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ClanRcR.com: Game Updates

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Team Fortress 2 Update
Posted by Tunapiano on Tuesday, April 21 @ 14:16:13 EDT (231 reads)
Game UpdatesA New update for Team Fortress 2 has been released, not the Sniper update we are all waiting for but some interesting changes anyways. Check it all out.

  • Reworked the character loadout screens to support future features
  • Added the ability for players to permanently delete items from their inventory using the new Backpack menu. This does not reset achievements. Once an item has been deleted it can never be re-earned
  • Added the ability for players to reset their player stats using the Reset Stats button on the Stats menu. This does not reset achievements
  • Added a "player_teleported" game event that is sent when a player is teleported
  • Updated cp_junction_final to score per-capture instead of per-round. This fixes the map not working correctly with Tournament mode and the stopwatch
  • Scouts now drop the flag if they're carrying it when they start phasing

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Next Class Update
Posted by Tunapiano on Monday, April 06 @ 16:27:55 EDT (267 reads)
Game UpdatesWell it seems Valve is set to produce there biggest class update so far, all sorts of new stuff for the Sniper and all classes along with some other new game content coming our way, Check out the story here
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No New Updates
Posted by illegal_op on Friday, October 17 @ 13:26:30 EDT (369 reads)
Game UpdatesAccording to Doug Lombardi there will be no more Team Fortress 2 Updates this year, for the full story read here.
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Valve on Episode 3: Ambitious Project
Posted by illegal_op on Friday, October 17 @ 13:22:50 EDT (376 reads)
Game UpdatesAccording to Doug Lombardi, VP of Marketing over at Valve, Episode 3 is an ambitious project that in conjunction with Left 4 Dead and the Team Fortress 2 updates has left Valve busy.

For the full Interview with Shacknews read this
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Changes are the first of a series to be released in the coming months
Posted by illegal_op on Wednesday, October 15 @ 20:59:17 EDT (408 reads)
Game Updates
Valve Software has updated its Steam client software, making changes to the integrated Steam Store and available games list. Steam users will have the update applied automatically the next time they log into the service. Steam allows players to download full versions of games directly to their hard drive, and also serves as a multiplayer matching service and authentication utility once the games are downloaded.

On the official Steam Web site, Valve announced the changes as "part of a larger set of features (collectively known as Steam 3) which will be introduced over the course of the coming months."

Check out the rest of this story here
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Valve may Show Half-life 2 Episode 3 soon
Posted by illegal_op on Tuesday, October 14 @ 01:26:38 EDT (378 reads)
Game UpdatesIn a recent Interview with kikizo, Doug Lombardi spoke about the new game from Valve, Left 4 Dead, and also the possibility that Valve may show Halfe-Life 2 Episode 3 before the years end.

Check out the full Interview here
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Steam Changes
Posted by illegal_op on Saturday, October 11 @ 13:20:48 EDT (484 reads)
Game UpdatesYou may find your steam client losing connection for a while. It would appear Valve are adding additional Community features. So far the list includes:
  • Redesigned Steam Community pages
  • Official groups
  • Blotter
  • User groups on separate page
  • Improved search
  • Events time is showed in your timezone
  • Profile status is changeable from home page
  • Games on profile page are counted
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Straight from Robin Walker
Posted by illegal_op on Wednesday, October 08 @ 15:10:45 EDT (454 reads)
Game UpdatesGit along there, little doggies October 8, 2008 - Robin Walker
Work on the next class pack is gearing up, a little slower than we'd like. In the meantime, I thought I'd post some answers to the common email questions we receive.

How do respawn waves work? Is my respawn time affected by my performance? Why do they exist at all?

Respawn waves occur on regular intervals, based on the map settings. Most of our maps use a 10 second respawn wave time. That 10 seconds is then modified by the map state, generally reduced for the team that controls the most capture points. Each team's respawn wave time is then scaled down if the team has less than 8 players in it, to a minimum of 5 seconds if team has 3 or less players in it. When you die, you are assigned to the respawn wave after the next one. So if the respawn wave time is currently 10 seconds for your team, you'll respawn somewhere between 10 and 20 seconds from your death. Your individual performance doesn't affect your respawn time in any way.

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We found respawn waves were a good solution to several problems.

  • They provide a reward for the team that's doing well, in that if they wipe out a significant amount of the enemy team they're rewarded with a short grace period in which they can achieve objectives. Without them, we found teams felt like they'd been penalized when they cleared the enemy off the last capture point, only to have them all return immediately.
  • They group respawning players together into squads, increasing the chances of strangers working together, or at the very least, moving to the frontline while maintaining some proximity to one another. Strangers aren't pushed together into groups when everyone respawns instantly, and we've seen that proximity to team mates is a fundamental requirement for impromptu teamwork.
  • They provide some ebb & flow in the pacing of the battle. Without some cooldown inbetween the moments of intense combat at the frontline, many players felt fatigued much more quickly. In particular, some attack/defense maps feel almost completely static without respawn waves. That lack of progress, in either direction, was a big factor in players finding the gameplay monotonous.
  • The spectator camera seen while waiting to respawn gives players some time to observe their team mates. This provides a minor help to teamwork, allowing players to see what other members of their team are up to. More importantly, we've seen that new players learn a lot of advanced techniques by spectating better players. This is one of the reasons why the spectator camera tries to find a team mate who's playing the same class as you.
Obviously, there are other solutions to these problems, but respawn waves do a good job across the board.

Also, if you haven't seen it yet, we've recently put up the Left 4 Dead blog. Erik Wolpaw is posting over there, and he's the man behind Glados in Portal. He's much funnier than those of us on TF2, so if I were you, I'd stop reading this and go bookmark that instead.
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Team Fortress 2 Pyro Update Coming This Thursday; Free Weekend Kicks Off Friday
Posted by illegal_op on Tuesday, June 17 @ 17:33:46 EDT (545 reads)
Game UpdatesVia Shack News

Valve has announced that the Pyro class update for its online multiplayer shooter Team Fortress 2 will be released this Thursday, June 19. The update includes three unlockable weapons—such as the previously unveiled Axtinguisher—which can be obtained via 35 new class-specific achievements. Valve has previously stated that the Pyro update will also include "significant changes" to the core class which will be enacted regardless of whether players have the new weapons. In addition to the new weapons and achievements, two community-created maps for the game will be included in the update.
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Team Fortress 2 update nearly complete, Sniper getting intro, Pyro getting axe
Posted by illegal_op on Saturday, June 14 @ 17:20:45 EDT (670 reads)
Game UpdatesDon't misinterpret that headline -- the much anticipated update for Valve's cartoony multiplayer run-and-gunner, Team Fortress 2, will not see the dismissal of the game's most burninating class. No, we simply mean that Valve has revealed one of the unlockable weapons for the Pyro: the mighty Axtinguisher. Well, the sometimes mighty Axtinguisher -- Valve explained in a recent Steam blog post that the weapon only deals half as much damage as the standard fire axe, unless used against engulfed opponents, in which case it deals a guaranteed critical hit.
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