Difference between revisions of "Jungle Inferno Update"
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! style="background: #f8d28c;" colspan=2 rowspan=4 | {{Icon item|Crit-A-Cola|icon-size=75px}} <br /> {{item link|Crit-A-Cola}} | ! style="background: #f8d28c;" colspan=2 rowspan=4 | {{Icon item|Crit-A-Cola|icon-size=75px}} <br /> {{item link|Crit-A-Cola}} | ||
− | |||
− | |||
| style="background: #f8e2a1;" | {{c|+|Removed:}} Marked-For-Death when effect expires | | style="background: #f8e2a1;" | {{c|+|Removed:}} Marked-For-Death when effect expires | ||
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c|+|Removed:}} +10% damage taken | + | | style="background: #f8e2a1;" | {{c|+|Removed:}} +10% damage taken penalty |
+ | |- | ||
+ | | style="background: #f8e2a1;" | {{c|-|Added:}} Each attack while active adds Marked-For-Death debuff for 5 seconds (does not stack) | ||
|- | |- | ||
| style="background: #f8e2a1;" | {{c|-|Removed:}} +25% move speed bonus | | style="background: #f8e2a1;" | {{c|-|Removed:}} +25% move speed bonus | ||
|- | |- | ||
! style="background: #f8d28c;" colspan=2 rowspan=5 | {{Icon item|Pretty Boy's Pocket Pistol|icon-size=75px}} <br /> {{item link|Pretty Boy's Pocket Pistol}} | ! style="background: #f8d28c;" colspan=2 rowspan=5 | {{Icon item|Pretty Boy's Pocket Pistol|icon-size=75px}} <br /> {{item link|Pretty Boy's Pocket Pistol}} | ||
− | |||
− | |||
| style="background: #f8e2a1;" | {{c|+|Changed:}} +15% firing speed (from 25% slower firing speed) | | style="background: #f8e2a1;" | {{c|+|Changed:}} +15% firing speed (from 25% slower firing speed) | ||
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c|+|Changed:}} | + | | style="background: #f8e2a1;" | {{c|+|Changed:}} Increased max health on hit to +7 (from +5) |
|- | |- | ||
| style="background: #f8e2a1;" | {{c|+|Removed:}} 20% damage vulnerability on wearer | | style="background: #f8e2a1;" | {{c|+|Removed:}} 20% damage vulnerability on wearer | ||
|- | |- | ||
| style="background: #f8e2a1;" | {{c|-|Removed:}} Wearer never takes falling damage | | style="background: #f8e2a1;" | {{c|-|Removed:}} Wearer never takes falling damage | ||
+ | |- | ||
+ | | style="background: #f8e2a1;" | {{c|-|Added:}} -25% clip size penalty | ||
|- | |- | ||
! style="background: #f8d28c;" colspan=2 rowspan=4 | {{Icon item|Flying Guillotine|icon-size=75px}} <br /> {{item link|Flying Guillotine}} | ! style="background: #f8d28c;" colspan=2 rowspan=4 | {{Icon item|Flying Guillotine|icon-size=75px}} <br /> {{item link|Flying Guillotine}} | ||
− | | style="background: #f8e2a1;" | {{c|+|Added:}} Long range hits reduce recharge (by 1.5 seconds) | + | | style="background: #f8e2a1;" | {{c|+|Added:}} Long range hits reduce recharge time (by 1.5 seconds) |
|- | |- | ||
| style="background: #f8e2a1;" | {{c|+|Changed:}} Distance considered "long range" reduced by half of the previous value when determining mini-crits | | style="background: #f8e2a1;" | {{c|+|Changed:}} Distance considered "long range" reduced by half of the previous value when determining mini-crits | ||
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| style="background: #f8e2a1;" | {{c|+|Added:}} Melee attacks done while airbone mini-crit | | style="background: #f8e2a1;" | {{c|+|Added:}} Melee attacks done while airbone mini-crit | ||
