Team Fortress 2 Beta

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TF2 Beta logo.png

The Team Fortress 2 Beta is a Template:W version of the game that is separate from Team Fortress 2 itself and is open to all owners of it. Released on December 2, 2010, this is the second period of public beta testing, the first one occurring before official release of the game. The current beta is used for purposes including, but not limited to:

  • testing and tuning various class, item, and weapon changes
  • testing map changes and variants
  • running higher level, game-wide experiments (like doubling player health)
  • testing new technologies without the risk of breaking the game

Players receive all achievement-related items, all promotional items their Steam account is entitled to, the complete Saharan Spy pack, the Gloves of Running Urgently, and any weapons that are currently under testing. Trading, Crafting, and the Mann Co. Store are enabled. The current Team Fortress 2 Beta differs from the beta first released to any user who pre-ordered the game back in 2007, and is more similar to the closed beta from 2009.

Changes currently under test

Weapons

Class Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Leaderboard class scout.png
Scout
Mad Milk
Mad Milk
1 N/A

Pictogram info.png Any damage done to enemies covered in milk restores 60% of the damage to the player's health. (Down from 75%)

Pictogram info.png Nullifies Cloak on enemy Spies.

Pictogram info.png Extinguishes fire on wielder and allied players.

Pictogram info.png Has a 24-second recharge time.

Leaderboard class soldier.png
Soldier
Battalion's Backup
Battalion's Backup
N/A N/A N/A Pictogram plus.png At 100% charge, using it grants player and nearby teammates 10 seconds of guaranteed immunity to Critical damage and raises resistance to damage by 35%.

Pictogram info.png Charges its rage meter with damage received - takes 350 damage to fully charge. (up from 175)

Equalizer
Equalizer
N/A N/A Base:

33–107

Crit: 3× base damage.

Pictogram info.png When weapon is active:
Pictogram info.png Damage dealt increases as user's remaining health decreases. (Damage formula has been tweaked; can no longer kill certain classes in one hit at very low health.)
Pictogram plus.png Movement speed increases as user's remaining health decreases.
Pictogram minus.png Blocks healing and ÜberCharges by any friendly Medics. Suppresses both automatic and manual Medic calling effects.
Leaderboard class pyro.png
Pyro
Backburner
Backburner
Fire:
200

Air blasts:

4

(same reserve)

N/A Base (Max):
153.5 / sec.

Crit (Max):

460.4 / sec.

Afterburn:

6 / sec. × 10 secs.1

Pictogram info.png Secondary fire blasts compressed air which knocks back enemies, redirects enemy projectiles, and extinguishes flames on teammates, using 50 ammo per blast. All reflected projectiles (except Stickybombs) will inflict Mini-Crit damage.

Pictogram plus.png Guarantees Critical hits when attacking from behind.

Pictogram plus.png Deals 10% more damage. (Down from 15%)

Flare Gun
Flare Gun
1 16 Base: 30

Crit: 90

Afterburn:

6 / sec. × 10 secs.

Pictogram info.png On hit, ignites enemy.

Pictogram plus.png Guarantees Critical damage on burning targets, regardless of distance.

Flare Gun
Detonator
(New)
1 16 Base: 30

Crit: 90

Afterburn:

6 / sec. × 10 secs.

Pictogram info.png On hit, ignites enemy.

Pictogram info.png Alt-fire detonates flare in flight. It creates a small explosion which ignites nearby players, but does less damage than a normal hit. Knockback can be used to flare jump.

Pictogram plus.png Guarantees Critical damage on burning targets, regardless of distance (only when flare is not detonated).

Pictogram minus.png 20% explosion damage vulnerability on wearer.

Powerjack
Powerjack
N/A N/A Base: 65

Crit: 195

Pictogram plus.png On kill: restores 75 health points and can overheal from maximum health. Note: Weapon only now gives health if it deals the killing blow. Previously it gave health if held when the Pyro scored a kill (including from afterburn).

Pictogram minus.png 20% more damage taken from melee sources while active.

Note: 25% damage bonus removed and random critical hits enabled.

Leaderboard class demoman.png
Demoman
Loch-n-Load
Loch-n-Load
2 16 On direct hit:
Base: 114–122
Crit: 342–367

Pictogram info.png Grenades explode on contact with an enemy.

Pictogram info.png Grenades have zero range falloff on a direct hit.

Pictogram plus.png +20% Damage done. (Up from 10%)

Pictogram plus.png +25% Projectile speed.

Pictogram minus.png Launched bombs shatter on surfaces.

Pictogram minus.png -60% Clip size.

Pictogram minus.png +25% Damage done to self.

Eyelander
Eyelander
N/A N/A Base: 49
Crit: 146

Pictogram plus.png Has 37% longer melee range.

Pictogram plus.png Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (~8%) and health points (15) to a maximum of 4 times each life.

Pictogram minus.png Lowers maximum health by 25 points.

Pictogram minus.png Deals 25% less damage.

Note: random critical hits enabled.

Horseless Headless Horsemann's Headtaker
Horseless Headless Horsemann's Headtaker
N/A N/A Base: 49
Crit: 146

Pictogram plus.png Has 37% longer melee range.

