The Two Cities Update (Now Live!)

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The Two Cities Update (Now Live!)

Post by Why? » Wed Nov 20, 2013 11:39 pm

The Two Cities Update
TF2 Blog wrote:Mann vs. Machine
‣ Operation Two Cities
• Two new maps: mvm_mannhattan and mvm_rottenburg
• New advanced tour featuring four missions
• Two extra Boot Camp-only missions
‣ Added 14 new achievements
‣ Tour of Duty badge levels are no longer limited to 200
‣ Players can earn a "Refund Upgrades" credit by collecting money during waves
• The amount required is listed in the scoreboard, and varies per-mission
• Any money collected – whether winning or losing – will count toward earning a credit
• To redeem, visit an Upgrades station and click the "Refund Upgrades" button
• Any money spent on buy-backs and Canteen charges will not be refunded
‣ Detailed player performance stats added to the scoreboard
• Damage and Tank. Total damage done to Gray Mann's forces.
• Healing. Direct healing done to other players.
• Support. A composite value that reflects anything a player has done to help their team:
• Examples: reset a bomb, stun or slow an enemy, provide increased damage, block damage with invulnerability or shield, and lots more.
• Money. The amount each player has collected.
‣ Players can inspect upgrades on teammates via the "Inspect" key ("I" by default)
‣ Fixed the Romevision tank not animating
‣ Medic
- Revive (no upgrade required)
• Teammates leave behind a revive marker when they die
• Target the marker with your medigun to revive them
- Projectile Shield Upgrade
• Build Energy by healing teammates, reviving and preventing damage via Invuln ÜberCharge.
• Press ATTACK3 to activate when Energy meter is full (mouse3 by default)
◦ While active:
• Blocks all enemy projectiles
• Damages enemies on touch
- Mad Milk Syringes Upgrade
• Syringe Gun needles apply Mad Milk (heal-on-hit for teammates) on contact
- Healing Mastery Upgrade (previously two separate upgrades)
• +25% heal rate per point
• +25% revive rate per point
• +25% self-regen rate per point
- Overheal Expert Upgrade (previously two separate upgrades)
• +25% more overheal per point
• +50% duration per point
- Canteen Specialist Upgrade
• Shares canteen charge effects with heal target
• +1 second charge duration per point
• -10 canteen charge price per point
‣ Soldier
- Rocket Specialist Upgrade
• +15% rocket speed per point
- On direct hits
• Stuns target (duration increases per point)
• +15% increased blast radius per point
• No range-based falloff damage
‣ Heavy
- Attack Projectiles Upgrade
◦ Now has two levels:
• Level one is less effective than before
• Level two is more effective than level one used to be
◦ Price reduced from 600 to 400 per point
- Rage Pushback upgrade activation moved to ATTACK3 (mouse3 by default)

General
‣ Added a new community map cp_snakewater_final1
- Added new map stamp and strange filter to the Mann Co. Store
‣ Added new achievements for Snakewater, Process, and Standin
‣ Older event crates no longer expire on login, but have been updated to indicate they can no longer be opened about:blank should now be a legal URL and won't get blocked for MOTD
‣ Fixed bots using the Phlogistinator being able to airblast enemies
‣ Fixed the stock Shotgun not appearing in the backpack with "Show stock items" option turned on
‣ Fixed a problem causing map stamp leaderboards to not update under certain circumstances
‣ Weapons
- Baby Face’s Blaster
• Speed penalty changed to -10% (From -35%)
• Boost is now only partially lost on air jumps instead of all jumps
• Reduced Clip Size to 4
• Removed 40% more accurate attribute
• Removed Damage Penalty attribute
• Speed at max boost is same as before (520)
- Amputator
• Added -20% damage penalty
• Added +3 health per second when Weapon is Active bonus
- Crusader’s Crossbow
• Updated damage over distance: bolts now do a maximum of 75 damage (+variance) at max distance
- Liberty Launcher
• Added 25% reduced self damage from rocket jumps
- Eyelander
• Moved the eye glow position to Demoman’s eye patch. Changed the color to Cursed green.
‣ VR Mode
- Now supports resolutions other than 1280x800
- Now supports cloning the main display (instead of using the Rift as an extended display)
- Sharpness of the output has been significantly improved
- Head-and-neck model has been fixed to remove unnecessary translation
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Re: The Two Cities Update (Comming Soon)

