Team Fortress 2 is on sale this weekend for 50% off, I assume that the price will go back up to $20 on Monday.
Is it just me, or does the spy's cloak meter drain faster? Not that I'm complaining; the ability to refill it while cloaked outweighs any potential loss in this area.
I thought that the engineer upgrade would lead to massive turtling making it impossible for blu to win on dustbowl, but surprisingly this was not the case. Realistically, the the engineer will barely have enough time to get a level 3 sentry and level 1 dispenser up, often I found that engineers that wasted their time building teleporters or upgrading their dispensers quickly got steamrolled over. It is probably not worth upgrading either the dispenser or the teleporter unless you already have a level 3 sentry. The teleporter reduces the wait from 10 seconds to about 2 seconds which, though nice, is not really consequential unless you are the attacking team. The level 3 dispenser does provide metal 50% faster (chunks of 60 instead of 40), but given that it takes 400 metal to get it there, it's not worth it just for the metal; the main benefit is that it heals quickly (almost as fast as a medic). When trying to take dustbowl 2-1 and 2-2, the defending team did have more time to upgrade their sentries and dispensers (a level 3 dispenser heals almost as fast as a medic, making it a great combo for the heavy), but the fact that the attacking team could build forward bases easily balanced that out. The attacking team gets teleporters that recharge in just about two seconds so they can keep sending folks back to the front line, and keep in mind that a level 3 dispenser is actually more effective than a medic for a forward base because it can heal more than one person.
I play medic a lot, and the HUD update makes this a lot easier; I hate running halfway across the map to follow a HUD icon only to discover that a heavy thought that 300 HP wasn't enough. The main benefit is that I now don't have to waste time chasing down people who already have full health and can devote time to healing the people who aren't just looking for a buff.
The buff particles make playing scout a lot easier because you can tell at a glance approximately how many shots you'll need to take down a person. Spies kind of got shafted due to a related bug, though. Remember when the teleporter particles would follow you even after you cloaked or disguised? The same thing happens with overheal particles, which can give away your disguise or cloak. Hopefully Valve will fix this soon.
The fact that engineers are significantly more important is balanced by the fact that spies have a significantly easier time heckling them; if a spy plays his cards correctly he can make his way all the way behind enemy lines and stay cloaked until the moment he's ready to pull of that stab-sap.
Demos got nerfed pretty heavily but I still think that they're quite powerful. They can still lay sticky traps, they just need to keep them better hidden. Their ability to use mid-air stickies as ghetto rockets hasn't, to the best of my knowledge, been compromised at all.
The crit HUD icon probably won't make much of a difference strategically in most servers, probably just a confirmation of, "oh, of course it was a crit scattergun shot." However, it's a huge clue in nocrit because you can quickly see, "ooh, looks like they have a kritz'd demo."
The new goldrush looks great, the blu team actually gets the right side as an assault point rather than a "hey here's a window for scouts to come through and flank your medics." Before the update, goldrush was probably the most imbalanced map in the entire game, according to the stats page (see
win percentage and
death map if you don't know what I mean: red won 80% of the time and almost all of the deaths on goldrush were on the first stage at the choke point leading from 1-1 to 1-2.)
Regarding the new teleporters: entrances and exits are linked and work as a single system. You can upgrade the teleporter system by whacking either the entrance OR the exit. If one of the teleporters is destroyed, the other one reverts back to level 1.
One unlisted change I found is that sometimes the shotgun will produce MASSIVE knockback, but this seems to happen randomly. Also, there are times when an explosive will kill but not gib, meaning that you get some pretty crazy flying ragdolls.
On a completely unrelated note, I just spent several hours playing tournament mode on one of the servers where I regularly play (weeabootique). Everything unrelated was left intact, so we still played with random crits and alltalk (we usually have someone playing music), so the only gameplay changes came from changed map mechanics. I've got to say that it's incredibly awesome. The only real "drawback" was that you couldn't spectate third-person when dead. However, this was a small price to pay for the ability to play arena mode without having to sit out: not only were we able to fill both teams, but we were able to choose teams without having to worry about autobalance (most team imbalance issues corrected themselves at the end of each round when people decided that they didn't want an absurdly large advantage). Another major benefit of tournament mode was that it introduced stopwatch mode to attack/defend maps. For those who don't know, stopwatch mode basically sets up the map so that both teams have a chance to attack and the team that captures the most points wins. If the number of points captured is equal then the tie is broken by time. So if the first team attacks and captures four points on dustbowl in 10 minutes, the second team can win either by capturing four points in under 10 minutes or capturing five points. It provides people a real incentive to accomplish the map objective: the initial defenders want to ensure that they have plenty of time on the clock when it's their turn to attack, and the initial attackers want to ensure that they have breathing room so that they don't get stuck having to make their last stand on a hard to defend point. The attacking team does technically have an advantage due to overtime and the fact that any tie goes to the attackers, but there were plenty of people who actually wanted to start on the defending team (myself included) because when you attack you have the benefit of a clock ticking in your face reminding you of how much time you have to achieve your objective. We played rounds like this on dustbowl, goldrush, and gravelpit, and I've got to say that it was by far the most fun on gravelpit simply due to the way that the map works: if both teams manage to hold B, then the team that captures A first wins, meaning that if you simply decided to give up A to defend B you're going to lose. Stopwatch also had the benefit of making dustbowl and goldrush shorter: if the initial defenders were able to hold the opposing team on the first or second stage, the third stage would not have to be played when they attacked (unless they captured 2-2 slower than the other team did). Aside from actual gameplay, tournament mode also has a prep period before maps that allows players to rename their team to something ridiculous and run around on the map until they change their status to "ready" (usually we waited until each team had at least eight people to start).
If you haven't had the chance yet, I really recommend that you try to find a chance to play on a server running on tournament mode. It really makes arena mode and attack/defend maps a lot more fun!