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c| | + | | style="background: #f8e2a1;" | {{c|+|Changed:}} Reduce damage penalty vs players to -15% (from -20%) |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c|+| | + | | style="background: #f8e2a1;" | {{c|+|Removed:}} Self-inflicted damage when performing a triple jump |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c| | + | | style="background: #f8e2a1;" | {{c|+|Removed:}} Attack speed penalty |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c| | + | | style="background: #f8e2a1;" | {{c|-|Added:}} 50% slower deploy speed penalty |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c| | + | | style="background: #f8e2a1;" | {{c|-|Changed:}} Triple-jump is now only possible while the {{botignore|bat}} is deployed |
|- | |- | ||
! style="background: #b5b85c;" rowspan=8 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: #000;">{{class name|soldier}}</span>]] | ! style="background: #b5b85c;" rowspan=8 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: #000;">{{class name|soldier}}</span>]] | ||
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Cow Mangler 5000|icon-size=75px}} <br /> {{item link|Cow Mangler 5000}} | ! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Cow Mangler 5000|icon-size=75px}} <br /> {{item link|Cow Mangler 5000}} | ||
− | | style="background: #f8e2a1;" | {{c| | + | | style="background: #f8e2a1;" | {{c|+|Removed:}} Cannot be crit boosted |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c| | + | | style="background: #f8e2a1;" | {{c|-|Added:}} Granted/earned crits will converted to mini-crits instead |
|- | |- | ||
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Mantreads|icon-size=75px}} <br /> {{item link|Mantreads}} | ! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Mantreads|icon-size=75px}} <br /> {{item link|Mantreads}} | ||
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| style="background: #f8e2a1;" | {{c|+|Changed:}} Projectiles are no longer limited on the number of times they can hit the same target(s) | | style="background: #f8e2a1;" | {{c|+|Changed:}} Projectiles are no longer limited on the number of times they can hit the same target(s) | ||
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c|+|Changed:}} Projectile velocity increased to | + | | style="background: #f8e2a1;" | {{c|+|Changed:}} Projectile velocity increased to 1200hu (from 840hu) |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c|-|Changed:}} | + | | style="background: #f8e2a1;" | {{c|-|Changed:}} Reduced damage per tick to 20 (from 45) |
|- | |- | ||
! style="background: #b5b85c;" rowspan=3 | {{icon class|Demoman}}<br/>[[Demoman{{if lang}}|<span style="color: #000;">{{class name|demoman}}</span>]] | ! style="background: #b5b85c;" rowspan=3 | {{icon class|Demoman}}<br/>[[Demoman{{if lang}}|<span style="color: #000;">{{class name|demoman}}</span>]] | ||
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! style="background: #f8d28c;" rowspan=5 width=128px | {{Icon item|Gloves of Running Urgently|icon-size=75px}} <br /> {{item link|Gloves of Running Urgently}} | ! style="background: #f8d28c;" rowspan=5 width=128px | {{Icon item|Gloves of Running Urgently|icon-size=75px}} <br /> {{item link|Gloves of Running Urgently}} | ||
! style="background: #f8d28c;" rowspan=5 width=128px | {{Icon item|Bread Bite|icon-size=75px}} <br /> {{item link|Bread Bite}} | ! style="background: #f8d28c;" rowspan=5 width=128px | {{Icon item|Bread Bite|icon-size=75px}} <br /> {{item link|Bread Bite}} | ||
+ | | style="background: #f8e2a1;" | {{c|+|Removed:}} Marked-For-Death effect while active | ||
+ | |- | ||
+ | | style="background: #f8e2a1;" | {{c|+|Removed:}} 25% damage pernalty | ||
+ | |- | ||
| style="background: #f8e2a1;" | {{c|-|Added:}} Max health is drained while item is active (-10/sec), and regenerated while holstered | | style="background: #f8e2a1;" | {{c|-|Added:}} Max health is drained while item is active (-10/sec), and regenerated while holstered | ||