Post by Da_man » Thu Nov 21, 2013 12:13 am

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Re: The Two Cities Update (Comming Soon)

Post by Maha » Thu Nov 21, 2013 12:18 am

Just a Mann vs Machine update?

Not interested. =/
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Re: The Two Cities Update (Comming Soon)

Post by Kivivarvas » Thu Nov 21, 2013 3:52 am

Get ready for the nightmare of rooftime to come in the form of mindless robots...

All... those... airblasts from the roof.

Edit: Okay, looked at the pictures a bit better, and luckily there are no bottomless pits though.
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Re: The Two Cities Update (Comming Soon)

Post by Parasyte » Thu Nov 21, 2013 8:22 am

Not so excited about the MvM content, but a new Manhattan map skin? Mmmmm, that's fun.
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Re: The Two Cities Update (Comming Soon)

Post by Mastermind1011 » Thu Nov 21, 2013 2:51 pm

I'm finally excited about the MvM content, actually. Botkiller weapons look ugly, but weapon and character effects? I'll grind the shit out of it to get a set of weapons that have to "Ancient Power" effect, not to mention flaming pyro face is great.
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Re: The Two Cities Update (Comming Soon)

Post by Maha » Thu Nov 21, 2013 3:24 pm

I'm assuming to get stuff like that you'd have to buy a sort of Tour of Duty ticket like thing right? I merely skimmed the article since it's MvM related so I don't know the full details.
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Re: The Two Cities Update (Comming Soon)

Post by Kivivarvas » Thu Nov 21, 2013 3:37 pm

"The loot you'll get from completing a Tour of Duty will work a bit differently for the Two Cities Tour. Completing a Two Cities Tour automatically grants you a Killstreak Kit, which you can apply to any weapon to transform it into a Killstreak weapon. Completing the Tour also grants you a fabricator and spare parts that you can use to craft progressively rarer Killstreak Kits, which will add cool visual effects to your weapon and eventually even your character."

Since it is said to be a "tour" I suppose it works the same way as the earlier ones. Hoping it is the same tickets though.
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Re: The Two Cities Update (Comming Soon)

Post by rushieslushie » Thu Nov 21, 2013 4:17 pm

I like the Austrailium weapons and wonder if the Killstreak cosmetics will be out of MvM as well. Like if you can have those effects in a different game.
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Re: The Two Cities Update (Comming Soon)

Post by Maha » Thu Nov 21, 2013 4:25 pm

I'd assume so since we can have Botkillers in normal gameplay.
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Re: The Two Cities Update (Comming Soon)

Post by Petiee » Thu Nov 21, 2013 6:50 pm

Weapons that glow? Eh, not sold on it.

Fire eyes are sweet though.
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Re: The Two Cities Update (Comming Soon)

Post by Zeno » Thu Nov 21, 2013 8:07 pm

-Zeno McDohl (reseph@reddit), http://steamcommunity.com/id/zenoxio
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Re: The Two Cities Update (Comming Soon)

Post by Aeonicwolf » Thu Nov 21, 2013 8:20 pm

The Medic shield Is pretty cool
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Re: The Two Cities Update (Comming Soon)

Post by A Ninja » Thu Nov 21, 2013 9:45 pm

The medic just got a lot more badass. If only we could use this stuff in normal play.
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Re: The Two Cities Update (Comming Soon)

Post by scobywhru » Thu Nov 21, 2013 10:32 pm

There are plugins to allow for that I believe, at least when mvm first came out I believe.
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