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Posts Tagged ‘unusual’

Win an Unusual!

Posted on: April 16th, 2016 by Obey

See this thread post for more info:

http://www.tf2newbs.com/forum/index.php/topic,14036.msg184889.html#msg184889

 

Has Someone Won the Unusual Yet:

   YES

What kind of hat? It’s an Unusual Combustible Kabuto [scorching flames]!

UnusualThat piece of digital headgear is worth almost 300 keys… and it can be yours, if you win the contest. Click the link at the top!

Congratulations {N} Haley (aka Danger Zone)!!

[N] Obey

 

Scream Fortress VII

Posted on: October 29th, 2015 by Obey

Wow… there’s a lot of new content in TF2 right now! A new Halloween Event with multiple new maps, revival of all of the old Halloween Events, new Halloween contracts, plus the Invasion event that started earlier in the month… Mannpower is now out of beta… Here’s a running timeline of TF2 events:

  • The previous six Halloween Events are live from now until November 11th.
    • TF2Newbs Halloween Event FAQ: http://www.tf2newbs.com/newbs_blog/2014/10/22/a-tf2-newbs-guide-to-halloween-event-maps/
  • The new Halloween Event, Scream Fortress VII, is also live until November 11th.
    • http://www.teamfortress.com/screamfortress7/
  • Invasion ends on November 5th!
    • Blogpost: http://www.tf2newbs.com/newbs_blog/2015/10/08/tf2-invasion-community-update/
  • A major TF2 patch is dated for late December, that should coincide with the semi-annual Steam Sale.

 

PLEASE NOTE: Sorry about the lack of clickable hotlinks. Something’s wonky with WordPress this morning, and the TF2 Wiki is not responding. Check back later, as I’ll be updating this page over the next several days with images, links, and more specific info.

 

website_under_construction

The TF2 Story So Far….

  • Scream Fortress VII comic, “Gargoyles and Gravel” (just released
    • http://www.teamfortress.com/gargoyles_and_gravel/
  • Invasion Update video (Oct 6, 2015)
    • https://www.youtube.com/watch?feature=player_embedded&v=-yQlDnIAR14
  • TF2 comic, “Old Wounds” (Aug 31, 2015)
    • http://www.teamfortress.com/tf05_old_wounds/

 

New Maps!

Gorge Event

A reskinned Gorge attack-defense map

Hellstone

A new, community-made payload map

Moonshine Event

A new, community-made King of the Hill map

Sinshine

A new, community-made control points map

 

 

 

 

Full Patch Notes: Oct 29, 2015

  • Comic and additional information available on the website (http://www.teamfortress.com/screamfortress7)
  • Featuring 4 community maps: Gorge Event, Sinshine, Moonshine Event, and Hellstone
  • Added the Gargoyle Case which contains 19 community made cosmetics
  • Added two new community-made taunts to the Mann Co Store: Soldier’s Requiem and Zoomin’ Broom
  • Collect the souls of dead players for your Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
  • Scream Fortress VII runs through November 11th, 2015

During Scream Fortress VII

  • All players who launch the game will receive a Gargoyle
    • Gives access to Merasmissions and Halloween item transmutations
    • Tracks Merasmissions completed and souls collected
  • Added Merasmissions
    • A new Merasmission will be available daily up to a total of 13
    • Completing a Merasmission will give players a classic Halloween item and a chance of the Gargoyle Case
  • Added Halloween Transmuting
    • Transmuting can be accessed by clicking the Gargoyle in your backpack and selecting Halloween Transmute from the context menu
    • Players can transmute 3 qualifying items to receive a non-tradable classic Halloween item. A bonus item will be given for every 10th transmute.
  • Mann Co Supply Crates will have a chance for a classic Halloween Unusual effect