|- | |- | ||
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|- | |- | ||
| style="background: #f8e2a1;" | {{c|=|Note:}} Each time the gloves are deployed, the drain rate is accelerated for a brief period of time. | | style="background: #f8e2a1;" | {{c|=|Note:}} Each time the gloves are deployed, the drain rate is accelerated for a brief period of time. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Fists of Steel|icon-size=75px}} <br /> {{item link|Fists of Steel}} | ! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|Fists of Steel|icon-size=75px}} <br /> {{item link|Fists of Steel}} | ||
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|- | |- | ||
! style="background: #f8d28c;" colspan=2 rowspan=4 | {{Icon item|Eviction Notice|icon-size=75px}} <br /> {{item link|Eviction Notice}} | ! style="background: #f8d28c;" colspan=2 rowspan=4 | {{Icon item|Eviction Notice|icon-size=75px}} <br /> {{item link|Eviction Notice}} | ||
+ | | style="background: #f8e2a1;" | {{c|+|Removed:}} 20% damage vulnerability | ||
+ | |- | ||
| style="background: #f8e2a1;" | {{c|-|Added:}} Max health is drained while item is active (-5/sec), and regenerated while holstered | | style="background: #f8e2a1;" | {{c|-|Added:}} Max health is drained while item is active (-5/sec), and regenerated while holstered | ||
|- | |- | ||
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|- | |- | ||
| style="background: #f8e2a1;" | {{c|=|Note:}} Each time the gloves are deployed, the drain rate is accelerated for a brief period of time. | | style="background: #f8e2a1;" | {{c|=|Note:}} Each time the gloves are deployed, the drain rate is accelerated for a brief period of time. | ||
− | |||
− | |||
|- | |- | ||
! style="background: #b5b85c;" | {{icon class|Engineer}}<br/>[[Engineer{{if lang}}|<span style="color: #000;">{{class name|engineer}}</span>]] | ! style="background: #b5b85c;" | {{icon class|Engineer}}<br/>[[Engineer{{if lang}}|<span style="color: #000;">{{class name|engineer}}</span>]] | ||
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|- | |- | ||
! style="background: #f8d28c;" colspan=2 rowspan=5 | {{Icon item|Darwin's Danger Shield|icon-size=75px}} <br /> {{item link|Darwin's Danger Shield}} | ! style="background: #f8d28c;" colspan=2 rowspan=5 | {{Icon item|Darwin's Danger Shield|icon-size=75px}} <br /> {{item link|Darwin's Danger Shield}} | ||
− | | style="background: #f8e2a1;" | {{c|+|Added:}} Afterburn immunity | + | | style="background: #f8e2a1;" | {{c|+|Added:}} Afterburn immunity on wearer |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c|+|Added:}} +50% fire | + | | style="background: #f8e2a1;" | {{c|+|Added:}} +50% fire resistance on wearer |
|- | |- | ||
| style="background: #f8e2a1;" | {{c|+|Removed:}} 20% explosive damage vulnerability on wearer | | style="background: #f8e2a1;" | {{c|+|Removed:}} 20% explosive damage vulnerability on wearer | ||
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! style="background: #f8d28c;" rowspan=3 | {{Icon item|Your Eternal Reward|icon-size=75px}} <br /> {{item link|Your Eternal Reward}} | ! style="background: #f8d28c;" rowspan=3 | {{Icon item|Your Eternal Reward|icon-size=75px}} <br /> {{item link|Your Eternal Reward}} | ||
! style="background: #f8d28c;" rowspan=3 | {{Icon item|Wanga Prick|icon-size=75px}} <br /> {{item link|Wanga Prick}} | ! style="background: #f8d28c;" rowspan=3 | {{Icon item|Wanga Prick|icon-size=75px}} <br /> {{item link|Wanga Prick}} | ||
+ | | style="background: #f8e2a1;" | {{c|+|Removed:}} Cannot disguise penalty | ||
+ | |- | ||
