Difference between revisions of "Team Fortress 2 Beta"
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{{Info}}Extinguishes [[fire]] on wielder and allied players. | {{Info}}Extinguishes [[fire]] on wielder and allied players. | ||
− | {{Info}}Has a 24 second recharge time. | + | {{Info}}Has a 24-second recharge time. |
|- | |- | ||
! {{Icon class|Soldier}} <br /> [[Soldier]] | ! {{Icon class|Soldier}} <br /> [[Soldier]] | ||
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| N/A | | N/A | ||
| '''Base''': | | '''Base''': | ||
− | {{tooltip|33–107|Damage increases as | + | {{tooltip|33–107|Damage increases as current health decreases.}} |
'''[[Crit]]''': 3× <small>base damage</small>. | '''[[Crit]]''': 3× <small>base damage</small>. | ||
|{{Info}}When weapon is active: | |{{Info}}When weapon is active: | ||
− | :{{ | + | :{{Info}}Damage dealt increases as user's remaining health decreases. <small>'''(Damage formula has been tweaked; can no longer kill certain classes in one hit at very low health.)'''</small> |
− | :{{ | + | :{{Pro}}Movement speed increases as user's remaining health decreases. |
:{{Con}}Blocks healing and [[ÜberCharge]]s by any friendly Medics. '''Suppresses both automatic and manual Medic calling effects.''' | :{{Con}}Blocks healing and [[ÜberCharge]]s by any friendly Medics. '''Suppresses both automatic and manual Medic calling effects.''' | ||
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:6 <small>/ sec. × 10 secs.<sup>1</sup></small> | :6 <small>/ sec. × 10 secs.<sup>1</sup></small> | ||
| | | | ||
− | {{Info}}'''Secondary fire blasts [[compression blast|compressed air]] which knocks back enemies, redirects enemy projectiles, and extinguishes flames on teammates, using 50 ammo per blast. All reflected | + | {{Info}}'''Secondary fire blasts [[compression blast|compressed air]] which knocks back enemies, redirects enemy projectiles, and extinguishes flames on teammates, using 50 ammo per blast. All reflected projectiles (except Stickybombs) will inflict [[Mini-Crit]] damage.''' |
{{Pro}}Guarantees [[Critical]] hits when attacking from behind. | {{Pro}}Guarantees [[Critical]] hits when attacking from behind. | ||
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{{Info}}On hit, [[Fire|ignites]] enemy. | {{Info}}On hit, [[Fire|ignites]] enemy. | ||
− | {{Pro}}'''Guarantees [[Critical]] damage on burning targets, regardless of | + | {{Pro}}'''Guarantees [[Critical]] damage on burning targets, regardless of distance.''' |
|- | |- | ||
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{{Info}}Alt-fire detonates flare in flight. It creates a small explosion which ignites nearby players, but does less damage than a normal hit. Knockback can be used to [[Jumping#Flare jump|flare jump]]. | {{Info}}Alt-fire detonates flare in flight. It creates a small explosion which ignites nearby players, but does less damage than a normal hit. Knockback can be used to [[Jumping#Flare jump|flare jump]]. | ||
− | {{Pro}}Guarantees [[Critical]] damage on burning targets, regardless of | + | {{Pro}}Guarantees [[Critical]] damage on burning targets, regardless of distance (only when flare is not detonated). |
{{Con}}20% explosion damage vulnerability on wearer. | {{Con}}20% explosion damage vulnerability on wearer. |
Revision as of 19:32, 23 February 2011
The Team Fortress 2 Beta is a Template:W version of the game that is separate from TF2 itself and is open to all owners of it. Released on December 2, 2010, this is the second period of public beta testing, the first one occurring before official release of the game. The current 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 Steam account is entitled to, the complete Saharan Spy pack, the Gloves of Running Urgently, and any weapons that are currently under testing. 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.
