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Posts Tagged ‘tradeup’

Catching Up on TF2 Updates — Mar 9 2016

Posted on: March 9th, 2016 by Obey

There’s been a smattering of small updates, which are listed at the end of this post. Here’s a summary of the changes of the four updates since Feb 29:

  • TF2 Competitive Mode will soon beta; patches have been adding relevant content to the game
  • Added Civilian Grade Stat Clocks to the game; functions like a strangifier for graded contract weapons
    • Multiple ways to acquire these have been added to the “Item Grade Trade-Up”
  • Gift Wrap has returned!
    • Only works on untradeable items
    • You can unwrap an item you’ve wrapped, but the gift wrap is still consumed
    • Gift Wrapped items are sent thru Steam Trading, which may create a hold if one of you doesn’t use the Mobile Authenticator
  • Fixed: MvM Mann-Up victories sometimes failing to give you loot in exchange for your tickets
  • Summer Shades, Bounty Hats, Treasure Hats, and HOUWARs are now tradable!
  • Added a “Last Hit” or killshot sound option
  • Added combat text and hit sounds for damage done to buildings
  • Lots of changes to the areas around the 2nd and 3rd points on pl_snowycoast
  • Fixed various exploits, incl. the dropped weapon exploit on Borneo’s last point (YAY!)

What’s a “Civilian Grade Stat Clock”?

You may recall the Mann Co. Trade-Up option launched during the Tough Mettle campaign, giving you the ability to trade 10 contract graded weapons for a random weapon of the next highest tier. By right-clicking a contract weapon, you could reach this window:

Tradeup2

(Halloween items have a separate Trasmuting coupon.)

New options have been added to let you “craft” Civilian Grade Stat Clocks. It is functionally a Strangifier tool, counting the kills you receive when applied, and it works on any contract graded item.

300px-Civilian_Stat_Clock_Menu

Choose five of any of these items for the exchange:

  • Freelance (Grade 2) or higher contract graded items, even if they are untradable
  • Strange-quality weapons and/or cosmetics, even if they are untradeable

NOTE: If any of the items have the untradable trait, the resulting Stat Clock you receive will inherit the untradable trait, as will any item you attach it to.

 

Impact on the Steam Market

Do you have a bunch of junk Strange weapons lying around? If so, they have become a little more valuable in the last week. People have been buying up cheap Stranges and turning them into Civilian Stat Clocks–in some cases, Marketing those Stat Clocks for a profit (at the moment, almost US$1).

So a Strange Fire Axe, which used to sell for about 7 cents, now sells for 15-18 cents. Not a big deal, but it does mean that another item on the Market that used to be near-worthless have spiked in demand and becoming somewhat rarer. The same has occurred for Grade 2 contract weapons with higher wear, as they also have hit the same sell price.

 

Here’s All of the Patch Notes:

(previous patch was February 2nd, 2016)