| style="background: #f8e2a1;" | {{c|-|Added:}} Non-kill disguises require (and consume) a full cloak meter | | style="background: #f8e2a1;" | {{c|-|Added:}} Non-kill disguises require (and consume) a full cloak meter | ||
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c|-|Added:}} | + | | style="background: #f8e2a1;" | {{c|-|Added:}} +33% faster cloak drain rate |
− | |||
− | |||
|- | |- | ||
! style="background: #f8d28c;" colspan=2 rowspan=3 | {{Icon item|Dead Ringer|icon-size=75px}} <br /> {{item link|Dead Ringer}} | ! style="background: #f8d28c;" colspan=2 rowspan=3 | {{Icon item|Dead Ringer|icon-size=75px}} <br /> {{item link|Dead Ringer}} | ||
− | |||
− | |||
| style="background: #f8e2a1;" | {{c|+|Removed:}} No cloak meter from ammo boxes when invisible | | style="background: #f8e2a1;" | {{c|+|Removed:}} No cloak meter from ammo boxes when invisible | ||
|- | |- | ||
| style="background: #f8e2a1;" | {{c|+|Removed:}} -35% cloak meter from ammo boxes | | style="background: #f8e2a1;" | {{c|+|Removed:}} -35% cloak meter from ammo boxes | ||
+ | |- | ||
+ | | style="background: #f8e2a1;" | {{c|-|Added:}} Ammo kits and dispensers no longer refill the Spy's cloak meter | ||
|- | |- | ||
! style="background: #b5b85c;" rowspan=2 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: #000;">{{class name|soldier}}</span>]] <br />{{icon class|Pyro}}<br/>[[Pyro{{if lang}}|<span style="color: #000;">{{class name|pyro}}</span>]] | ! style="background: #b5b85c;" rowspan=2 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: #000;">{{class name|soldier}}</span>]] <br />{{icon class|Pyro}}<br/>[[Pyro{{if lang}}|<span style="color: #000;">{{class name|pyro}}</span>]] | ||
Line 567: | Line 567: | ||
! style="background: #b5b85c;" rowspan=2 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: #000;">{{class name|soldier}}</span>]] <br />{{icon class|Demoman}}<br/>[[Demoman{{if lang}}|<span style="color: #000;">{{class name|demoman}}</span>]] | ! style="background: #b5b85c;" rowspan=2 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: #000;">{{class name|soldier}}</span>]] <br />{{icon class|Demoman}}<br/>[[Demoman{{if lang}}|<span style="color: #000;">{{class name|demoman}}</span>]] | ||
! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|B.A.S.E. Jumper|icon-size=75px}} <br /> {{item link|B.A.S.E. Jumper}} | ! style="background: #f8d28c;" colspan=2 rowspan=2 | {{Icon item|B.A.S.E. Jumper|icon-size=75px}} <br /> {{item link|B.A.S.E. Jumper}} | ||
− | | style="background: #f8e2a1;" | {{c|-| | + | | style="background: #f8e2a1;" | {{c|-|Changed:}} Reduced amount of air control while deployed by 50% |
|- | |- | ||
| style="background: #f8e2a1;" | {{c|-|Changed:}} Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again) | | style="background: #f8e2a1;" | {{c|-|Changed:}} Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again) | ||
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! style="background: #b5b85c;" rowspan=8 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: #000;">{{class name|soldier}}</span>]] <br />{{icon class|Pyro}}<br/>[[Pyro{{if lang}}|<span style="color: #000;">{{class name|pyro}}</span>]] <br />{{icon class|Heavy}}<br/>[[Heavy{{if lang}}|<span style="color: #000;">{{class name|heavy}}</span>]] <br />{{icon class|Engineer}}<br/>[[Engineer{{if lang}}|<span style="color: #000;">{{class name|engineer}}</span>]] | ! style="background: #b5b85c;" rowspan=8 | {{icon class|Soldier}}<br/>[[Soldier{{if lang}}|<span style="color: #000;">{{class name|soldier}}</span>]] <br />{{icon class|Pyro}}<br/>[[Pyro{{if lang}}|<span style="color: #000;">{{class name|pyro}}</span>]] <br />{{icon class|Heavy}}<br/>[[Heavy{{if lang}}|<span style="color: #000;">{{class name|heavy}}</span>]] <br />{{icon class|Engineer}}<br/>[[Engineer{{if lang}}|<span style="color: #000;">{{class name|engineer}}</span>]] | ||
