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TF2 Scout Update

Steam News announces the new Scout update for Team Fortress 2 is now available, and in celebration they are selling Team Fortress 2 on Steam for half-price through Friday. The update to the teamplay shooter has been detailed for the past week, but here's the rundown:

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

New features
    • Added The Force-A-Nature, The Sandman, and Bonk!
    • Added 35 new Scout achievements
    • Added crit boosted on/off sound effects
    • Added new sounds for upgraded teleporters
    • Added new sound for a fully charged medic dying
    • Add bonus points section to scores
    • Scouts earn a bonus point for killing Medics who are actively healing a target
    • Added several new speech concepts, mostly hooked up to new Scout lines
    • Added new "Remember last weapon between lives" option to the Multiplayer Advanced dialog
    • Spies can now control which weapon the enemy team sees them holding. Hitting the "last disguise" key while disguised updates the disguise to show the Spy's currently held weapon
    • Added several new Arena mode announcer speech events.
    • Added "First Blood" to Arena mode
    • Removed 2x item respawn times in arena
    • Changed backstab handling to fix facestabs
    • Spies disguised as enemy team can now see player IDs for enemies

New maps
    • Added community maps: cp_egypt, arena_watchtower, and cp_junction
    • Updated cp_fastlane with Arttu's new version

Mapmaker requests
    • Added new input for forward speed modifier to FuncTrainTrain
    • Added TeleportToPathTrack input to func_tracktrain

    • Fixed a bug where players would sometimes gib from non-gib damage kills
    • Fixed stat screen showing an entry for a class called "map."
    • Fixed item model panels not using team skins

- Fixed obscure bug where spectators were able to carry the flag

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34. Re: TF2 Scout Update Feb 25, 2009, 17:33 PHJF
I'd say it's an obvious balancing move to make it so that the Sandman is different instead of better. Allowing you to use the bat before hitting the ball would make it a better-overall weapon. With the sandman, on the other hand, you're forced to give up the ball advantage before you can use it as a regular bat. Seems like an explicit, intentional disadvantage that Valve purposely put in there.

Except that it fucking does 50% LESS damage than the REGULAR bat to unstunned enemies, meaning it probably heals enemies hit with it. Or maybe I'd like to hit enemy balls back without wasting my own.
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