Difference between revisions of "Team Fortress 2 Beta"
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! rowspan="2"|{{Icon class|class=Medic|link=Medic}} <br /> [[Medic]] | ! rowspan="2"|{{Icon class|class=Medic|link=Medic}} <br /> [[Medic]] | ||
− | ! | + | ! {{Icon weapon|weapon=Medigun|icon-size=100x100px}}<br /><small>Unlock</small> |
| '''[[Quick-Fix]]''' | | '''[[Quick-Fix]]''' | ||
| N/A | | N/A |
Revision as of 02:27, 12 February 2011
The Team Fortress 2 Beta is a beta version of the game that is separate from TF2 itself and is open to all owners of it, made available on December 2, 2010. This is the second period of public beta testing, the first one occurring before official release of the game. The beta is used for purposes including, but not limited to:
- testing and tuning various class, item, and weapon changes
- testing map changes and variants
- running higher level, game-wide experiments (like doubling player health)
- testing new technologies without the risk of breaking the game
Players receive all achievement-related items, all promotional items their account is entitled to (excluding promotional items received from a trade), and the complete Saharan Spy pack. Trading, crafting, and the Mann Co. Store are disabled. The current Team Fortress 2 beta differs from the beta first released to any user who pre-ordered the game back in 2007, and is more similar to the closed beta from 2009.
Changes
Weapons
Class | Weapon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities | |
---|---|---|---|---|---|---|
Scout |
Craft |
Mad Milk | 1 | ∞ | N/A |
Any damage done to enemies covered in milk restores 60% of the damage to the player's health. Nullifies Cloak on enemy Spies. Extinguishes fire on wielder and allied players. Has a 24 second recharge time. |
Soldier |
Unlock |
Equalizer | N/A | N/A | Base:
33–107 Crit: 3× base damage. |
When weapon is active:
|
Pyro |
Unlock |
Backburner | Fire:
Air blasts:
(same reserve) |
N/A | Base (Max):
Crit (Max):
Afterburn:
|
Secondary fire blasts compressed air which knocks back enemies, redirects enemy projectiles, and extinguishes flames on teammates, using 50 ammo per blast. All reflected rockets/grenades/arrows will inflict Mini-Crit damage. Guarantees Critical hits when attacking from behind. Deals 10% more damage. |
Craft |
Detonator | 1 | 16 | Base:
Crit:
Afterburn:
|
On hit, ignites enemy. Alt-fire detonates flare in flight.
Guarantees Mini-Crit damage on burning targets within medium range (Up to 800 units). Guarantees Critical damage on burning targets at longer ranges. 20% explosion damage vulnerability on wearer. | |
Craft |
Powerjack | N/A | N/A | Base: 65
Crit: 195 |
On kill: restores 75 health points and can overheal from maximum health. 20% more damage taken from melee sources while active. | |
Demoman |
Craft |
Loch-n-Load | 2 | 16 | On direct hit:
|
Grenades explode on contact with an enemy. Grenades have zero range falloff on a direct hit. +20% Damage done. +25% Projectile speed. -60% clip size. Launched bombs shatter on surfaces. +25% Damage done to self. |
Unlock |
Eyelander | N/A | N/A | Base: 49 Crit: 146 |
Has 37% longer melee range. Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (~8%) and health points (15) to a maximum of 4 times each life. Lowers maximum health by 25 points. Deals 25% less damage. | |
Craft |
Horseless Headless Horsemann's Headtaker | N/A | N/A | Base: 49 Crit: 146 |
Has 37% longer melee range. Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (~8%) and health points (15) to a maximum of 4 times each life. Lowers maximum health by 25 points. Deals 25% less damage. No taunt. | |
Craft |
Claidheamh Mòr | N/A | N/A | Base: 49 Crit: 146 |
Has 37% longer melee range. 0.5 Sec. increase in charge duration. Lowers maximum health by 15 points. Deals 25% less damage. Every killing blow decapitates the enemy, but does not increase the head counter. | |
Craft |
Ullapool Caber | N/A | N/A | Base: 26 (149) 1
Crit: 79 (300) 1 |
On a successful hit, the grenade's 'head' will explode, dealing damage to the user and to all enemies around him. The blast will launch the user upward. Deals only 26 damage after exploding. The grenade's 'head' will show signs of damage after exploding, and will not explode again until the user respawns or visits a supply closet. | |
Heavy |
Craft |
Dalokohs Bar | 1 | ∞ | N/A |
Restores 60 health points over about 4 seconds. Raises maximum health by 50 points for 30 seconds. |
Craft |
Fists of Steel | N/A | N/A | Base: 65
Crit: 195 |
Secondary fire will throw a right-handed punch (no difference from left-handed punch). 40% less damage taken from ranged sources while active. 20% slower weapon switch. 100% more damage taken from melee sources while active. | |
Engineer |
Unlock |
Gunslinger | N/A | N/A | Base: 49
Crit: 146 |
Builds, repairs and upgrades buildings. Able to remove Electro Sappers. Replaces standard Sentry Gun with Combat Mini-Sentry Gun. Increases maximum health by 25 points. Guarantees a Critical hit on a third consecutive punch. Deals 25% less damage. |
Unlock |
Southern Hospitality | N/A | N/A | Base: 49
Crit: 146 |
Builds, repairs and upgrades buildings. Able to remove Electro Sappers. On hit causes opponent to bleed for 5 seconds. Deals 25% less damage. Raises fire vulnerability by 20%. | |
Medic |
Unlock |
Quick-Fix | N/A | N/A | N/A |
Heal rate increased 50% ÜberCharge rate increased 50% Not able to overheal Match the speed of any faster heal target Über effect: Megaheal
|
Craft |
Vita-Saw | N/A | N/A | Base: 65 Crit: 195 |
User retains at most 20% of a full ÜberCharge meter on death. Can see enemy health. Lowers max health by 10 points (140 total) on wearer. | |
Sniper |
Craft |
Sydney Sleeper | 1 | 25 | Base:
|
On hit at 50% charge or greater, applies Jarate effect to the target for 8 seconds. Headshots do not Crit. No random Critical hits. Charges while zoomed. Charges 25% faster. |
Maps
- cp_granary: New entrance added into the RED and BLU mid ramp room.
- cp_5gorge: 5 CP version of cp_gorge.
- cp_well: Made the 2nd point defender spawn door one-way
Patches
Bugs
- The Iron Curtain shows up on the left hand side of the screen instead of the normal right hand side.
- An Engineer can prepare to build a Mini-sentry, switch to either the Wrench or Southern Hospitality, and still deploy the Mini-Sentry without having the Gunslinger equipped. This does not work the other way around to build normal sentries with the Gunslinger equipped.
- Despite being synced with the changes in the January 10, 2011 Patch, the Kritzkrieg sound continues to play after the ÜberCharge ends.
See also
- Beta weapons – for weapons of the previous closed beta.