! style="background: #f8d28c;" colspan=2 rowspan=8 | {{Icon item|Panic Attack|icon-size=75px}} <br /> {{item link|Panic Attack}} | ! style="background: #f8d28c;" colspan=2 rowspan=8 | {{Icon item|Panic Attack|icon-size=75px}} <br /> {{item link|Panic Attack}} | ||
− | | style="background: #f8e2a1;" | {{c|+|Added:}} 50% more pellets | + | | style="background: #f8e2a1;" | {{c|+|Added:}} +50% more pellets per shot |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c| | + | | style="background: #f8e2a1;" | {{c|+|Added:}} Fires a wide, fixed shot pattern (regardless of server settings) |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c|+| | + | | style="background: #f8e2a1;" | {{c|+|Changed:}} 50% faster switch speed (previously deployed 50% faster) |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c| | + | | style="background: #f8e2a1;" | {{c|-|Removed:}} 50% faster reload speed |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c| | + | | style="background: #f8e2a1;" | {{c|-|Added:}} -30% damage penalty |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c|-|Removed:}} | + | | style="background: #f8e2a1;" | {{c|-|Removed:}} Fire rate increases as health decreases |
|- | |- | ||
− | | style="background: #f8e2a1;" | {{c|=| | + | | style="background: #f8e2a1;" | {{c|=|Changed:}} Shot pattern grows with successive shots, but resets after you stop firing or reload (previously, weapon spread increased as health decreased) |
|- | |- | ||
| style="background: #f8e2a1;" | {{c|=|Removed:}} Hold fire to load up to 4 shells | | style="background: #f8e2a1;" | {{c|=|Removed:}} Hold fire to load up to 4 shells |
Revision as of 02:30, 13 May 2018
“ | If Jurassic Park taught us one thing, it's life finds a way. If Jurassic Park taught us two things, it's life finds a way and Jurassic Park is a good idea to steal for an update. And if Valve's legal team has taught us one thing, it was by screaming at us about not telling you the second thing Jurassic Park taught us.
If people screaming at us has taught us one thing, it's that loud noises make us so anxious we forget where the backspace key is, so we're just plowing ahead and are happy to announce our wholly original update about deadly animals escaping from a theme park. Because life finds a way, which is the only thing we — TF2 Official Website
|
” |
The Jungle Inferno Update was a major update for Team Fortress 2 that spanned throughout 4 days, starting on October 16th, 2017 and finally releasing on October 20th, 2017 after a 1-day delay. It introduced 5 new weapons, 5 new community-made maps, 1 new Valve-made map, 7 new taunts, 1 new kill taunt, 49 new cosmetics (though 4 all-class items are currently unreleased), and many rebalances for existing weapons as well as the Pyro class. It also introduced an overhaul to the contract system with the ConTracker, and introduced War Paint in place of weapon skins.
Video
Announcements
The Jungle Inferno Update page officially began on October 16th, 2017, as announced on the TF2 Official Blog post "Welcome to... Mercenary Park!"
Update progress
The Jungle Inferno Update was released over time through a four-day update.
- Day 1 included 7 new taunts, 6 new maps, and a short SFM trailer.
- Day 2 introduced War Paints and a new contract PDA with free and paid contracts, with the free contracts giving out the new weapons and the paid ones giving out Blood Money and War Paints.
