Team Fortress 2 Beta
The Team Fortress 2 Beta is a Template:W version of the game that is separate from Team Fortress 2 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. Random drops, Trading, and Crafting are currently enabled. The Mann Co. Store, however, is not available. 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. |
Sun-on-a-Stick |
N/A | N/A | Base: 26
Crit: 79 |
Guarantees Critical damage on burning targets. (Increased from Mini-Crits)
-25% Damage done. (Down from -15%) | |
Fan O'War |
N/A | N/A | Base: 3.5
Crit: 10.5 |
On Hit: one target at a time is marked for death for 15 seconds, causing all damage taken to be mini-crits. (Up from 10 seconds)
-90% damage done. | |
Soldier |
Battalion's Backup |
N/A | N/A | N/A | At 100% charge, using it grants player and nearby teammates 10 seconds of guaranteed immunity to Critical damage and raises resistance to damage by 35%.
Charges its rage meter with damage received - takes 350 damage to fully charge. (Up from 175) |
Concheror |
N/A | N/A | N/A | While the buff is active, damage dealt to the enemy heals teammates by 35%. (Up from 20%)
Charges its rage meter with damage dealt - takes 1133 damage dealt or 333 damage received to fully charge rage meter. | |
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.
- koth_badlands
- Goldrush (payload)
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.
- Replay system (not currently available on Mac)
- Coaching system
- Voting system
- Training for the Demoman, Spy and Engineer
- Paint more integrated with lighting system
- Paint supported on DX8
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
- An Engineer can prepare to build a Combat Mini-Sentry Gun, switch to either the Wrench, Southern Hospitality or Jag, and still deploy the Combat Mini-Sentry Gun 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 and other crit boost sounds occasionally continue to play after the effect ends.