February 29, 2016

  • Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta
  • Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
  • Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
  • Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)
  • Added the Civilian Grade Stat Clock
  • Mannpower update
    • Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.
    • Reflect powerup
      • Removed 25% resistance attribute
      • All classes can now have up to 400 health
      • Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
      • Reflection damage increased from 50% to 80% of damage received
      • Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself
    • Supernova powerup
      • Minimum stun duration increased from 1 to 2 seconds
      • Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)
    • Vampire powerup
      • Melee attack now returns 1.25x damage as health (up from 1.0x)
    • Regen and King powerup
      • Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
      • Increased metal regeneration amount
  • Gift Wrap has returned!
    • Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn’t have a Steam Guard Mobile Authenticator
    • Items can now be unwrapped by their original wrapper
    • Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.
  • Giftapults can again deliver items to random players online, but will remain un-craftable
  • Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth And Respect to be tradable
  • Vote kick events now display that target player’s Steam avatar
  • Updated models/materials for Hot Heels, The Trencher’s Topper, The Exorcizor, The Mutton Mann, Doc’s Holiday, The Cotton Head
  • Updated the Crusader’s Crossbow
    • Added a new shoot sound
    • Added a new impact/heal sound when a teammate is healed
  • Fixed the Taunt: Kazotsky Kick not hiding the Heavy‘s weapon
  • Fixed That ’70s Chapeau not being removed when the Sniper taunts
  • Fixed the Catastrophic Companions hiding the player’s hat and headphones
  • Fixed an LOD issue for The AWPer Hand
  • Added combat text and hit sounds for damage done to buildings
  • Added a “Last Hit” sound option to Hit Sounds
    • Triggered when one of your attacks causes the death of a player or building
    • Can be toggled in the Adv. Options menu
  • Updated the materials for the Panic Attack to support mat_picmip
  • Updated the Taunt: Zoomin’ Broom sound effects
  • PASS Time update
    • Fixed workshop maps not loading correctly
    • Fixed being able to get inside jump pads
    • Removed Sandman long-distance steal
    • Added experimental cvars for playtesting
  • Updated cp_vanguard
    • Removed teleporter exploit on second point
    • Various minor fixes (lighting, collision, optimization)
  • Updated pl_borneo
  • Updated pl_snowycoast
    • Adjusted various spawn point facings to make side exits more obvious
    • Adjusted position of resupply cabinet in RED‘s 1st spawn
    • Added ledge to 2nd point flank route window
    • Adjusted common sentry nests on 2nd
    • Added stronger light to entrance of lower flank route
    • Door near RED’s first spawn now opens on A capture and closes on final bulkhead opening
    • RED no longer get forced respawn when 2nd is captured
    • Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
    • Adjusted timing of flank doors at 2nd and in mines
    • Updated door texture for flank exit by 2nd point gate
    • Improved defendability and enlarged 3rd point
    • Adjusted position of 3rd cap
    • Adjusted health & ammo at 3rd
    • Updated door texture for flank exit by mines
    • Changed a medium ammo pack at last to full ammo pack
    • Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
    • Added 3rd exit to BLU’s last forward spawn
    • Improved defendability of ledges at last inside building
    • Added new dropdown area to RED’s last
    • Adjusted lighting in various areas
    • Fixed dx settings on light pole props

Undocumented changes

  • Added a normal quality Power Up Canteen as a default action item.
  • Updated The Exorcizor to be equipable by the Soldier, Pyro, and Medic.
  • Updated The Mutton Mann to be equipable by the Scout, Soldier, and Heavy.
  • Updated The Cotton Head to be equipable by all classes.
  • Updated the Iron Bomber and Quickiebomb Launcher‘s explosion sounds.
  • Updated all Stickybomb Launcher’s reload sounds.
  • Updated the firing sounds of all weapons that use the Heavy’s Gloves sound effect.
  • Changed BLU team’s side of cp_foundry to the ctf_foundry version.
  • Updated the localization files

Full Patch Notes: March 1, 2016

Full Patch Notes: March 3, 2016

Undocumented Changes

  • Updated the Breakneck Baggies to be equippable by all classes.
  • Updated the Beep Boy to be equippable by the Scout and Pyro.

 

Full Patch Notes: March 7, 2016

Undocumented Changes

  • Updated the Dead of Night to be equipable by all classes.

[N] Obey

TF2 Update — Gun Mettle Trade Up

Posted on: August 28th, 2015 by Obey

Tradeup4

The “Gun Mettle” optional campaign is still going, but TF2 has elected to inject more items and item options. Here’s the summary:

  1. You can now Trade Up 10 Gun Mettle weapons of the same tier for a random weapon of the next highest tier.
    • Many mid-tier weapons are now increasing in Market price: see below.
  2. Gun Mettle Cosmetic Cases can now drop for players with a Campaign Coin.
    • Apparently drops once per week, so there’s a random chance you’ll get one per week.
    • Requires a Gun Mettle Cosmetic Key to open.
    • Items from this case are marketable. Chance of items to be Strange (or an Unusual Hat).
  3. PASS Time and Server Browser bugfixes.
    • Servers running a Beta PASS Time map now longer need to utilize sv_cheats to access many console features now.
  4. 8/28/15 Patch: Mostly bugfixes and item model updates.

Here is a link to the relevant blogpost.

Some prices in this guide were updated on August 30th.

1. Gun Mettle Trade Up

Oh, great. You finally finished a frustrating contract of a class you’ve not very skilled at, and earned another low-tier weapon you already have. That’s no fun. (Look at the top image of this blogpost–Scout has way too many Backcountry Blasters!)

