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Two Cities Update


DZComposer

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New named TF2 Update coming.

Day 1 was Mannhattan.

It introduced mvm_mannhattan, an New York City themed MVM map, and unusual-esque weapon and character effects.

It also revealed that cp_snakewater is becoming an official map now with achievements. We've had snakewater on the server forever, so it should be familiar to regulars.

http://www.teamfortress.com/twocities/mannhattan/

Day two brings another city. Will update when info drops.

BTW, named updates have a not-so-nice habit of breaking Sourcemod. So be aware that game night may be delayed.

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To me, Manhattan map looks a bit like Foundry (with nicer buildings) for some reason. Either way, if the effects they are proposing to change up gameplay work well, then it's gonna become a lot more fun to play MvM.

 

On the other hand, I would say Snakewater reminds me so much of Foundry that I can barely tell the difference from screenshots...and then I play the maps :lol:

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Ladies and Gentlemen,

 

​I believe we all should load up on these tickets, schedule some dates to join together and battle our asses off.

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Snakewater is not really like foundry

 

Maybe I should have been more clear with what I meant. I know Snakewater is completely different from Foundry, but the screenshots for the map on the menu screens look oddly similar.

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Ugh, I looked at the update log, and they nerfed the amputator for x reasons... :;(

-35% damages...

They put +3 health regen on it... Which is pointless, in particular if used with the quick-fix.. By the time you're fully healed you'll have stepped on 3 health pickups+sandviches.. It won't keep you from bleeding or burning to death either, and it won't let you resist to any weapons longer as well. Plus, they missed a good occasion of noticing that one of the reason people don't use the healing taunt much is that it doesn't build up uber.. Or at least isn't rewarding enough for making yourself helpless for 3 seconds near the frontline and the spies/snipers and their headshots..

 

I guess when things are going fine, Valve just tells itself, "well lets see if we can break something! :troll: "

 

And they removed the "long-range" accuracy on the baby face blaster for some other reasons.. I wonder how that works, given it helped a lot building the boost bar, at least while I used it in MvM.. We'll see..

 

But all in all the new MvM stuff looks interesting. The reviving feature is a little questionable, given you're dead for less than 10 seconds usually, and you can just pay your way out.. It'll have to be damn fast..

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But all in all the new MvM stuff looks interesting. The reviving feature is a little questionable, given you're dead for less than 10 seconds usually, and you can just pay your way out.. It'll have to be damn fast..

Well for one, you don't have to walk back to the frontlines/use a teleporter.
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Well for one, you don't have to walk back to the frontlines/use a teleporter.

Yeah, but usually the frontline gets to you! XD

Well, at least on most pubs I play on..

 

But seriously, yeah I understand why it might be practical, but I'm just skeptical as to how much use we can make of it, or how much opportunity to use it we'll have. The entire update does however makes the medic sounds more worthwhile in MVM now though!

And that's great, because you'd get yelled at or deserted by other players for playing medic before.. At least I've seen it a couple of times.

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