- Day 3 showed the new weapons: the Dragon's Fury (a primary weapon/flamethrower), the Thermal Thruster (a secondary weapon/jetpack with a unique taunt kill), the Gas Passer (a secondary weapon/toxic gas), the Hot Hand (a melee weapon/glove), and the only non-Pyro weapon in this update, the Second Banana (a secondary lunchbox weapon for the Heavy).
- Day 4 was the final day, accompanied by a blog post with the complete patch notes and a release date of 1 day away.
Day 1
The Jungle Inferno Update revealed 1 new Valve map and 5 new community-created maps, along with 2 new Valve taunts and 5 new community-created taunts.
Maps
Name | Picture | Game mode | File name |
---|---|---|---|
Banana Bay | Payload Race |
plr_bananabay
| |
Brazil | King of the Hill |
koth_brazil
| |
Enclosure | Payload |
pl_enclosure_final
| |
Lazarus | King of the Hill |
koth_lazarus
| |
Mercenary Park | Attack/Defend |
cp_mercenarypark
| |
Mossrock | Attack/Defend |
cp_mossrock
|
Taunts
Pyro |
Headcase | |
Heavy |
Russian Arms Race | |
Soviet Strongarm | ||
Engineer |
Dueling Banjo | |
Jumping Jack | ||
All classes |
Yeti Punch | |
Yeti Smash |
Day 2
Day 2 revealed the Jungle Inferno Campaign and War Paint cases which will be replacing campaign weapon drops and weapon cases, 2 new cosmetic cases, and the new campaign system. This campaign involves 36 new contracts that can be completed in co-op. Completion of the contracts earns either a campaign-specific item or "Blood Money", which can be used to buy War Paints and cases.
Campaign
The Jungle Inferno Campaign requires the purchase of a Jungle Inferno Campaign Pass. The ConTracker PDA has also been introduced, which allows customized contract progression and access to the Mercenary Park Gift Shop. Friendly-Fire is a new feature accompanied by the campaign and the party system, which allows players to play with/against their friends and help each other in completing contracts if they are on the same Valve server with them.
Cosmetics
Sets
Heavy |
Monster Mash-Up Pack |
Kathman-Hairdo | |
Himalayan Hair Shirt | |||
Abominable Snow Pants |
Tools
Day 3
Day 3 revealed 4 new weapons for the Pyro, a kill taunt for one of the new Pyro weapons (the Thermal Thruster), a lunchbox item for the Heavy, and changes to the flamethrower.
Weapons
Pyro |
Dragon's Fury | |
Gas Passer | ||
Hot Hand | ||
Thermal Thruster | ||
Heavy |
Second Banana |
Tweaked Classes
Class | Changes |
---|---|
Pyro |
Changed: Airblast hit detection for both players and projectiles is now a consistent cone |
Changed: Airblast strength increased | |
Changed: Airblast now causes the target player to have reduced footing and air control for a short period, rather than losing all control | |
Changed: Airblast now factors in the momentum of the Pyro and target, giving both more control over the interaction | |
Changed: Airblast now factors in the upward angle of the airblast, rather than having a fixed upward force | |
Changed: Afterburn duration now based on how long the flamethrower was actively hitting an enemy |
Tweaked Weapons
Class | Weapon | Changes |
---|---|---|
Pyro |
Flame Thrower + Variants |
Changed: Better visual sync, more consistent (no visuals/damage mismatch) |
Changed: New particle effects |
Day 4
Day 4 released the patch notes for the Jungle Inferno Update, including various weapon changes, information about the new weapons, multiple bug fixes and changes to the matchmaking system. It also introduced the first-person inspection mechanic to all weapons.