General

  • Added inspect animations for the Batsaber and the Giger Counter
  • Fixed an idle animation bug for the Wrangler
  • Lowered the speed penalty for getting stunned by a ghost from 50% to 25%
  • Lowered damage of the “bats” spell from 60 to 40
  • HHH’s axe has dulled a bit and no longer guarantees death, but is still very lethal
  • Fixed an exploit related to picking up The Widowmaker
  • Fixed the Batsaber not showing the Killstreak sheen
  • Fixed a scoreboard stat reset bug in Mann vs. Machine
  • Optimized texture memory usage
  • Fix some cases of random hitching experienced by some players
  • Fixed overhead icons stacking on top of each other and now appear side-by-side
  • Added “Sort by Date” to the backpack. Newest acquired or altered items are sorted to the front.
  • Cosmetics that have Rarity and are part of a collection no longer show a cosmetic item level
  • Fixed the buildcubemaps command failing to update cubemaps for maps that already have cubemaps
  • Fixed a case where running the game with -buildcubemaps would generate all black cubemaps
  • Updated cp_powerhouse to fix a couple places where players could stand on top of doorways
  • Updated The Infernal Impaler, L’homme Burglerre, The Spooky Shoes, The Spooky Sleeves, Cuban Bristle Crisis, The Grimm Hatt, Medi-Mask, The Bearded Bombardier, The Colonel’s Coat, The Killer’s Kit, The Vascular Vestment, The Physician’s Protector, The Cold Killer, The Courtier’s Collar, The Physician’s Procedure Mask, The War Pig, Respectless Robo-Glove, Insulated Inventor, The Dry Gulch Gulp and The Minsk Beef with the latest changes from the authors
  • Updated koth_probed
    • Improved optimization of map (especially on mid)
    • Fixed clipping issues (thanks Muselk!)
    • Fixed Engineer imbalance on mid (thanks Uncle Dane!)
    • Added in missing explosion sound effect on aliens
    • Fixed a few prop/ material issues
    • Reduced prop usage

PASS Time update

  • Fixed viewmodel/worldmodel when tf_passtime_ball_model is set
  • Added convar: tf_passtime_ball_sphere_collision
  • Added entity: tf_logic_on_holiday

Mannpower update

  • No longer in Beta
  • Added new map: Hellfire
  • Three new powerups: King, Plague, Supernova
  • Grappling hook changes
    • Reduced max rope distance
    • Reduced grapple dismount jump height
    • 30% hook movement speed penalty for Heavyweapons
  • Flag rule changes
    • Flags can no longer be returned by touching them
    • When dropped, flags return after a timeout. This timeout does NOT reset if the flag is picked up again before it returns or is captured
    • 25% hook movement speed penalty for powered up flag carriers (with the exception of Agility)
    • Small health regeneration for non-powered up flag carriers
    • Flags and capture zones are disabled for 30 seconds after a capture
  • Powerup rule changes
    • When killed, your powerup will drop as the enemy team color. Deliberately dropped powerups are neutral colored
    • You cannot pick up enemy colored powerups
    • Team colored powerups will attempt to respawn in that team’s base if not picked up in time
  • Other changes
    • Overhead powerup icons are now team colored
    • Warlock powerup renamed to Reflect
    • Reduced Knockout max health bonus for demos carrying swords and shields
    • Haste now increases huntsman firing speed
  • Bug fixes
    • Reflect damage no longer occurs after death (Pyro afterburn)

[N] Obey

TF2 Invasion Community Update!

Posted on: October 8th, 2015 by Obey

under-construction1Sorry about the delay–[N] Obey and {N} Wife have moved to new digs, and of course TF2 would patch while I’m living in Box Fortress 2. It doesn’t help that my laptop is having power supply issues… look, I’ll quit bitching and get to the patch.

Short version: It’s another community content-patch.

INVASION EVENT ends November 5th!

 

I WAS RIGHT! Probed is one of the new maps…! The UFO materials gave it away.

Blogpost and splashpage.

 

 

 

 

Full Patch Notes: Oct 6, 2015

Undocumented changes

Full Patch Notes: Oct 8, 2015

[N] Obey

TF2 Beta PASS Time Patch: Aug 19 2015

Posted on: August 19th, 2015 by Obey

NFL and elite soccer leagues everywhere are horrified: a new challenger has appeared! Finally, a sport where YOU CAN KILL THE OTHER TEAM without having to join a player’s union. The patch summary:

  1. New game mode “PASS Time” substitutes a ball and goals to standard CTF play.
    • Pass the ball to allies or throw the ball with primary fire button; steal the ball with a melee hit.
  2. “Gun Mettle” map Suijin updated to improve play around its central point.
  3. New hat, “The Finder’s Fee”, awarded to users that report major exploits and bugs to Valve.
  4. Bugfixes, including:
    • The Loadout Screen now shows the animation of any equipped Unusual Effects.
    • Demoman gained some missing voice lines when laughing.
    • MvM medigun shield will recreate when switching away, then back to medigun, while medigun shield is engaged.
    • Map voting now enabled with Workshop maps.

