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Author Topic: The Scout update  (Read 2596 times)

Offline Foozy

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The Scout update
« on: 18 February 2009, 21:02:08 »
The Scout Update has been announced, as most of you already know. It will arrive Tuesday the 24th.

Here you can discuss about everything regarding the update. I will try to update this thread every time something new is announced.


Tuesday the 17th

^
Click leetle links!

You Scouts are gonna love this highly collectible bat that smacks baseballs at the other team, stunning the living crap outta anybody dumb, slow, drunk, mute or Australian enough to get in the way. The farther the ball flies before ricocheting offa some chucklehead's skull, the longer he's gonna be stunned. And guys who think they're tough because they're invulnerable? It works on them too. Now the bad news: You can't double jump when you're carrying this little beauty. On the other hand, double jumping never put anybody in a coma.


          A. Hit a guy with the ball to stun him.    B. Now laugh at the guy because he    C. Get in there and take some cheap shots!
          The farther the ball travels,                    ain’t doin’ nothin for a while but             You deserve it. So does he.
           the longer he’s gonna be out.                 gettin’ beat on.                                       Batter SWING!




Wednesday the 18th



Arena_Watchtower
created by Joshua ‘JoshuaC’ Shiflet


An Arena map that plays unlike any of Valve’s Arena maps, with a heavy focus on vertical space and long, open sight lines. Control of the central building is a key decision that teams must wrestle over. More Sniper friendly than most Arena maps, it’s a perfect complement to the Scout update. Batter up!


Cp_Junction
created by Sean ‘Heyo’ Cutino


A Gravel-Pit style map that the community has been heckling us to include for months. Junction is a sharp contrast to Watchtower. It’s full of tight spaces and short sight lines, which create combat opportunities dominated by ambushes and explosive weaponry.

Click the thumbnails for bigger pictures!


Thursday the 19th


'Bonk' Energy Drink
I'm a frickin' blur here!


Runnin’ rings around all them molasses-slow dummies out there on the battle- field is thirsty frickin’ work. But when it comes to quenchin’ that thirst, only one thermonuclear thirst detonator packs all the “Atomic Punch” you’ll ever need. Bonk! is fulla radiation, which as we all know is pretty great for givin’ people superpowers. Just one can’ll blast ya into a few-second rush of radioactive energy so powerful you’ll be dodgin’ bullets like they ain’t even there!

Note: Bonk! contains several hundred times the daily recommended allowance of sugar. After the beneficial effects of the radiation wear off, drinkers have reported experiencing feelings of lethargy that can last several seconds. Reading this sentence absolves Bonk! of any liability for killing sprees inspired by or deaths resulting from the ingestion of Bonk! Enjoy Bonk! responsibly… Or by the case!


Scout Achievements
Collect all 35!

I will not list them all so I'll just link you here!

Download the complete Scout icon set!


Friday the 20th


Cp_Egypt
created by Sean ‘Heyo’ Cutino


A Dustbowl-style control point map, Egypt is visually striking, full of great combat spaces, and features some really interesting uses of vertical space. Classes with the ability to ascend rapidly (Soldiers, Demomen, and Scouts using the new scattergun unlockable ) have lots of options for traversing the arenas. In addition, the ruins provide Engineers with a large number of potential sentrygun locations.






Monday the 23th

Double barreled shotgun

It packs a wallop!

Any outdoorsman will tell you the most frustrating part when hunting is when a deer simply FALLS DOWN when shot, and doesn't FLY BACKWARD into the forest. Those days are over. Anything this baby hits better PACK A LUNCH, 'cause it's going for a ride!

Hold onto your hat!

If you happen to be AIRBORNE when firing (for example, leaping over your car after spotting a buck) you'll be PROPELLED into the sky, where you can hunt birds!

The hunter's lament!

A common complain with most shotguns is that they reload TOO FAST and hold TOO MANY shells. THE FORCE-A-NATURE has solved these problems!
This two-shotter loads nice and slow, so you can SAVOR every precious moment.





