Blog post: Server Scoring
March 13, 2009
One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on. Learn about the changes we just made <a href="http://www.teamfortress.com/post.php?id=2338">here</a>.
Blog post: Server Scoring
March 13, 2009
One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on. Learn about the changes we just made here.
Which of the three Scout unlockable items should be released first?
February 24, 2009
You can vote <a href="http://www.teamfortress.com/scoutupdate/force-a-nature.htm">here</a>.
Which of the three Scout unlockable items should be released first?
February 24, 2009
You can vote here.
Blog post: You Have Failed Me
February 20, 2009
TF Announcer is unhappy. <a href="http://www.teamfortress.com/post.php?id=2262">Read the post</a>.
Scout Update is Coming!
February 20, 2009
In case you've been living under a rock... The Scout Update is set to release next Tuesday February 24th. Daily update announcements are being revealed on the <a href="http://www.tf2.com/scoutupdate">update site</a>.
Scout Update is Coming!
February 20, 2009
In case you've been living under a rock... The Scout Update is set to release next Tuesday February 24th. Daily update announcements are being revealed on the update site.
Blog post: Take your lumps like a man, Private Twinkle Toes!
February 06, 2009
On Tuesday we shipped an update that added a bunch of features / bugfixes / balancing tweaks that came out of the community's feedback. In particular, it made some changes to the underlying TF damage system, and as part of that, it modified the way critical hits are determined. We thought it might be interesting to dig a little into the change, and hopefully give you some insight into our thinking. <a href="http://www.teamfortress.com/post.php?id=2221">Read the full post</a>.
Blog post: Take your lumps like a man, Private Twinkle Toes!
February 06, 2009
On Tuesday we shipped an update that added a bunch of features / bugfixes / balancing tweaks that came out of the community's feedback. In particular, it made some changes to the underlying TF damage system, and as part of that, it modified the way critical hits are determined. We thought it might be interesting to dig a little into the change, and hopefully give you some insight into our thinking. Read the full post.