Now, you can do something with your extra, unwanted Gun Mettle weapons. You can take ten Gun Mettle weapons of the same tier, and convert them to one random weapon of the next highest tier. Right-click a Gun Mettle weapon from your backpack and choose “Mann Co. Trade Up”.

 

Tradeup1

 

A postcard pop-up will appear. The first weapon locks in what tier of weapons you can then conveniently choose from to fill out the remainder of the “coupon”.

Tradeup2

Click on “Mail In”, click on the “Stamp” button, and then Mann Co.’s super shipping service will drop you a random weapon of the next tier. (If you need to see this process in more detail, see this post on Imgur.)

As a reminder, here is a list of the six weapon tiers, from my previous Gun Mettle blog post:

  1. Civilian–contracts only
  2. Freelance–contracts only
  3. Mercenary–contracts or weapons cases
  4. Commando–contracts or weapons cases
  5. Assassin–weapons cases only
  6. Elite–weapons cases only

Regardless of whether you mix weapons of different paint styles (Teufort, Craftsmann, Concealed Killer, Powerhouse), the weapon output *should* be random. Trading in ten tier 4 Teufort weapons (or any other combination) should output either a Tier 5 CK or Tier 5 PH weapon.

 

Trade Up’s Effect on the Market

Three weeks before this writing, I blogged in this space about the current prices of various TF2 items. Well, being able to trade in Gun Mettle weapons should surely have an effect on their value in the Market. In the 24 hours since the launch of this patch, here is what I have observed regarding Gun Mettle weapons:

  • Tier 1 “Civilian” weapon prices are staying the same.

Each weapon has over 200 copies of each wear grade for sale, and the upgrade of ten $0.05 items to potentially another $0.10 item hasn’t yet affected the prices of Tier 1 weapons.

  • Tier 2 “Freelance” and Tier 3 “Mercenary” weapons are spiking up.

Users are buying up the cheapest Tier 2, Tier 3, Tier 4, and Tier 5 weapons they can find, ostensibly to combine with their own extras and convert them to a higher-tier weapon. There are now fewer Battle-Scarred and Well-Worn versions of these weapons left for sale on the Market than before, since those had been the cheapest.

Tradeup3

For example, a non-Strange “Forest Fire” Tier 3 flamethrower had been trading for roughly $0.06 to $0.35, depending on its wear. Forest Fire is now selling from $0.15 to $0.55, or effectively double what it cost before (see image above). Also, there are only dozens left on the Market, instead of hundreds previously. This tells us:

  • Some Tier 4 and Tier 5 weapons have also spiked, and some versions are becoming rare.

(Updated Aug 30) For a couple of days after this patch, you couldn’t buy a Tier 5 “Sudden Flurry” stickiebomb launcher for less than US$2, whereas three weeks ago the higher-wear varieties for selling for well under $1. Now, the value has fallen back to about $1 in most cases. (Remember, previously Tier 5s and Tier 6s were only available by unlocking Cases by key.) Users are buying them up to trade in for a Tier 6 weapon. Meanwhile, the Factory New version are staying roughly the same price, since those are the versions that people want to buy and keep. As a result:

  • (Updated Aug 30) Some Tier 5 and Tier 6 weapons are gently falling in price.

“Factory New” weapons, as well as the other grades, are becoming more commonplace on the Market as users are selling weapons they received while trying to earn something else. Some higher-wear Tier 5s are increasing in price as a few users craft a Tier 6, while some are slowly falling as supply increases.

Now, you should consider whether you want to sell a mid-tier item–while demand is increasing for those buying them up, and while the supply is still there for players to trade up items–or keep it in the chance of it being rare later.  Or ignore all of this, and go kill some fools on 2Fort with your fancy weapons :p

TL;DR version: Keep your Factory New and Minimal Wear weapons. Consider selling or Trading Up the others, unless you simply love the looks of your Battle-Scarred Forest Fire.

Remember: All Gun Mettle weapons are Limited, and they will no longer drop after September 30, 2015. Meanwhile, the TF2 community continues to grow–especially with new players–so the demand for many of these weapons could rise after Gun Mettle ends.

 

2. Gun Mettle Cosmetic Cases (aka Crate #95)

The Gun Mettle Cosmetic Case is a special crate that will drop only for Campaign Coin holders and, according to the TF2 Blog, will only drop once a week (and a random chance of it doing so). Just assume that it is a rare crate, but you still have to buy a Gun Mettle Cosmetic Key to open it.

