Matchmaking update tf2
All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
Event runs through January 7th, Added the Winter Cosmetic Case Contains 18 new community-contributed items The Festivizer can be found as a bonus drop when opening the case Mann Co. Brimstone not displaying the prefix in the weapon name Fixed a Mann vs. Machine bug with giant robots reported by Justin G. The Insured Tank Update Fixed a common crash related to the Panzer Pants taunt Fixed competitive match history failing to load Fixed an issue preventing some players from being able to activate Halloween Contracts.
March 28, Patch 1. April 12, Patch. October 22, Patch. This article is about the game mode. For other uses, please see Competitive disambiguation.
Competitive Matchmaking Pass - Official TF2 Wiki | Official Team Fortress Wiki
At least you didn't disappoint me more than usual. February 29, Patch Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta. For more information on how you can participate in testing, please visit https: We suggest disabling them if you experience any problems. Updated content and features for the TF2 Competitive Mode beta. Previously a Name Tag.
Fixed team medal totals not matching the total medals handed out during the match summary. Increased the rate at which medals are revealed during the match summary. April 26, Patch Fixed the round timer not showing up in non-competitive games.
Team Fortress 2 patch overhauls matchmaking, revamps competitive mode
Added new sound vo files for Competitive Mode. Added check to prevent players with P-REC loaded from participating in matchmaking. Prevents P-REC crashing which results in players receiving abandon penalties. Fixed class change notifications appearing to the enemy team for a period of time after teams swap sides in Competitive Mode. July 28, Patch Abandon penalty times are now longer for first-time abandoners with a low number of games played. Abandoning a game now results in significant rank loss.
This loss is always greater than losing a given match. Fixed an issue where players could drop and reconnect too many times before triggering an abandon.
August 16, Patch Players in the first tier of ranks now lose substantially fewer rank points on match loss. August 29, Patch Fixed Competitive mode badges incorrectly displaying the level 1 badge when at max level. September 12, Patch Fixed an exploit related to not respawning in the spawn room at the beginning of Competitive Mode matches. September 27, Patch Competitive matches no longer terminate when any player abandons the match. Bots will now fill in for players who have abandoned, or temporarily disconnected from, Competitive matches. Matches that finish at an advantage or disadvantage e.
Competitive matches that lose more than one player per team will keep the current behavior of ending the match. Players who abandon Competitive matches still receive a large skill rating penalty and Competitive matchmaking cooldown, regardless of whether a bot was allowed to take their place. October 12, Patch Players will now be randomly selected to participate in a survey at the end of Competitive matches.
Maps will continue to enter and exit this list over time. All boots now require a shield to activate any move speed bonus listed on the item. Level 1 Teleporters now cost 50 metal. All Mediguns allow the Medic to match the speed of their heal target. Previously only available on the Quick-Fix. Removed Builds Hype as you run. Marked-for-Death debuff for 2 seconds after the buff effect expires. Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly.
Per-shot damage has been increased to compensate, resulting in slightly more damage on average. Reduced duration of speed bonus on teammates to 2 seconds from 3.
Decreased the fuse time to 1. Stickybombs fizzle 4 seconds after landing. Reduced pulse damage from Ring of Fire to 12 from 15 due to increased damage vs.
Increased close-range damage to 72 from Reduced long-range damage to 32 from Base projectile attack is metal hit or miss and consume -5 metal for each projectile destroyed.