Tweaked Classes
Class | Changes |
---|---|
Heavy |
Changed: 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 only be removed after 1 second of firing. |
Changed: 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%. | |
Engineer |
Added: Doubled the amount of metal applied (per wrench hit) when upgrading buildings during the "Setup" period |
Tweaked Weapons
Class | Weapon | Changes | |
---|---|---|---|
Scout |
Bonk! Atomic Punch |
Added: 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. | |
Note: The slow effect lasts 5 seconds | |||
Crit-a-Cola |
Removed: Marked-For-Death when effect expires | ||
Removed: +10% damage taken penalty | |||
Added: Each attack while active adds Marked-For-Death debuff for 5 seconds (does not stack) | |||
Removed: +25% move speed bonus | |||
Pretty Boy's Pocket Pistol |
Changed: +15% firing speed (from 25% slower firing speed) | ||
Changed: Increased max health on hit to +7 (from +5) | |||
Removed: 20% damage vulnerability on wearer | |||
Removed: Wearer never takes falling damage | |||
Added: -25% clip size penalty | |||
Flying Guillotine |
Added: Long range hits reduce recharge time (by 1.5 seconds) | ||
Changed: Distance considered "long range" reduced by half of the previous value when determining mini-crits | |||
Removed: Crit vs stunned players | |||
Removed: Mini-crits at long range | |||
Sandman |
Changed: Max range balls now do 50% increased damage (from a base of 15) | ||
Changed: The flight time required to trigger the "max" effect has been reduced by 20% | |||
Changed: Ball regeneration time reduced to 10 seconds (from 15) | |||
Changed: Long-range ball impacts no longer remove the victim's ability to fire their weapons (but the victim is still slowed) | |||
Atomizer |
Added: Melee attacks done while airbone mini-crit | ||
Changed: Reduce damage penalty vs players to -15% (from -20%) | |||
Removed: Self-inflicted damage when performing a triple jump | |||
Removed: Attack speed penalty | |||
Added: 50% slower deploy speed penalty | |||
Changed: Triple-jump is now only possible while the bat is deployed | |||
Soldier |
Cow Mangler 5000 |
Removed: Cannot be crit boosted | |
Added: Granted/earned crits will converted to mini-crits instead | |||
Mantreads |
Added: +200% air control when blast jumping | ||
Changed: +75% push-force reduction now includes airblast | |||
Righteous Bison |
Note: This weapon has been reverted to its previous design | ||
Changed: Projectiles are no longer limited on the number of times they can hit the same target(s) | |||
Changed: Projectile velocity increased to 1200hu (from 840hu) | |||
Changed: Reduced damage per tick to 20 (from 45) | |||
Demoman |
Claidheamh Mòr |
Note: This weapon has been reverted to its previous design | |
Added: 0.5 second increase in charge duration | |||
Removed: +25 health on kill | |||
Heavy |
Gloves of Running Urgently |
Bread Bite |
Removed: Marked-For-Death effect while active |
Removed: 25% damage pernalty | |||
Added: Max health is drained while item is active (-10/sec), and regenerated while holstered | |||
Note: Health will regenerate only the amount drained while active - minus any damage taken during that time | |||
Note: Each time the gloves are deployed, the drain rate is accelerated for a brief period of time. | |||
Fists of Steel |
Added: 40% overheal reduction while active | ||
Added: 40% healing rate penalty while active | |||
Eviction Notice |
Removed: 20% damage vulnerability | ||
Added: Max health is drained while item is active (-5/sec), and regenerated while holstered | |||
Note: Health will regenerate only the amount drained while active - minus any damage taken during that time | |||
Note: Each time the gloves are deployed, the drain rate is accelerated for a brief period of time. | |||
Engineer |
Rescue Ranger |
Changed: Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio) | |
Medic |
Crusader's Crossbow |
Changed: 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 | |
Note: Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds | |||
Vita-Saw |
Added: 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%. | |||