 

Don’t forget: “Gun Mettle” Season runs through September 30th, so you can be completing contracts while playing the new game mode.

 

1. Are You Ready For Some… Football? WTF?!

“Soccer? Is that you?” Actually, PASS Time is more of a capture-the-flag remake, with a single flag that spawns over a neutral point, and to be thrown into the opposing goal as the objective. And when you don’t have the ball (or “jack” as they call it), you’ll fight for it in typical TF2 fashion: destroying the enemy with your weapons. Official blog post here.

It’s a simple variation on the familiar CTF theme. All you have to learn is how to throw and pass the ball, and that’s simple: hold the primary fire button for a targeting cursor, then aim and release to chuck it. You can also pass it to allies in the same manner, and you can call out for passes as well.

Warehouse1

Steal the ball from the enemy by killing the player and/or applying a melee hit. Stealing the ball (or being the first to recover it) will grant you a moment of invulnerability, health regeneration and a small speed boost. The game’s center of action will constantly be moving with the ballcarrier, so speed and mobility will be very important. Note that many of the recent weapon tweaks had this game mode in mind when they were launched.

PASS Time is currently in a live beta, similar to rd_asteroid has been for the last year. Currently there is just one map, pass_warehouse: a long, narrow map with plenty of rusty trailers to jump around, air lifts shooting you into the sky, and speed boost zones. Because of the beta, expect changes to be applied to maps and gameplay alike.

Warehouse2

One difference: you have to take the ball to the enemy’s zone to score, not your own! You’ll be closer to enemy respawns when nearer their goal than not. You’ll definitely need teammates to respond to respawning enemies and goaltending sentries. There are also few ammo and health pickups, so don’t get killed too quickly or you’ll be scored on while waiting to respawn.

Joining a PASS Time Game

There are Valve Beta servers running Warehouse now, but they may not come up in Quickplay. Search for them in your Servers menu, and bookmark a Valve server, as it will probably be 24/7 for a while.

Early Meta and Strategies

Essentially, half of the team will try to attack or chase the ball, and the other half ends up defending (probably because some players don’t want to chase all over the map). These are the roles I’m seeing so far:

Scout: Right away, a lot of players will play Scout, just for the increased movement speed and jumping ability. Grab the Atomizer and Soda Popper for extra jump, and possibly Bonk! for your secondary, but a skilled Scout player will shine in a killing role also. This game could devolve into everyone playing Scouts, until you run into a goal-camping Engineer.

Pyro: When the enemy all goes Scout, naturally you’ll want to go Pyro so you can harass them with fire. But without water or cliffs to airblast them, Pyro is a little out of his/her element. Consider a Powerjack for speed and the Reserve Shooter.

Soldier: Rocketjumping really helps you get around, and you’re needed to destroy sentries and discourage campers. Your various buffs and the Disciplinary Action are necessary, since a single attacker usually fails to score. Try to convince your Scout to help you keep up. The Rocket Jumper may even be preferable, but then you can’t carry the ball.

Demoman: Although your role is defense, you’ll usually be chasing the ball and harassing the opposing team. Your stickies are needed to remove sentries, but you’ll shine as a demoman, charging ahead of others and stealing the ball with melee.

Heavy: You’re likely to spend most of your time between your goal and midfield, killing those who would take the ball, or guarding positions that would attack your sentries.

– THIS PART UNDER CONSTRUCTION–

 

2. Suijin: Waking Up From a Sniper’s Dream

Did you enjoy being able to take three steps out of spawn, scope up your sniper rifle of choice, and be able to cover both the enemy’s spawn and the map’s single point in the same view? Did you enjoy getting headshot every time you took a step to the left after you respawned from the last headshot? Well, koth_suijin has changed all of that.

