • The 직격포 now deals mini-crit damage on targets flying via the Thermal Thruster.

Patch 2

  • Fixed not being able to redeem War Paints
  • Fixed War Paints not displaying properly in the backpack
  • Fixed a bug where the first shot fired from pistols was off-center
  • Fixed the ConTracker UI not working properly in DirectX 8
  • Fixed being able to select a style for the ConTracker in the loadout screen
  • Fixed not being able to use the Thermal Thruster after taunting with it

Patch 3

  • Fixed a client stutter related to the Friends panel in the main menu

References

Files changed