Tuesday the 24th



  • #1 The Force-A-Nature     (requires 10 achievements)
  • #2 The Sandman             (requires 15 achievements)
  • #3 'Bonk' Energy Drink    (requires 20 achievements)


Thanks to Bizzie for these.

February 24, 2009 - Team Fortress 2 Update Released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

New features

  • Added The Force-A-Nature, The Sandman, and Bonk!
  • Added 35 new Scout achievements
  • Added crit boosted on/off sound effects
  • Added new sounds for upgraded teleporters
  • Added new sound for a fully charged medic dying
  • Add bonus points section to scores
  • Scouts earn a bonus point for killing Medics who are actively healing a target
  • Added several new speech concepts, mostly hooked up to new Scout lines
  • Added new "Remember last weapon between lives" option to the Multiplayer Advanced dialog
  • Spies can now control which weapon the enemy team sees them holding. Hitting the "last disguise" key while disguised updates the disguise to show the Spy's currently held weapon
  • Added several new Arena mode announcer speech events.
  • Added "First Blood" to Arena mode
  • Removed 2x item respawn times in arena
  • Changed backstab handling to fix facestabs
  • Spies disguised as enemy team can now see player IDs for enemies


New maps

  • Added community maps: cp_egypt, arena_watchtower, and cp_junction
  • Updated cp_fastlane with Arttu's new version


Mapmaker requests

  • Added new input for forward speed modifier to FuncTrainTrain
  • Added TeleportToPathTrack input to func_tracktrain


Bugfixes

  • Fixed a bug where players would sometimes gib from non-gib damage kills
  • Fixed stat screen showing an entry for a class called "map."
  • Fixed item model panels not using team skins
  • Fixed obscure bug where spectators were able to carry the flag
« Last Edit: 25 February 2009, 23:46:42 by Foozy »
ROFLMAX. SERIOUS ROFLMAX. ~Bizzie

Offline Routa

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Re: The Scout update
« Reply #1 on: 18 February 2009, 21:04:36 »
Does anyone know exactly how long the stun lasts?
Do you want to go back, do you want to go back to your past life?
Do you want to go back, do you want back to the sorrowful past?
If you do, I may not be able to handle it, but I'll respect your decision
If you do, my heart will break

Offline Foozy

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Re: The Scout update
« Reply #2 on: 18 February 2009, 21:10:05 »
Does anyone know exactly how long the stun lasts?

We will see when the update comes out, Valve is known for keeping stuff like this secret until the very last minute.  :D
ROFLMAX. SERIOUS ROFLMAX. ~Bizzie

Offline Nimrod

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Re: The Scout update
« Reply #3 on: 18 February 2009, 21:11:19 »
Does anyone know exactly how long the stun lasts?

Nope, the length of time just seems to depend on how far the player is hit from. It can't be too long though otherwise it would just be game breaking. Maybe about 3 seconds from a short distance, perhaps 10 from a long distance, though I should imagine they've made it difficult to achieve a long range hit to make up for the longer stun time.
...You're gonna carry that weight.

Offline Demon_Hunter

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Re: The Scout update
« Reply #4 on: 18 February 2009, 21:12:46 »
The stun time has to do with the distance u hit the ball before hitting the target.

Offline Foozy

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Re: The Scout update
« Reply #5 on: 18 February 2009, 21:16:32 »
Nope, the length of time just seems to depend on how far the player is hit from. It can't be too long though otherwise it would just be game breaking. Maybe about 3 seconds from a short distance, perhaps 10 from a long distance, though I should imagine they've made it difficult to achieve a long range hit to make up for the longer stun time.

From what I've read, you have to hit the enemy in the head to stun them. That would be very difficult at long range, especially if the ball arches.