(As of August 30th, the cases are selling for about US$2 on the Market, and I expect that price to fall this week.)

Gun Mettle Cosmetic Case

There are 16 possible items in a #95 Gun Mettle Cosmetic Case. All of these items, as well as the Cases themselves, are Marketable and tradable. They are not yet craftable or dropping in the Item Drop system.

Commissar's CoatCommissar’s Coat
7 .14%
Flak JackFlak Jack
7 .14%
Lurker's LeathersLurker’s Leathers
7 .14%
Rotation SensationRotation Sensation
7 .14%
Support SpursSupport Spurs
7 .14%
Vascular VestmentVascular Vestment
7 .14%
Wild West WaistcoatWild West Waistcoat
7 .14%
Fortunate SonFortunate Son
6 .25%
Outta' SightOutta’ Sight
6 .25%
Physician's ProtectorPhysician’s Protector
6 .25%
White RussianWhite Russian
6 .25%
Bruce's BonnetBruce’s Bonnet
5 .33%
El DuderinoEl Duderino
5 .33%
Sheriff's StetsonSheriff’s Stetson
5 .33%
Captain Cardbeard CutthroatCaptain Cardbeard Cutthroat
4 .00%
Potassium BonnettPotassium Bonnett
4 .00%
or an Exceedingly Rare Special Item!
1 .00%

 

That White Russian, tho. The Heavy abides:

250px-White_Russian

3. More Gun Mettle Minutiae

  • You can now buy Map Stamps and Strange Filters for the maps Powerhouse, Suijin, Snowplow, and Borneo.
  • The new Gun Mettle Cosmetic Cases is tabbed Crate #95.
  • Concealed Killer Cases are now tabbed as Crate #93.
  • Powerhouse Cases are now tabbed as Crate #94.

For your convenience, here are the #93 and #94 drop lists. Note that the listed percentage chances may not be correct; they were lifted from the Official TF2 Wiki.

Powerhouse Case

Crate Series #94
Drops No
Items
Thunderbolt Sniper RifleThunderbolt
6 .60%
Liquid Asset Stickybomb LauncherLiquid Asset
6 .60%
Shell Shocker Rocket LauncherShell Shocker
6 .60%
Current Event ScattergunCurrent Event
6 .60%
Pink Elephant Stickybomb LauncherPink Elephant
6 .60%
Flash Fryer Flame ThrowerFlash Fryer
6 .60%
Spark of Life Medi GunSpark of Life
6 .60%
Dead Reckoner RevolverDead Reckoner
6 .60%
Black Dahlia PistolBlack Dahlia
6 .60%
Sandstone Special PistolSandstone Special
6 .60%
Lightning Rod ShotgunLightning Rod
6 .60%
Brick House MinigunBrick House
6 .60%
Aqua Marine Rocket LauncherAqua Marine
6 .60%
Low Profile SMGLow Profile
6 .60%
Turbine Torcher Flame ThrowerTurbine Torcher
6 .60%
or an Exceedingly Rare Unusual Weapon!
1 .00%

Concealed Killer Cases have been tabbed as Crate #93.

Crate Series #93
Drops No
Items
Red Rock Roscoe PistolRed Rock Roscoe
6 .60%
Sand Cannon Rocket LauncherSand Cannon
6 .60%
Sudden Flurry Stickybomb LauncherSudden Flurry
6 .60%
Psychedelic Slugger RevolverPsychedelic Slugger
6 .60%
Purple Range Sniper RiflePurple Range
6 .60%
Night Terror ScattergunNight Terror
6 .60%
Carpet Bomber Stickybomb LauncherCarpet Bomber
6 .60%
Woodland Warrior Rocket LauncherWoodland Warrior
6 .60%
Wrapped Reviver Medi GunWrapped Reviver
6 .60%
Forest Fire Flame ThrowerForest Fire
6 .60%
Night Owl Sniper RifleNight Owl
6 .60%
Woodsy Widowmaker SMGWoodsy Widowmaker
6 .60%
Backwoods Boomstick ShotgunBackwoods Boomstick
6 .60%
King of the Jungle MinigunKing of the Jungle
6 .60%
Masked Mender Medi GunMasked Mender
6 .60%
or an Exceedingly Rare Unusual Weapon!
1 .00%