Suijin1

As you can see in my screenshot above, two decorative, apocalypse-immune Japanese blinds has been placed horizontally on each side of the central point, preventing snipers from having an unobstructed view of the point or enemy spawn from their own. However, the blinds are not tall enough to protect against well-placed sentries on the top level above the point.

Also, note the fencing in the screenshot. It has been altered to allow easier passage around the spawn-side stairs on each side. The bridge on the neutral center, however, was not given this increased access.

Moreover, health and ammo pickups have moved around. There is a convenient walkway under the blindside wall’s bridge along the cliff, with a newly placed medium health kit that scouts and spies will surely appreciate.

 

3. Be a Bug Killer = Earn an Exclusive Hat.

Finder's Fee

In an effort to further encourage TF2 players to be on the lookout for game-ruining, economy-crashing game exploits, a standing bounty has been named by Valve for those who forgo the urge to be a profiteering haxz0r butthead and do the right thing in the first place: the Finder’s Fee is an all-class hat given by Valve when you self-report such bugs and exploits to Valve, such as a recent hack that allowed someone to create impossible items (like MvM robot weapons) with a Name Tag and an exploit. If you do earn this hat, you’ll probably Win the Internet for that day as well, so there’s that, too.

Hey, it’s not an unusual Cheater’s Lament, but people will recognize your contribution to the game. And the TF2Newbs community no-likey cheaters.

Full Patch Notes

As usual, full patch notes taken from The Official TF2 Wiki.

Patch 1

  • Added new game mode ‘PASS Time‘ to the TF2 Beta
    • Check out the blog post for more information
  • Fixed a crash caused by a client sending malformed network data to the server (thanks to Nathaniel Theis for this report and test case)
  • Added a new hatThe Finder’s Fee
    • Will be awarded going forward on a case-by-case basis to those who report major economy-breaking bugs or remote-code-execution bugs, and provide detailed information and steps to reproduce
    • Well deserved congratulations to the first recipient, Nathaniel Theis
  • Fixed visual bugs caused by picking up weapons with special attributes
  • Fixed the Mann vs. Machine Medigun shield not being re-created after switching away from the Medigun and back while the charge is draining
  • Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage knockback and Medigun shield
  • Fixed left-hand view models not displaying Stat Clocks correctly
  • Fixed being able to use the tournament_readystate client command when using per-player ready status mode
  • Fixed seeing a HUD mp_timelimit timer for maps that don’t end the round when the map timelimit runs out
  • Fixed some missing VO sounds for the Demoman when laughing
  • Fixed being able to use the Restore action on Killstreak Kits
  • Fixed character loadout menus so they display the particle effects for all equipped Unusual items
  • The Huo-Long Heater can now accept Posthumous Kills strange parts
  • Updated the Australium Grenade Launcher to fix the wood material being shiny
  • Updated the backpack images for the Gun Mettle Campaign Coin
  • Updated LODs for several weapons and the sentry gun
  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
  • Updated the localization files
  • Updated Koth_Suijin with the latest changes from the authors
    • Added cover around the point preventing cross-point sight line
    • Opened second window in point building
    • Tweaked pickup amounts and positions
    • Widened space between stairs to point and bridge railing to allow easier movement
    • Clipping improvements
    • Improved lighting in dark areas
    • Fixed an issue where engineers could build on outlying islands
    • Fixed an issue where engineers could trap teammates by building teleporters in spaces with restricted movement
    • Fixed an issue where the spawn room doors could be held open by an opposing team member
    • Optimization improvements
  • Maps Workshop Beta
    • Fixed a common crash when loading some compressed maps
    • Fixed various issues running workshop maps on listen servers
    • Listen servers no longer unnecessarily fetch a second copy of the map
    • Listen servers no longer cause the client to crash upon the second load of the same workshop map
    • Added -ugcpath parameter for dedicated servers to control location of downloaded workshop content
    • Defaults to steamapps/workshop
    • Multiple servers sharing the same UGC directory is currently not supported, and will not go well
    • Added server command tf_workshop_map_status to view currently tracked maps and their status
    • Enhanced handling of updated maps to ensure the newest available version of the map is always used on level change
    • Improved handling of workshop maps in a server’s map cycle
    • Workshop maps in the map cycle will be automatically fetched and updated in the background
    • Workshop maps in the map cycle will have their names updated to the canonical name once known
    • Map votes now work with workshop maps
    • A known issue is that the full workshop map name is currently shown instead of the friendly name
    • Community request: Updated the FindMap and CanProvideLevel API for server-side mods. These functions now always expose the full workshop names for maps when known, even if not the map is not yet installed.

