Team Fortress 2: Scout Update released!

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Team Fortress 2: Scout Update released!

Postby Grudge on Wed Feb 25, 2009 1:05 pm

The new Scout content for Team Fortress 2 has been released, alongside some new maps and other bug fixes. Restart your Steam now if you haven't already updated your game.

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



See all the updates in the official release news.
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Re: Team Fortress 2: Scout Update released!

Postby F0xHunter on Wed Feb 25, 2009 1:54 pm

Yay! Time to dust off TF2, and play a bit :D!
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Re: Team Fortress 2: Scout Update released!

Postby Phott on Wed Feb 25, 2009 3:46 pm

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

This sucks... Now it's alot easier for the spy.

Spies disguised as enemy team can now see player IDs for enemies

Makes it easier, but also kinda fun because if a Spy is right in front of me wearing my name, he's going to run. :P

Fixed a bug where players would sometimes gib from non-gib damage kills

Awww.. That was so fun.
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Re: Team Fortress 2: Scout Update released!

Postby Chrille on Wed Feb 25, 2009 3:49 pm

I'm more happy about the updates to the spy, than the ones to the scout.
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Re: Team Fortress 2: Scout Update released!

Postby Phott on Wed Feb 25, 2009 3:57 pm

Chrille wrote:I'm more happy about the updates to the spy, than the ones to the scout.

I think it's gonna get alot easier for spies, or it will make people more carefull. It's definately going to take a while to adapt and learn how to avoid spies.
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Re: Team Fortress 2: Scout Update released!

Postby Spike on Wed Feb 25, 2009 5:52 pm

Spies is a hard class, also a bugged class (see failstabs).

Spies are ninjas, not spies, they should make spies able to fake shoots.
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Re: Team Fortress 2: Scout Update released!

Postby Mess on Wed Feb 25, 2009 6:06 pm

at least the stab anims have been fixed... don't know if they've changed the actual bugged hitbox code though.
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Re: Team Fortress 2: Scout Update released!

Postby YokaI on Wed Feb 25, 2009 7:24 pm

Phott wrote:
Chrille wrote:I'm more happy about the updates to the spy, than the ones to the scout.

I think it's gonna get alot easier for spies, or it will make people more carefull. It's definately going to take a while to adapt and learn how to avoid spies.


Which is good. Even someone like me who is pretty good with spy couldn't get kills too easily because of the retarded detection system they had before. Not it takes some REAL observations to tell if someone is actually a spy.
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Re: Team Fortress 2: Scout Update released!

Postby nub on Wed Feb 25, 2009 7:50 pm

The best way to keep spies at bay is to always have a Pyro at hand to spy check engineer buildings, or medic groups.

It's unfortunate for me, though, for I cannot experience the Scout update until this weekend. Hopefully this weekend I can get all the upgrades. I especially want the Sandman and Bonk.
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Re: Team Fortress 2: Scout Update released!

Postby mat_de_b on Wed Feb 25, 2009 9:14 pm

http://www.teamfortress.com/post.php?id=2262

OOOOOOOOOOOOOOOOOOOOOOOOOOWNNNNED....
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Re: Team Fortress 2: Scout Update released!

Postby burninwater on Wed Feb 25, 2009 9:42 pm

i lol'd
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Re: Team Fortress 2: Scout Update released!

Postby Megadude on Thu Feb 26, 2009 2:42 am

Anyone else seeing somethign wrong with the "Race for the Pennant" achievement? It says you have to run for 25 kilometres, but the stats show the number as x/25000, (where x is the distance you have ran). I know that 25 kilometres = 25000 metres, (the figure given), but a metre is such a small distance which a scout could run in less than a second, yet my stats so far only show 1/25000. I think we actually have to run 25000 kilometres, (the scout's socks will be stinking after all that running).
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Re: Team Fortress 2: Scout Update released!

Postby TicTac on Thu Feb 26, 2009 3:17 am

Yea, I noticed that too :(
I was like "Pfft. Easy achievement!" until i noticed that it was counting each Kilometre as a metre!!
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Re: Team Fortress 2: Scout Update released!

Postby Megadude on Thu Feb 26, 2009 4:37 am

I've also noticed that the Force_a_Nature doesn't seem to reload more slowly, like it's said it would do in the update.
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Re: Team Fortress 2: Scout Update released!

Postby YokaI on Thu Feb 26, 2009 5:10 am

Megadude wrote:I've also noticed that the Force_a_Nature doesn't seem to reload more slowly, like it's said it would do in the update.


If it reloaded any slower, it would suck even more. :lol:

Not a fan personally.
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