Removed: On death up to 20% of your stored ÜberCharge is retained | |||
Sniper |
Razorback |
Added: Shield regenerated after 30 seconds | |
Added: -100% overheal penalty | |||
Darwin's Danger Shield |
Added: Afterburn immunity on wearer | ||
Added: +50% fire resistance on wearer | |||
Removed: 20% explosive damage vulnerability on wearer | |||
Removed: +25 max health on wearer | |||
Removed: +15% bullet damage resistance on wearer | |||
Spy |
Ambassador |
Changed: Headshot damage is now subjected to distance falloff effects | |
Changed: Headshots beyond 1200 world units do normal (non-crit) damage | |||
Your Eternal Reward |
Wanga Prick |
Removed: Cannot disguise penalty | |
Added: Non-kill disguises require (and consume) a full cloak meter | |||
Added: +33% faster cloak drain rate | |||
Dead Ringer |
Removed: No cloak meter from ammo boxes when invisible | ||
Removed: -35% cloak meter from ammo boxes | |||
Added: Ammo kits and dispensers no longer refill the Spy's cloak meter | |||
Soldier Pyro |
Reserve Shooter |
Added: Attacks on targets flying via the Thermal Thruster mini-crit | |
Changed: Attacks on targets knocked into the air by Pyro airblast no longer mini-crit | |||
Soldier Demoman |
B.A.S.E. Jumper |
Changed: Reduced amount of air control while deployed by 50% | |
Changed: Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again) | |||
Soldier Pyro Heavy Engineer |
Panic Attack |
Added: +50% more pellets per shot | |
Added: Fires a wide, fixed shot pattern (regardless of server settings) | |||
Changed: 50% faster switch speed (previously deployed 50% faster) | |||
Removed: 50% faster reload speed | |||
Added: -30% damage penalty | |||
Removed: Fire rate increases as health decreases | |||
Changed: Shot pattern grows with successive shots, but resets after you stop firing or reload (previously, weapon spread increased as health decreased) | |||
Removed: Hold fire to load up to 4 shells |
Update Delay
On the expected day for the update's release, Day 4, a blog post gave notice of a delay of one day for the update in order for the TF team to do additional stress testing.
Trivia
- The last update that followed a four-day-long system of daily content previews was the Über Update back in 2011.
- This was the longest wait for a major update in TF2 history, timing 10 months and 29 days (272 days total) since Smissmas 2016.
- Several new weapons were teased in the days prior to their reveal:
- At the bottom of the Day 1 Update Page, there is a Gas Passer lying on the ground, and in the background, the Pyro can be seen flying with the Thermal Thruster.
- On the Day 2 Update Page, in the pile of weapons shown that War Paint can be applied to, there is a Dragon's Fury in the background. Also, in the lineup of the team showing off new cosmetics, the Pyro is seen holding the Dragon's Fury and the Heavy is holding the Second Banana.
- At the bottom of the Day 2 Update Page, Saxton Hale is seen holding a ConTracker. On the screen, there are two names. One says "Mercenary Park", and the other says "Pyroland". It was later revealed that through the "Pyroland" option, players would be able to earn all of the four new Pyro weapons and the Heavy weapon via completing six free contracts. Additionally, on Saxton Hale's shoulder, a parrot can be seen. Three red lasers are shining near the parrot's head. Moving the cursor near the parrot causes its head to explode, leaving a comical bone sticking out, some blood on Hale's shoulder, and feathers floating in the air. The triple laser sight is a reference to the Predator film series, as the eponymous alien hunters use a similar sight to aim their Plasmacasters. The first Predator movie involves people being hunted in a jungle. Using inspect element on the website shows the image's name as "parroter."
Gallery
Day 1. Maps and taunts.
Day 2. Campaign Pass and cosmetics.
Day 4. Final Patch-notes.
External links
- Welcome to... Mercenary Park!
- Hit the Campaign Trail!
- Hot Stuff!
- We're Almost Live!
- Jungle Inferno is Live!
- Jungle Inferno Update Day 1
- Update Day 2
- Update Day 3
- Update Day 4
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