Full Patch Notes: Aug 27, 2015

  • Added Collection Trade-Ups!
    • Check out the blog post for more information
  • Added Map Stamps and Strange Filters for the featured maps in the Gun Mettle Campaign
  • Added the Gun Mettle Cosmetic Case which contains new community cosmetic items[1]
  • All Strange items now have a visible icon in backpack panels
  • Added an option button to display paints and/or styles options for items in the Mann Co. Store preview page and the Steam Workshop item import tool
  • Added the OWL 14 tournament medals
  • Added a Steam Community Profile option to the player right-click context menu in the scoreboard
  • Fixed a buffer overflow exploit (thanks to Didrole for this report)
  • Fixed a Mann vs. Machine exploit related to purchasing upgrades while not at an upgrade station
  • Fixed a Mann vs. Machine exploit related to the Medigun shield
  • Fixed the Gun Mettle Coin not displaying its proper level in the Steam Community view
  • Fixed the Enforcer getting a damage bonus as the Spy was disguising and not fully disguised
  • Fixed the cvarlist command truncating some cvar/command descriptions
  • Fixed hitting ‘Enter’ while in the backpack menu triggering buttons in the main menu
  • Fixed invalid map names in nextlevel convar or the map cycle causing the server to fail to change level after displaying the score panel
  • Fixed the Engineer losing revenge crits and picked-up weapons after using The Eureka Effect to teleport back to base
  • The Dalokohs Bar can now accept Ally Healing Done strange parts
  • Updated several HUD elements to include the name of the weapon’s owner when a player is carrying a weapon they picked-up
  • Updated the materials for the Stickybomb Launcher
  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
  • Updated the localization files
  • PASS Time update
    • Fixed scoring in your own goal if you change teams while the jack is in flight
    • Fixed disguised and cloaked enemy Spies having a shield drawn for them in the HUD
    • Fixed players sometimes not being able to throw the jack
    • Fixed another case where players could teleport the jack with The Eureka Effect
    • Fixed The Dead Ringer making it impossible to throw the jack or deactivate the Dead Ringer
    • All global special abilities that are activated with alt-fire are now available while carrying the jack, unless you’re actively aiming the jack
    • Unlocked console variables for community servers to experiment with without requiring sv_cheats
    • Fixed Scouts being able to pick up the jack while drinking
    • Fixed disguised Spies being able to carry the jack in some situations
    • Made weapon switch faster after throwing the jack
    • Fixed not getting a speed boost if you score and then get the jack after it respawns
    • Fixed a crash if mp_tournament was enabled and someone scored during pre-game
    • Improved the way blocking works
    • Fixed being able to cancel enemy taunts by hitting them with the ball
    • Fixed seeing a phantom jack in your hand if you threw the jack and couldn’t switch back to your previous weapon (jars, cleavers, etc.)
    • Updated pass_warehouse
      • Fixed issue with jack getting stuck behind props
      • Fixed exploit of jack getting stuck in dropper
      • Fixed issue with unbalanced ammo and health kits
      • Moved resupply closets further from the doors
      • Added plank walkway to central warehouses on top of the containers
  • Server Browser
    • Fixed the history tab of the server browser failing to record servers
    • Fixed the spectate tab of the server browser not working at all
    • Fixed the game info dialog for SourceTV master servers improperly showing the server as not responding
    • Fixed connecting to SourceTV servers via the Favorites tab in the server browser
    • Fixed SourceTV relay servers not properly registering on the server list in some situations
    • Fixed the game info dialog for SourceTV relay servers not allowing connection despite open slots
    • Fixed SourceTV relay servers appearing to have negative max players
  • Maps Workshop Beta
    • Fixed map cycle files specified before the initial map load not properly tracking workshop maps
    • Fixed game servers using registered accounts via sv_setsteamaccount being unable to access workshop content
    • Fixed servers getting stuck in a loop when the nextlevel convar contains a un-loadable workshop map

     

Full Patch Notes: Aug 28, 2015

[N] Obey

P.S. I’ll probably do another price guide in about 2-3 weeks, once the Market stabilizes from the changes in this patch.