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]] | ||
Line 37: | Line 37: | ||
| 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 |
|
![]() Soldier |
![]() Equalizer |
N/A | N/A | Base:
33–107 Crit: 3× base damage. |
![]()
|
![]() Pyro |
![]() Backburner |
Fire:
Air blasts:
(same reserve) |
N/A | Base (Max):
Crit (Max):
Afterburn:
|
|
![]() Flare Gun |
1 | 16 | Base: 30
Crit: 90 Afterburn:
|
| |
![]() Detonator (New) |
1 | 16 | Base: 30
Crit: 90 Afterburn:
|
| |
![]() Powerjack |
N/A | N/A | Base: 65
Crit: 195 |
Note: 25% damage bonus removed and random critical hits enabled. | |
![]() Demoman |
![]() Loch-n-Load |
2 | 16 | On direct hit:
|
|
![]() Eyelander |
N/A | N/A | Base: 49 Crit: 146 |
Note: random critical hits enabled. | |
![]() Horseless Headless Horsemann's Headtaker |
N/A | N/A | Base: 49 Crit: 146 |
Note: random critical hits enabled. | |
![]() Claidheamh Mòr |
N/A | N/A | Base: 49 Crit: 146 |
Note: random critical hits enabled. | |
![]() Ullapool Caber |
N/A | N/A | Base: 26 (149) 1
Crit: 79 (300) 1 |
Note: random critical hits enabled. | |
![]() Heavy |
![]() Dalokohs Bar |
1 | ∞ | N/A |
Note: removed cooldown. |
![]() Fists of Steel |
N/A | N/A | Base: 65
Crit: 195 |
| |
![]() Engineer |
![]() Gunslinger |
N/A | N/A | Base: 49
Crit: 146 |
Note: random critical hits enabled. |
![]() Southern Hospitality |
N/A | N/A | Base: 49
Crit: 146 |
Note: random critical hits enabled. | |
![]() Medic |
![]() Quick-Fix (New) |
N/A | N/A | N/A |
|
![]() Vita-Saw |
N/A | N/A | Base: 65 Crit: 195 |
| |
![]() Sniper |
![]() Sydney Sleeper |
1 | 25 | Base:
|
|
- 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. |
|
![]() Not Active (1/06/2011) |
![]() Beta |
Natascha Variant 1 | 200 | N/A | Base: 312 / sec. Crit: 648 / sec. |
|
![]() Not Active (1/06/2011) | |
![]() Beta |
Natascha Variant 2 | 200 | N/A | Base: 340 / sec. Crit: 720 / sec. |
|
![]() Not Active (1/06/2011) | |
![]() Engineer |
![]() Buildings |
Buildings | N/A | N/A | N/A | ![]() |
![]() Not Active (1/13/2011) |
![]() Medic |
![]() Stock |
Medi Gun | N/A | N/A | N/A |
|
![]() Not Active (1/06/2011) |
![]() Unlock |
Kritzkrieg | N/A | N/A | N/A |
|
![]() Not Active (1/06/2011) | |
All Classes | ![]() Health |
N/A | N/A | N/A | N/A | ![]() |
![]() Not Active (1/13/2011) |
![]() Health |
N/A | N/A | N/A | N/A | ![]() |
![]() 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.