• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

TF2 Gun Mettle Update - CSGO style Skins for TF2 weapons and new maps

Bluth54

Member
Just announced on the TF2 website is the Gun Mettle Update which will feature CSGO type weapon skins, 3 new community maps made official (PL_Borneo, Koth_Suijin and finally CP_Snowplow) and a new 3 point CP map from Valve called Powerhouse.

Also included are a number of gameplay and weapon changes. One new change is if you come across an weapon from a dead enemy that your class can equip you can pick up and use it until you die.

There is also a new comic

Edit: Looks like the update will be releasing tomorrow.

New gameplay/weapon changes:

GAME PLAY CHANGES

New feature : Weapon exchange and pick up. Weapons dropped by killed players can no longer be picked up for ammo. Killed players will now also drop a medium ammo box. Players that can normally equip the dropped weapon (proper class) can look at the weapon and press the 'action key' to exchange it with what they have equipped. The player's equipped weapon will be dropped on the exchange.
Inspect Target has been changed to Inspect Target or Item. While having a decorated weapon deployed with no target under the cross hair and then pressing the bound inspect key (+inspect) , an interruptible view model animation will play.
Random Damage Spread is off by default (ConVar tf_damage_disablespread is set to 1).
Auto reload is on by default (ConVar cl_autoreload 1). Existing users will still use their currently set value. This setting can be changed under Advance Options or through the developer console.
Updated various weapon descriptions to better detail the weapon's features.

Class and Weapon Changes

SPY

Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
In the disguise menu, pressing 'reload' will also toggle the disguise team.
While invisible, Spy receives 20% less damage from all damage sources
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective)

Spy-cicle

Changed fire immunity for 3 seconds to fire immunity for 1 second and 7 seconds of afterburn immunity
Removed silent killer attribute
Spy-cicle recharge timer can now be reduced by picking up ammo boxes

Enforcer

Changed +20% damage bonus while undisguised to +20% damage bonus while disguised

Big Earner

Added 3 second speed gain on kill

Kunai

Health penalty reduced from -65 to -55 (70 Health total)
Minimum Health gain of 75 on kill
Maximum overheal from Kunai increased from 195 to 210

Cloak and Dagger

Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up

Dead Ringer

Triggering Feign Death instantly removes 50% cloak meter
Changed increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50 cloak meter for triggering Feign Death
Decreased cloak regen rate from +80% to +50%
When Feign Death is triggered, the Spy receives a 3 second speed boost
Initial attack that triggers feign death has its damage reduced by 50%
Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
Feign Death stealth has no bump shimmer for 3 seconds
3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
Can no longer pick up ammo for cloak meter while cloaked

ENGINEER

Construction boosts (wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
On Wrench equip change, buildings no longer self-destruct unless the building type is changed (i.e. Only Sentry explodes when switching from Wrench to Gunslinger)
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%

Gunslinger / Minisentry

Mini Sentries can now be repaired
Mini Sentries can now be wrench construction boosted
Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.
Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%
Metal gibs from destroyed Mini Sentries no longer grant any metal

Pomson 6000

Uber and Cloak drain decreases over distance from target. Decreases start at 512 Hammer Units (Hu) from target and reach 0 drain at 1536Hu

Wrangler

Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. Previously Engineer death caused disable state for only 1 second

Jag

With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
Added +15% swing speed.
Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.

The Short Circuit

Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
Cannot pick up buildings when the Short Circuit is deployed

Eureka Effect

Previous penalties have been removed and replaced with the following
Construction hit speed boost decreased by 50%
50% less metal from pickups and dispensers

SCOUT

Baby Face's Blaster

Added Boost reduction on taking damage.
Increased amount of Boost lost on air jump

Short Stop

No longer uses secondary ammo and now uses primary ammo instead
Healing and knockback passives are only active when weapon is deployed

Pretty Boy's Pocket Pistol

Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed
Removed +15 max health passive
Added up to +3 health per hit
Changed damage vulnerability from +50% fire to +20% all sources while active

Fan O' War

Now crits whenever it would normally mini-crit
Reduced damage penalty from -90% to -75%

SOLDIER

Airstrike

Removed clipsize penalty
Reduced radius penalty from -15% to -10%
Reduced damage penalty from -25% to -15%
Rocket jump blast damage reduction reduced from -25% to -15%

Equalizer and Escape Plan

Changed no healing penalty to 90% less healing from Medics while active

Blackbox

Changed +15 health on hit to +20 health on hit per attack
Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.
i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health.