Patch 2

  • Updated LODs for the revolver
  • PASS Time update
    • Fixed a client crash related to the HUD
    • Fixed the Short Circuit being used to remove the Jack from the game
    • Fixed players being able to pick-up the Jack while they have weapons deployed that cannot be holstered
    • Updated pass_warehouse
      • Fixed players getting into enemy spawn rooms
      • Fixed the Jack being thrown into spawn rooms
      • Fixed being able to build in the goals

Patch 3

Fixed a PASS Time sound bug related to carrying the Jack

[N] Obey

TF2 Item Price Updates — Aug 8 2015

Posted on: August 9th, 2015 by Obey

Contents of this post:

  1. Gun Mettle market prices and trends
  2. Keys and Metal price trends
  3. Item Quality price trends

 

Useful Links:

 

1. “Gun Mettle” Prices and Trends

NOTE: Most recent observations of GM weps here.

“Gun Mettle” Season runs through September 30th, 2015.

As you may recall, the Team Fortress 2 has been busy completing contracts and earning rewards by participating in the Gun Mettle event. There are several dozen Decorated (a quality reserved for reskinned stock) weapons that can be earned, and many of the most common weapons can be had very cheaply. I’ve observed the following:

  • “Factory New” weapons are preferred, and “Minimal Wear” less so.

There are five grades of wear: Factory New, Minimal Wear, Field-Tested, Well-Worn, and Battle Scarred. Each grade determines how much of the weapon’s reskin design is displaced by an appearance of wear and tear, and each quality seems just as common as the others. Collectors clearly prefer the least amount of wear.

Price Comparison

In all cases, the Factory New sells for three to ten times as much as its Well-Worn and Battle Scarred counterparts. A Minimal Wear weapon sells for two to three times as much as Well-Worn and Battle Scarred weapons also. This is likely because the design is much crisper and not missing many visual effects. Note the price difference in the above rocket launchers, which have the same item quality but different grades (and thus different visual effects).

  • This means you can buy many of the more common Gun Mettle weapons very cheaply by choosing weapons with higher wear.

Also, weapons do NOT wear as you use them. They simply spawn with one of five permanent levels of decorative wear.

  • You can’t smelt them into metal or use them for any crafting recipes.
  • You can’t put a killstreaker kit or strangifier on a Gun Mettle weapon at this time.

A few weapons exist that have one, but that’s because bugged killstreak kits dropped for a short time as an MvM tour reward for each kind of weapon. Such weapons are rare to very rare, and those kits were removed in a quick patch. (Possibly something intended for a later TF2 patch?)

  • Cases aren’t worth much anymore.

At first, cases sold for above US$5, but as supply increased, prices fell. Now there are thousands for sale on the market; Concealed Killer cases are going about $0.15, and Powerhouse cases are about $0.40 each. Remember: these cases require a Gun Mettle Key to open.

  • Scatterguns and sniper rifles have the highest demand.  Secondary weapons and Heavy miniguns have the lowest demand.

This simply follows the increased demand for Scout and Sniper rares, similar to the demand for Stranges and Aussies.

  • Strange and Unusual Decorated Weapons are only available from Cases.

There are currently no Strange or Unusual Teufort or Craftsmann weapons. Strange Gun Mettle weapons are selling for roughly fifteen times the price standard weapon of the same wear. All Unusual and Strange Factory New Gun Mettle weapons are selling for well north of US$50; only several dozen have successfully sold on the Market, however. There are too few of these being sold to provide a reliable price range.

  • There are exactly four Unusual Effects for Concealed Killer and Powerhouse Unusual Weapons.

These are Isotope, Hot, Cool, and Energy Orb. They either animate at the end of the weapon, or along the length of the weapon.