On a side note, I don't think I'll be using The Sandman, losing your double jump isn't worth it.
ROFLMAX. SERIOUS ROFLMAX. ~Bizzie

Offline Nykää

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Re: The Scout update
« Reply #6 on: 18 February 2009, 21:22:18 »
Quote
The farther the ball flies before ricocheting offa some chucklehead's skull, the longer he's gonna be stunned.

Sandman - Apply directly to the forehead. :D

Offline Nimrod

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Re: The Scout update
« Reply #7 on: 18 February 2009, 21:24:50 »
From what I've read, you have to hit the enemy in the head to stun them. That would be very difficult at long range, especially if the ball arches.

On a side note, I don't think I'll be using The Sandman, losing your double jump isn't worth it.

They could make it like the sniper rifle... just a thought :P
...You're gonna carry that weight.

Offline Foozy

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Re: The Scout update
« Reply #8 on: 18 February 2009, 21:31:50 »
They could make it like the sniper rifle... just a thought :P

Lucky Nimsie then.  :D
ROFLMAX. SERIOUS ROFLMAX. ~Bizzie

Offline Routa

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Re: The Scout update
« Reply #9 on: 18 February 2009, 21:32:50 »
Yeah. The longer you 'charge' your hit, the longer the ball flies (And the longer the stun lasts). Nice idea Nimsie, but too bad it's kinda a bit too late for it :P


And like there would be any stopping for us snipers then :P We'd just roll a scout and kill everything on sight
Do you want to go back, do you want to go back to your past life?
Do you want to go back, do you want back to the sorrowful past?
If you do, I may not be able to handle it, but I'll respect your decision
If you do, my heart will break

Offline Nimrod

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  • Bang
Re: The Scout update
« Reply #10 on: 18 February 2009, 21:34:32 »
Yeah. The longer you 'charge' your hit, the longer the ball flies (And the longer the stun lasts). Nice idea Nimsie, but too bad it's kinda a bit too late for it :P


And like there would be any stopping for us snipers then :P We'd just roll a scout and kill everything on sight

Actually I just mean't that it would require the same amount of skill and timing as the sniper rifle.

And yes Foozy lucky me ^^
...You're gonna carry that weight.

Offline Foozy

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Re: The Scout update
« Reply #11 on: 18 February 2009, 21:45:15 »
Yeah. The longer you 'charge' your hit, the longer the ball flies (And the longer the stun lasts).

Imagine how pissed you would get if someone hit you from the other side of the middle point on Badlands (were everyone rushes out at the start), leaving you paralyzed for 20 seconds.  :P
ROFLMAX. SERIOUS ROFLMAX. ~Bizzie

Offline Demon_Hunter

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Re: The Scout update
« Reply #12 on: 18 February 2009, 21:48:21 »
I am guessing it will work kinda like the stikey. And to hit that way will be alot harder than sniping. and much harder if u have to hit the head aswell :3

Offline Nykää

  • Posts: 449
Re: The Scout update
« Reply #13 on: 19 February 2009, 06:53:38 »
Today they have announced two new maps. One CP and one arena map.



http://www.teamfortress.com/scoutupdate/images/02_bottom.jpg

A Gravel-Pit style map that the community has been heckling us to include for months. Junction is a sharp contrast to Watchtower. It’s full of tight spaces and short sight lines, which create combat opportunities dominated by ambushes and explosive weaponry.



http://www.teamfortress.com/scoutupdate/images/02_top.jpg

An Arena map that plays unlike any of Valve’s Arena maps, with a heavy focus on vertical space and long, open sight lines. Control of the central building is a key decision that teams must wrestle over. More Sniper friendly than most Arena maps, it’s a perfect complement to the Scout update. Batter up!
« Last Edit: 19 February 2009, 13:47:44 by Aniki »

Offline Foozy

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Re: The Scout update
« Reply #14 on: 19 February 2009, 06:58:39 »
EDIT: *Updated*

Could you please remove the large pics Nykää.
« Last Edit: 19 February 2009, 07:22:46 by Foozy »
ROFLMAX. SERIOUS ROFLMAX. ~Bizzie