Liberty Launcher

Now has +25% clip size

Battalions Backup

Fixed an issue that caused rocket jumps to be decreased when it was active.

DEMOMAN

Tide Turner

Self damage will no longer decrease charge when charging
Fall damage will no longer decrease charge when charging
Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage

Bootlegger / Ali Baba's Wee Booties

Added +10% movement speed bonus
Changed 25 charge on charge kill to 25 charge on melee kill

The Claidheamh Mòr

Changed 25 charge on charge kill to 25 charge on melee kill

Loch-n-Load

Changed +20% damage bonus to +20% damage against buildings

Iron Bomber

Removed damage penalty on self-detonate
Reduced radius penalty from -20% to -15%

Quickiebomb Launcher

Damage is now increased based on charge amount when the bomb is fired

Ullapool Caber

Reduced explosion base damage from 100 to 75
Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.

PYRO

Flaregun

Added text to describe 100% critical hits on burning targets

Scorch Shot

Reduced damage penalty from -50% to -35%
Now has increased knock back on burning targets
Increased the blast radius from flares from 92Hu to 110Hu
Hits and explosions always minicrit burning targets

Detonator

Added text to describe 100% minicrits on burning targets
Slightly increased blast jump height when doing a Detonator jump
Increased blast radius from 92Hu to 110Hu
Detonated explosions now also minicrit burning targets
Increased damage penalty to -25%
Increased self-damage penalty from +25% to +50%

MEDIC

Vaccinator

Fixed a bug that gave Vaccinator patients full crit immunity.
Vaccinator base resist does not grant any crit resistance.
Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
Added Penalty of 66% decreased uber build rate while healing a overhealed patient

Solomn Vow

Added 10% attack speed penalty

SNIPER

Sydney Sleeper

Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)

Bazaar Bargain

No longer lose heads on miss
Collecting a head requires a headshot kill and not just a headshot
Each head boosts charge rate by 25% up to 200%
Charge rate penalty changed from -20% to -50%.
Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate

Bushwacka

Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active

HEAVY

Minigun damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%

Natascha

Added 20% damage resistance while spun up
Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu

Brass Beast

Added 20% damage resistance while spun up

Tomislav

Now 20% more accurate (less spread)
Increased spin up bonus from 10% to 20%

Family Business

Now has +15% increased attack speed

Warriors Spirit

Now has +10 health on hit

Eviction Notice

Now has 3 second speed boost on hit

Dalokoh's Bar

Now has 10 second cool down on use
Can now overheal up to 400hp
Can be thrown (alt-fire) as a small medkit for other players to use

Lunchbox items

Updated description to note that these items can be thrown (alt-fire) to supply players with a medkit.

MULTI-CLASS

Panic Attack

Base Fire rate increased (from 15% to 30%)
Base reload speed increased (from 33% to 50%)
Added increased switch to speed by +50%
 
Scavenging weapons?

xwLS4sM.gif
 
is that just a straight buff to the Liberty Launcher? Like it fires faster and now has 4 shots like the regular launcher? So what's the downside?
 
Damn, those are some huge changes. Don't know how I feel about weapon swap, but I'm interested to try the game again.

Seems they're also trying the CS:GO business model of paying for pointless cosmetics and bars to fill. They usually test this kind of thing in TF2 and port it to the other games, now it's the other way around. It might attract more players.
 

Crayolan

Member
While invisible, Spy receives 20% less damage from all damage sources
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)

Holy shit

Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up

Holy shit

Initial attack that triggers feign death has its damage reduced by 50%
Can no longer pick up ammo for cloak meter while cloaked

WHAT THE FUCK
 
It's nice, but it's pretty late for this. TF2 communities are dead and the game has long-descended into a poorly-optimized free-for-all of terrible people.