Contents
Changes currently under test
Weapons
Class | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities | |
---|---|---|---|---|---|
Scout |
Mad Milk |
1 | ∞ | N/A |
Any damage done to enemies covered in milk restores 60% of the damage to the player's health. (Down from 75%) Nullifies Cloak on enemy Spies. Extinguishes fire on wielder and allied players. Has a 24-second recharge time. |
Soldier |
Equalizer |
N/A | N/A | Base:
33–107 Crit: 3× base damage. |
When weapon is active:
|
Pyro |
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 projectiles (except Stickybombs) will inflict Mini-Crit damage. Guarantees Critical hits when attacking from behind. Deals 10% more damage. (Down from 15%) |
Flare Gun |
1 | 16 | Base: 30
Crit: 90 Afterburn:
|
On hit, ignites enemy. Guarantees Critical damage on burning targets, regardless of distance. | |
Detonator (New) |
1 | 16 | Base: 30
Crit: 90 Afterburn:
|
On hit, ignites enemy. Alt-fire detonates flare in flight. It creates a small explosion which ignites nearby players, but does less damage than a normal hit. Knockback can be used to flare jump. Guarantees Critical damage on burning targets, regardless of distance (only when flare is not detonated). 20% explosion damage vulnerability on wearer. | |
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. Note: 25% damage bonus removed and random critical hits enabled. | |
Demoman |
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. (Up from 10%) +25% Projectile speed. Launched bombs shatter on surfaces. -60% Clip size. +25% Damage done to self. |
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. Note: random critical hits enabled. | |
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. Note: random critical hits enabled. | |
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. Note: random critical hits enabled. | |
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. 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. Deals only 26 damage after exploding (down from 35). Note: random critical hits enabled. | |
Heavy |
Dalokohs Bar |
1 | ∞ | N/A |
Restores 60 health points over about 4 seconds. Raises maximum health by 50 points for 30 seconds. Note: removed cooldown. |
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. (Down from 60%) 20% slower weapon switch. 100% more damage taken from melee sources while active. | |
Engineer |
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. Note: random critical hits enabled. |
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%. Note: random critical hits enabled. | |
Medic |
Quick-Fix (New) |
N/A | N/A | N/A |
Über effect: Megaheal
Heal rate increased 50% ÜberCharge rate increased 50% Not able to overheal (attempting to overheal will still build Übercharge) Match the speed of any faster heal target |
Vita-Saw |
N/A | N/A | Base: 65 Crit: 195 |
User retains at most 20% of a full ÜberCharge meter on death. Allows the Medic to see the enemy's health. Lowers max health by 10 points (140 total) on wearer. | |
Sniper |
Sydney Sleeper |
1 | 25 | Base:
|
Charges while zoomed. On hit at 50% charge or greater, applies Jarate effect to the target for 8 seconds. 25% faster charge. Headshots do not Crit. No random critical hits. |
- Note: Entries in bold show the changes with the official version.
Maps
- cp_well: Made the 2nd point defender spawn door one-way.
Other changes
- Combat text now displays bonus points.
- Starting position of combat text is now based on the player's distance from the target, making it easier to see when near the target.
- Added an option (hud_combattext_healing) to display combat text for healing done on heal targets.
- Medic overheal effect is now more noticeable.
Inactive changes
Class | Weapon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities | Active | |
---|---|---|---|---|---|---|---|
Heavy |
Beta |
Natascha1 | 200 | N/A | Base: 340 / sec. Crit: 720 / sec. |
On Hit: 100% chance to slow target |
Not Active (1/06/2011) |
Beta |
Natascha Variant 1 | 200 | N/A | Base: 312 / sec. Crit: 648 / sec. |
On Hit: 100% chance to slow target |
Not Active (1/06/2011) | |
Beta |
Natascha Variant 2 | 200 | N/A | Base: 340 / sec. Crit: 720 / sec. |
On Hit: 100% chance to slow target |
Not Active (1/06/2011) | |
Engineer |
Buildings |
Buildings | N/A | N/A | N/A | Damage against buildings (sentries, etc) reduced 50% | Not Active (1/13/2011) |
Medic |
Stock |
Medi Gun | N/A | N/A | N/A |
ÜberCharge grants Medic and patient 8 seconds of guaranteed invulnerability. |
Not Active (1/06/2011) |
Unlock |
Kritzkrieg | N/A | N/A | N/A |
ÜberCharge grants patient 8 seconds of guaranteed critical damage. |
Not Active (1/06/2011) | |
All Classes | Health |
N/A | N/A | N/A | N/A | All Classes have double Health | Not Active (1/13/2011) |
Health |
N/A | N/A | N/A | N/A | All Classes have 25% extra Health | Not Active (2/11/2011) |
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.
- The Item drop system is no longer disabled, causing players to acquire items they should not have.
See also
- Beta weapons – for weapons of the previous beta testings.