Pictogram plus.png Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (~8%) and health points (15) to a maximum of 4 times each life.

Pictogram minus.png Lowers maximum health by 25 points.

Pictogram minus.png Deals 25% less damage.

Pictogram minus.png No taunt.

Note: random critical hits enabled.

Claidheamh Mòr
Claidheamh Mòr
N/A N/A Base: 49
Crit: 146

Pictogram plus.png Has 37% longer melee range.

Pictogram plus.png 0.5 Sec. increase in charge duration.

Pictogram minus.png Lowers maximum health by 15 points.

Pictogram minus.png Deals 25% less damage.

Pictogram info.png Every killing blow decapitates the enemy, but does not increase the head counter.

Note: random critical hits enabled.

Ullapool Caber
Ullapool Caber
N/A N/A Base: 26 (149) 1

Crit: 79 (300) 1

Pictogram info.png On a successful hit, the grenade's 'head' will explode, dealing damage to the user and to all enemies around him. The blast will launch the user upward. The grenade's 'head' will show signs of damage after exploding, and will not explode again until the user respawns or visits a supply closet.

Pictogram minus.png Deals only 26 damage after exploding (down from 35).

Note: random critical hits enabled.

Leaderboard class heavy.png
Heavy
Dalokohs Bar
Dalokohs Bar
1 N/A

Pictogram info.png Restores 60 health points over about 4 seconds.

Pictogram info.png Raises maximum health by 50 points for 30 seconds.

Note: removed cooldown.

Fists of Steel
Fists of Steel
N/A N/A Base: 65

Crit: 195

Pictogram info.png Secondary fire will throw a right-handed punch (no difference from left-handed punch).

Pictogram plus.png 40% less damage taken from ranged sources while active. (Down from 60%)

Pictogram minus.png 20% slower weapon switch.

Pictogram minus.png 100% more damage taken from melee sources while active.

Leaderboard class engineer.png
Engineer
Gunslinger
Gunslinger
N/A N/A Base: 49

Crit: 146

Pictogram info.png Builds, repairs and upgrades buildings.

Pictogram info.png Able to remove Electro Sappers.

Pictogram info.png Replaces standard Sentry Gun with Combat Mini-Sentry Gun.

Pictogram plus.png Increases maximum health by 25 points.

Pictogram plus.png Guarantees a Critical hit on a third consecutive punch.

Pictogram minus.png Deals 25% less damage.

Note: random critical hits enabled.

Southern Hospitality
Southern Hospitality
N/A N/A Base: 49

Crit: 146

Pictogram info.png Builds, repairs and upgrades buildings.

Pictogram info.png Able to remove Electro Sappers.

Pictogram plus.png On hit causes opponent to bleed for 5 seconds.

Pictogram minus.png Deals 25% less damage.

Pictogram minus.png Raises fire vulnerability by 20%.

Note: random critical hits enabled.

Leaderboard class medic.png
Medic
Medigun
Quick-Fix
(New)
N/A N/A N/A

Pictogram info.png Über effect: Megaheal

Pictogram info.png Heal rate increased 3x on heal target and medic
Pictogram info.png Heal target and medic immune to stun and damage forces

Pictogram plus.png Heal rate increased 50%

Pictogram plus.png ÜberCharge rate increased 50%

Pictogram minus.png Not able to overheal (attempting to overheal will still build Übercharge)

Pictogram plus.png Match the speed of any faster heal target

Vita-Saw
Vita-Saw
N/A N/A Base: 65
Crit: 195

Pictogram plus.png User retains at most 20% of a full ÜberCharge meter on death.

Pictogram plus.png Allows the Medic to see the enemy's health.

Pictogram minus.png Lowers max health by 10 points (140 total) on wearer.

Leaderboard class sniper.png
Sniper
Sydney Sleeper
Sydney Sleeper
1 25 Base:
45-50 (0% charge)
130-160 (100% charge)

Pictogram info.png Charges while zoomed.

Pictogram plus.png On hit at 50% charge or greater, applies Jarate effect to the target for 8 seconds.

Pictogram plus.png 25% faster charge.

Pictogram minus.png Headshots do not Crit.

Pictogram minus.png No random critical hits.

Note: Entries in bold show the changes with the official version.

Maps

Other changes

  • Combat text now displays bonus points.
  • Starting position of combat text is now based on the player's distance from the target, making it easier to see when near the target.
  • Added an option (hud_combattext_healing) to display combat text for healing done on heal targets.
  • Medic overheal effect is now more noticeable.
  • Replay system (not currently available on Mac)
  • Coaching system
  • Voting system
  • Training for the Demoman, Spy and Engineer
  • Paint more integrated with lighting system
  • Paint supported on DX8

Inactive changes

Patches

Main article: Patches (Beta)

Bugs

  • An Engineer can prepare to build a Mini-sentry, switch to either the Wrench, Southern Hospitality or Jag, and still deploy the Mini-Sentry without having the Gunslinger equipped. This does not work the other way around to build normal sentries with the Gunslinger equipped.
  • Despite being synced with the changes in the January 10, 2011 Patch, the Kritzkrieg sound continues to play after the ÜberCharge ends.
  • The Item drop system is no longer disabled, causing players to acquire items they should not have.

See also

External Links