But at least they fixed the spy revolver reload after all these years. Don't know if that means they removed the spy's ability to reload non-default revolvers with telekinesis though.
 

Meia

Member
I played a shitton of Spy back in the day(1k+ hours), and they were fine when I had stopped(just added the spycicle).


What the hell happened that forced them to buff the class THAT much?!
 

Rockk

Member
No Pyro or Beggar's Bazooka nerfs. Oh well, it's a step in the right direction. Good changes overall
 
Wow, they actually nerfed Baby's face blaster, loch-n-load and fixed mini-sentries, props to Valve for this.
and they haven't touched my favorite secretly OP weapon Beggar's bazooka, hehe

Random spread is off by default, holy shit.
 
The TF2 comics and shorts are such a treat whenever they show up, I really wish they had people working on those more regularly. It's amazing what they've done with the characters - especially side characters that barely factor into the actual game like Pauling and Hale - from a multiplayer shooter.
 

-MD-

Member
A lot of the balance changes sound good, I used to play a shit load of TF2 but I've been away from it for awhile.

Think I'll jump back in when this hits.
 

cyba89

Member
The TF2 comics and shorts are such a treat whenever they show up, I really wish they had people working on those more regularly. It's amazing what they've done with the characters - especially side characters that barely factor into the actual game like Pauling and Hale - from a multiplayer shooter.

I was always a bit more interested in all the backstory and ARGs/metagames than in the actual game.
Of course the game is also a lot of fun. Played it a lot back in the day but then I just stopped for some reason. The past two years I only really played the halloween events.
I might try that new update out (and probably get overwhelmed by all the new stuff they introduced last year).
 

Bluth54

Member
I played a shitton of Spy back in the day(1k+ hours), and they were fine when I had stopped(just added the spycicle).


What the hell happened that forced them to buff the class THAT much?!

The TF2 team changes all the time, as far as I know there is only 1 person from the team that originally worked on the game that still works on it (Eric Smith) and the new team has different ideas on how classes should be buffed and nerfed.
 

blamite

Member
Not gonna lie, this may get me to play TF2 agian fotr the first time in like... a year? Two? Jeezus, TF2's been around a long time.

Actually, I'm pretty surprised this is happening before the Source 2 port. That hasn't happened yet, right?

The comic for this update is awesome, too.
 
Everything about this update if fantastic! Except BlackBox buffs. Those can go die in a fire.

Funny thing is, for the last few months anytime I go back to TF2 I find myself hitting F to look at my gun like in CS:GO. It's such a fun little animation when running to the front lines. Glad to see it added to TF2.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Gotta try to get people back on the TF2 horse now that it's starting to lose some... Steam. (Pun totally not intended by let's run with it) Why not copy CS:GO which is gaining traction?

On one hand: I prefer this method. It's muuuuuuuuuuuuuuuch better than the (IMO) shitty class kit updates that ruined the delicate balance of TF2 for me. On the other: The animals have already bolted from that barn, so... not much good this is going to do to put the genie (class updates) back in the bottle for me. :/
 

Sorral

Member
spies pissed me off before, ill have a stroke now....

Seriously. I don't get all these buffs.. it is not like they were weak to begin with.

Just played the game after not doing so for a while, and I ended up switching to Pyro just to put all the spies on fire over and over!
 

Iadien

Guarantee I'm going to screw up this post? Yeah.
I have an embarrassing number of hours played in TF2, but none of this interests me enough to come back. Unfortunately I'm in the minority, in that gambling does absolutely nothing for me.
 

K.Sabot

Member
This could have a positive net effect on both the player base and the economy of the game. Now if only they had a more established esports scene, because 6v6 TF2 is really fun to watch.
 
Wait. No. I didn't read this earlier.

Brass Beast
Added 20% damage resistance while spun up

no

Dalokoh's Bar
Now has 10 second cool down on use
Can now overheal up to 400hp
Can be thrown (alt-fire) as a small medkit for other players to use

valve

Warriors Spirit
Now has +10 health on hit

valve please

What on Earth are they thinking? Did the Heavy need to be more of a tank? The Brass Beast is bad enough as it is.
 
Top Bottom