TF2 Jungle Inferno Update Overview: Day 4

in #gaming6 years ago (edited)

Here we are, the Final Day. and Later on Today The Update will be Playable(It might even be playable when I post this,

Day 4 is Entirely the Patch Notes, And it's a HUGE list, so I wont be Talking about ALL of the Changes, otherwise I would be Here for Hours, So here is the Update Post as Always
http://www.teamfortress.com/jungleinferno/notes.php

Today Im going to Talk about Everything that is new.

  • 5 Community Maps
  • 1 Official Map made by Valve
  • 5 Community Taunts.
  • 2 Valve Made Taunts
  • 2 Community Cosmetic Cases with 20 Items in Each
  • 2 War Paint Cases, Made of New Weapon Skin Patterns, one Case by the Community, and one by Valve
  • 2 War Paint Cases, Made of the Old Weapon Skin Patterns from Gun mettle and Tough Break
  • 4 New Pyro Weapons
  • 1 New Heavy Weapon
  • 6 Free Contracts to Earn the New Weapons
  • 36 Campaign Contracts
  • The Mercenary Park Gift Shop that allows Players to Pick what Reward they want from Contracts
  • The Equippable Contracker to Customize and Track the Campaign Experience.

That is all of the New stuff in this Update

The Next thing that is Talked about are Mostly Bug fixes and some Minor Changes.

The Next thing is Parties, Parties Can now be Made Anywhere, a New Interface, and A Party Chat Channel(Which is for in game Matches) in Addition to the Existing Public Channel and Team Channel for Matches.

The Next thing is the Changes to Match Making, The Match Making Menus are now Lightweight overlays. the Badges are now on the Main Menu now, Casual Mode Levels now Go Above 150, once you go above 150, your level resets back to 1, and your Tier level increases. Finally, the Map Voting thing in Casual can now me Minimized to see the top scoring Players.

Next thing are the Contract Changes, Contracts can now be done on your own Pace, You dont have to Wait for more Cntracts to be given to you, New Contracts must be Unlocked by Completing other Contracts, one Contract can be Acive at once, however you can Pause a Contract and Continue it Later from where you left off.

Finally are the Weapon Balance Changes, for the Sake of Being Quick im going to Quickly Knock most of the Balance Changes Real Quick.

The Panic Attack, Dead Ringer, Your Eternal Reward, All of Scout's, Sniper's, Medic's, and Heavy's Changes, B.A.S.E Jumper, and the Mantreads gets the same changes that was Revealed for Community Review MANY Months Ago.

The Reserve Shooter No longer Mini Crits Players Launched by Pyros Airblast. However it DOES Mini Crit Pyro's in the Air Via the Thermal Thruster.

The Ambassador, Now Cannot Crit at Long Range,

The Cow Mangler Can now be Crit Boosted, However Any Crit Boost will be Converted to Mini Crits.

The Righteous Bison has been Reverted to it's Previous Design (Reddit Rejoice!)

The Claidheamh mor has Been Reverted to it's Previous Design (Again, Reddit Rejoice!)

The Rescue Ranger Now Requires Metal to Repair Buildings with it's Bolts, 15 Metal Per Shot, It Also Allows Engineer's to Upgrade Buildings Faster During Set up Time.

The Afterburn Duration on ALL of the Flare guns has been Lowered to 7.5 Seconds, From 10 Seconds.

Those Should be ALL of the Changes to the Old Weapons, now Onto the New Weapons.

The Second Banana is a Food item for Heavy, it Recovers 200 HP when Eaten, it Acts as a Small Health Kit when Thrown, and it Recharges after 10 Seconds.

The Dragon's Fury is a Primary Weapon for the Pyro. It Fires a Limited Range Fireball Projectile that Deals 25 Damage, if a Foe is On fire it Deals 300% Additional Damage, Adding 75 Extra Damage(Dealing 100 Damage on hit if a foe is on fire) dealing 125 Damage in two Shots, The Primary Fire and Airblast Uses a Compression Tank Meter instead of Ammo. Hitting a Foe with the Fireball Halves the Recharge Rate of the Compression Tanks, However Airblasting will Increase the Meter Recharge rate by Half.

The Thermal Thruster is a Secondary For Pyro, it fires a Blast that Launches Pyro in the Direction they are Aiming. It Deals 3 Times the Fall Damage to done to you, to Anyone you Land on, (Meaning if you Take 100 Damage in Fall Damage and if you Land on Someone it Deals 300 Total Damage). It also has a Slower Holster Speed. The MvM Upgrades Include the Ability to Blast Again in the Air, Faster Recharge, and the Ability to Stun Robots you land on.

The Gas Passer is also a Secondary, it is a Throwing Item Similarly to the Mad Milk and Jarate, It Coats foes in a Visible Gas that Ignites the Foe into 10 Seconds of afterburn if they Take Damage(Even Enemy Pyros). The MvM Upgrades Include, Faster Recharge, and have Robots Explode if they are Ignited.

Finally is the Hot Hand Which has been Renamed to the Slap Attack. A Melee Weapon for the Pyro that Gives Pyro a Speed Buff when he hits a foe, but it has 20% less Damage, also every Slap is announced in the Kill feed.

The Last thing Talked about is the Changes to the Flamethrowers, and Going into More Detail about how the New Changes Work, Such as how the Airblast Momentum thing. Afterburn Damage has been Buffed, To 6 Per Second From 4 Per Seconds.

Finally Afterburn Now Disrupt's Medic Healing and Resist Shields by 20%, This used to be on Direct Contact with Flamethrower Fire and at 25%, but has been Moved to Afterburn, and the Effect has been Lowered.

THAT IS EVERYTHING. Now if you Excuse me, I got to Wait For/Play the Update. See you all Later, Bye.

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I was wrong. the Slap attack was the beta name and was not the final name. the name remains as the hot hand

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