Steam Market Listings for All Gun Mettle Weps

Please note that I’m simply listing the lowest current sale price for these items.

 

CRAFTSMANN COLLECTION

Craftsmann Decorated weapons are earned as contract rewards only.

200px-Backpack_Reclaimed_Reanimator_Medi_Gun_Factory_New 200px-Backpack_Tartan_Torpedo_Scattergun_Factory_NewI’ve included the Steam Market’s current* lowest selling prices below. Factory New weapons command the high range, and the Battle Scarred or Well-Worn usually sell for the cheapest. The lowest Market price will vary, and vary a lot in the case of Stranges.

*Aug 9, 2015

TEUFORT COLLECTION

Teufort Decorated weapons are earned as contract rewards only.

200px-Backpack_Bovine_Blazemaker_Flame_Thrower_Factory_New 200px-Backpack_Citizen_Pain_Minigun_Factory_New

CONCEALED KILLER COLLECTION

Concealed Killer weapons are dropped from Concealed Killer cases only.

200px-Backpack_King_of_the_Jungle_Minigun_Factory_New 200px-Backpack_Purple_Range_Sniper_Rifle_Factory_New

POWERHOUSE COLLECTION

Powerhouse weapons are dropped from Powerhouse cases only.

200px-Backpack_Lightning_Rod_Shotgun_Factory_New200px-Backpack_Thunderbolt_Sniper_Rifle_Factory_New

2. Keys and Metal Price Trends

As of Aug 9 2015:

Refined Metal

1 key = about 16 ref

about US$0.15 = 1 ref

Backpack.tf says that, after staying at a stable 19 ref since May, keys fell to 16 ref, yet that 16 ref is worth only $2 there.

On Trade.tf, keys fell from 19 ref to 15 ref during the month of July before finally stabilizing at about 15.5 ref. (Strangely, I’m only getting data thru July 18th >.< )

Mann Co. Keys

In the Steam Market, Mann Co. Keys have been steady between $2.40 and $2.50.

Gun Mettle Keys

In the Steam Market, Gun Mettle Keys have slid down to about US$2.50 (they had been about $2.70 at the start of August).

Other Keys

  • Most Summer Cooler Keys are trading around $3.
  • Other usable keys are staying in the $2.50 to $2.60 range, or equivalent with other typical keys.

Earbuds = 4 keys

Over the month of July, buds have fallen about a dollar to the $9 to $10 range in the Steam Market. On Trade.tf, earbuds stabilized at 4 keys this past week, climbing from 3.2 keys in the second half of July. Likewise, backpack.tf lists about 4 keys.

Bill’s Hat = 2.2 keys

The price of a Bill’s in the Steam Market has stablized to a $6 to $7 range, after having fallen under $5 in the month of June. At the start of 2015, they had been nearly $9 but had been steadily falling.

Backpack.tf agrees, listing Bill’s Hat at 2.2 to 2.3 keys as well and Trade.tf listing at about 2 keys.

 

3. Other Item Qualities

Most non-Botkiller Strange weapons can be bought between $0.08 and $0.50.  However, Aussie Stranges differ depending on where you trade them:

  • On the Steam Market, Aussies (without Killstreak Kits) run between $23 for an Axtinguisher or SMG, to $85-$90 for a Scattergun. [That's the recently sold prices, not the current lowest selling price.]
  • On Backpack.tf, Axtinguishers and SMGs are worth about 8 keys/$20, and Eyelanders, Sniper Rifles and Scatterguns are 32-33 keys/$80.
  • Aussie Rocket Launchers are selling on the Market for $135 to $150 consistently, but trading for about 50 keys/$100 on Backpack.tf (partly because keys are valued at $2 there).

Most Collector’s weapons can be bought on the Steam Market for $6 to $20 depending. Applying a Professional Killstreak Kit increases the price as well. They don’t sell very often, however.

The cheapest Unusual hats can be bought on the Steam Market for $23 to $25, including many cancer Heavy hats with effects such as Flies.

 

Thanks for reading! I intend to update in about two months.

[N] Obey

P.S. Previous TF2 Prices Blogpost:  Jan 26