https://github.com/mastercomfig/tf2-patches/releases/tag/1.5.0
connect tc2.mastercomfig.com
https://github.com/mastercomfig/tf2-patches/releases/tag/1.6.0
connect tc2.mastercomfig.com
https://cdn.discordapp.com/attachments/389091098922057728/1094892388268376115/image.png
Upcoming TC2 changes, let me know of any high priority gameplay bugs or otherwise you'd like to see fixed!
[img]https://cdn.discordapp.com/attachments/389091098922057728/1094892388268376115/image.png[/img]
Upcoming TC2 changes, let me know of any high priority gameplay bugs or otherwise you'd like to see fixed!
https://github.com/ValveSoftware/source-sdk-2013/pull/442
Would like to see this get implemented, if possible
https://github.com/mastercomfig/tf2-patches/releases/tag/2.0.0
play testing at tc2.mastercomfig.com
Just a lil bump on this thread, it's now on the new SDK and I'm trying to make a great experience that will hopefully slowly get into the base game, but may also act as a "staging" ground for changes. I'd be interested in making it useful as a promod too, given how long it will probably take to get changes into the base game.
It's not on Steam yet, but will be there eventually once out of early access.
Check out the updated OP: https://www.teamfortress.tv/56836/team-comtress-2/?page=1#1
Just a lil bump on this thread, it's now on the new SDK and I'm trying to make a great experience that will hopefully slowly get into the base game, but may also act as a "staging" ground for changes. I'd be interested in making it useful as a promod too, given how long it will probably take to get changes into the base game.
It's not on Steam yet, but will be there eventually once out of early access.
Check out the updated OP: https://www.teamfortress.tv/56836/team-comtress-2/?page=1#1
WIP launch update page: https://staging.mastercomfig-site.pages.dev/tc2/updates/blockbuster/
brother how do u not have a job at valve yet
brother how do u not have a job at valve yet
mastercomsWIP launch update page: https://staging.mastercomfig-site.pages.dev/tc2/updates/blockbuster/
cool as hell!!
any details on the flame density mechanic? most fixes to it i've seen make it ramp down instead of resetting completely when losing contact and basing damage off the youngest particle instead of the oldest, im assuming this was tried and failed.
if you want a pyro player's opinion on it, i kinda get the punishing aspect of ramp-up resetting completely, i think it would work somewhat fine if it didnt reset randomly for no reason.
[quote=mastercoms]WIP launch update page: https://staging.mastercomfig-site.pages.dev/tc2/updates/blockbuster/[/quote]
cool as hell!!
any details on the flame density mechanic? most fixes to it i've seen make it ramp down instead of resetting completely when losing contact and basing damage off the youngest particle instead of the oldest, im assuming this was tried and failed.
if you want a pyro player's opinion on it, i kinda get the punishing aspect of ramp-up resetting completely, i think it would work somewhat fine if it didnt reset randomly for no reason.
HandymanPyrocool as hell!!
any details on the flame density mechanic? most fixes to it i've seen make it ramp down instead of resetting completely when losing contact and basing damage off the youngest particle instead of the oldest, im assuming this was tried and failed.
if you want a pyro player's opinion on it, i kinda get the punishing aspect of ramp-up resetting completely, i think it would work somewhat fine if it didnt reset randomly for no reason.
I think Pyro's role as an ambush class is critical to its effectiveness. Most crucial are the fractions of a second you have to apply as much damage and chaos as possible before a response. Giving Pyro a ramp-up with accuracy over time completely neuters this ability. It lowers Pyro's damage in his most crucial moments. Not to mention that density is not a good approximation for Pyro accuracy/damage. Flames pass through characters. Thus, its current state cannot be a good solution to the panic bind problem. I would much rather prefer a very specific and narrow fix to that exploit. It should not require reworking and ultimately nerfing an entire class's mechanics in every case to prevent an exploit.
Furthermore, the distance-based falloff was much better because it rewarded density in a much more straightforward way, while also addressing the many different problems that time-based falloff had in the past, and the new problems introduced with the new time-based falloff.
Also, as a side note, I do understand that Pyro is not primarily an ambush class in 6s or even in Highlander in the practical sense. Players are much more aware, and it's harder to get an effective flank off. However, catching an enemy in a favorable engagement for her is a type of "ambush" in a design sense, and can come in many different forms involving positioning, denial of response through airblast, etc, or a combination of these factors.
[quote=HandymanPyro]cool as hell!!
any details on the flame density mechanic? most fixes to it i've seen make it ramp down instead of resetting completely when losing contact and basing damage off the youngest particle instead of the oldest, im assuming this was tried and failed.
if you want a pyro player's opinion on it, i kinda get the punishing aspect of ramp-up resetting completely, i think it would work somewhat fine if it didnt reset randomly for no reason.[/quote]
I think Pyro's role as an ambush class is critical to its effectiveness. Most crucial are the fractions of a second you have to apply as much damage and chaos as possible before a response. Giving Pyro a ramp-up with accuracy over time completely neuters this ability. It lowers Pyro's damage in his most crucial moments. Not to mention that density is not a good approximation for Pyro accuracy/damage. Flames pass through characters. Thus, its current state cannot be a good solution to the panic bind problem. I would much rather prefer a very specific and narrow fix to that exploit. It should not require reworking and ultimately nerfing an entire class's mechanics in every case to prevent an exploit.
Furthermore, the distance-based falloff was much better because it rewarded density in a much more straightforward way, while also addressing the many different problems that time-based falloff had in the past, and the new problems introduced with the new time-based falloff.
Also, as a side note, I do understand that Pyro is not primarily an ambush class in 6s or even in Highlander in the practical sense. Players are much more aware, and it's harder to get an effective flank off. However, catching an enemy in a favorable engagement for her is a type of "ambush" in a design sense, and can come in many different forms involving positioning, denial of response through airblast, etc, or a combination of these factors.
No respawn binds in competitive modes:
https://www.youtube.com/watch?v=TduaBlFZ-60
In exchange, resupplying gives you crit heals.
No respawn binds in competitive modes:
[youtube]https://www.youtube.com/watch?v=TduaBlFZ-60[/youtube]
In exchange, resupplying gives you crit heals.
mastercomsAlso, as a side note, I do understand that Pyro is not primarily an ambush class in 6s or even in Highlander in the practical sense. Players are much more aware, and it's harder to get an effective flank off. However, catching an enemy in a favorable engagement for her is a type of "ambush" in a design sense, and can come in many different forms involving positioning, denial of response through airblast, etc, or a combination of these factors.
I actually absolutely agree with that, there's lots of times where i see pyros being outdamaged in their best range on their best conditions and that just makes 0 sense.
I quite like the idea of rewarding constant flame contact on paper though... it feels like a very natural solution to the common complaints of pyro demanding no aim.
[quote=mastercoms]
Also, as a side note, I do understand that Pyro is not primarily an ambush class in 6s or even in Highlander in the practical sense. Players are much more aware, and it's harder to get an effective flank off. However, catching an enemy in a favorable engagement for her is a type of "ambush" in a design sense, and can come in many different forms involving positioning, denial of response through airblast, etc, or a combination of these factors.[/quote]
I actually absolutely agree with that, there's lots of times where i see pyros being outdamaged in their best range on their best conditions and that just makes 0 sense.
I quite like the idea of rewarding constant flame contact on paper though... it feels like a very natural solution to the common complaints of pyro demanding no aim.
Patch notes up for today's playtest: https://staging.mastercomfig-site.pages.dev/tc2/patches/2025-07-31/
Join the Discord, we'll be testing in a few hours: https://comfig.app/discord
EDIT: playtests over
Patch notes up for today's playtest: https://staging.mastercomfig-site.pages.dev/tc2/patches/2025-07-31/
Join the Discord, we'll be testing in a few hours: https://comfig.app/discord
EDIT: playtests over
mastercomsNo respawn binds in competitive modes:
https://www.youtube.com/watch?v=TduaBlFZ-60
In exchange, resupplying gives you crit heals.
Does this work only in main spawn? Can you backspawn/forwardspawn with this setting?
[quote=mastercoms]No respawn binds in competitive modes:
[youtube]https://www.youtube.com/watch?v=TduaBlFZ-60[/youtube]
In exchange, resupplying gives you crit heals.[/quote]
Does this work only in main spawn? Can you backspawn/forwardspawn with this setting?
Patch for today's playtest: https://staging.mastercomfig-site.pages.dev/tc2/patches/2025-08-02/
Join the Discord, we'll be testing in a few hours: https://comfig.app/discord
Is there a way to increase the game's tickrate? The 200 tick mge server feels really smooth and cool, but I was wondering if there was a way to do that at the engine level
Is there a way to increase the game's tickrate? The 200 tick mge server feels really smooth and cool, but I was wondering if there was a way to do that at the engine level
JwIs there a way to increase the game's tickrate? The 200 tick mge server feels really smooth and cool, but I was wondering if there was a way to do that at the engine level
Yeah we can add subtick and also increase the tickrate.
[quote=Jw]Is there a way to increase the game's tickrate? The 200 tick mge server feels really smooth and cool, but I was wondering if there was a way to do that at the engine level[/quote]
Yeah we can add subtick and also increase the tickrate.
Patch for today's playtest: https://staging.mastercomfig-site.pages.dev/tc2/patches/2025-08-06/
Join the Discord, we're testing now: https://comfig.app/discord
Sticky det delay, fixed! https://staging.mastercomfig-site.pages.dev/tc2/patches/2025-08-07/
Join the Discord, we're testing now: https://comfig.app/discord
Any other changes people are interested in me adding? I'm trying my best to update the game in any way I can to make it much better for everyone. So big or small, I am open to any feedback or suggestions. Here's a recap of some things:
- Pinging!
- Tap firing accurate pistol
- Sticky det delay fix
- Degreaser switch speed fix
- Fists of Steel switch speed bypass fix and uber rate fix
- Explosion stairbug fix
- Slope bug fix
- Improved damage numbers
- Projectile delay fix (everything feels like 5 ping, 0 interp)
- Respawn bind fix
- Resupply crit heals
- Hitreg / netcode improvements
- Lag compensation for teammates
- Class limit fixes
- Match status HUD ordered by class
- Circular spread
- Improved healing feedback, especially for the Medi-Gun
- First person taunts
- Pyro self-damage / reflect fixes
- Demo Support improvements
- Many, many exploit fixes
- Many optimizations
Any other changes people are interested in me adding? I'm trying my best to update the game in any way I can to make it much better for everyone. So big or small, I am open to any feedback or suggestions. Here's a recap of some things:
[list]
[*] Pinging!
[*] Tap firing accurate pistol
[*] Sticky det delay fix
[*] Degreaser switch speed fix
[*] Fists of Steel switch speed bypass fix and uber rate fix
[*] Explosion stairbug fix
[*] Slope bug fix
[*] Improved damage numbers
[*] Projectile delay fix (everything feels like 5 ping, 0 interp)
[*] Respawn bind fix
[*] Resupply crit heals
[*] Hitreg / netcode improvements
[*] Lag compensation for teammates
[*] Class limit fixes
[*] Match status HUD ordered by class
[*] Circular spread
[*] Improved healing feedback, especially for the Medi-Gun
[*] First person taunts
[*] Pyro self-damage / reflect fixes
[*] Demo Support improvements
[*] Many, many exploit fixes
[*] Many optimizations
[/list]
If this specifically gets upstreamed then all of jump would be in debt:
mastercoms- Projectile delay fix (everything feels like 5 ping, 0 interp)
I can't easily tell from your website if this is already fixed (or a non-issue for other reasons), but stickies have been inconsistently going through walls since the x64 update. I think this describes the same issue with ways to reproduce: https://github.com/ValveSoftware/Source-1-Games/issues/7426
If this specifically gets upstreamed then all of jump would be in debt:
[quote=mastercoms]
[list]
[*] Projectile delay fix (everything feels like 5 ping, 0 interp)
[/list][/quote]
I can't easily tell from your website if this is already fixed (or a non-issue for other reasons), but stickies have been inconsistently going through walls since the x64 update. I think this describes the same issue with ways to reproduce: https://github.com/ValveSoftware/Source-1-Games/issues/7426
WaldoIf this specifically gets upstreamed then all of jump would be in debt
Yeah, I was thinking it'd be nice for you all. But why wait? I feel like it'd probably encourage Valve if more people were actively playing and testing this version with these changes.
And I'll try my best on the physics issue. Might be a more extensive change.
[quote=Waldo]If this specifically gets upstreamed then all of jump would be in debt[/quote]
Yeah, I was thinking it'd be nice for you all. But why wait? I feel like it'd probably encourage Valve if more people were actively playing and testing this version with these changes.
And I'll try my best on the physics issue. Might be a more extensive change.
Patch for today's playtest: https://staging.mastercomfig-site.pages.dev/tc2/patches/2025-08-19/
Join the Discord, we're doing daily playtests, next one in 5 hours: https://comfig.app/discord
Patch for today's playtest: https://staging.mastercomfig-site.pages.dev/tc2/patches/2025-08-19/
Join the Discord, we're doing daily playtests, next one in 5 hours: https://comfig.app/discord