mastercoms
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SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
Country United States
Signed Up August 8, 2017
Last Posted August 30, 2025 at 2:10 PM
Posts 1574 (0.5 per day)
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#180 Team Comtress 2 in Projects

Patch for today's playtest: https://teamcomtress.com/patches/2025-08-30/

Join the Discord, we're doing daily playtests, next one in 4 hours: https://comfig.app/discord

posted 6 days ago
#179 Team Comtress 2 in Projects

I added a very basic/early version of subtick today. Now shots will take into consideration the frame in between ticks you shot, instead of just lag compensating from tick to tick. It will also use the position you shot from at that time. This helps with lag/desync between client and server for all sorts of things: rocket jumping, headshotting, backstabs, and more.

posted 1 week ago
#178 Team Comtress 2 in Projects
hYm3nSl4yrDoes the Dragon's Fury work differently/similarly to the Rocket Launcher?

The Dragon's Fury was updated in the Blue Moon Update to not deal the 3x bonus damage if the center of the fireball doesn't go through the enemy's model hitboxes (the ones used for bullets), while still using the projectile hitbox for the base damage. The Dragon's Fury used to fire from the barrel of the weapon, without a projectile aim setup like the rocket launcher which aligns the weapon to the crosshair. So it was very easy to miss this new check and the weapon felt incredibly inconsistent to aim. I made the weapon fire from the center, aligned with the crosshair, since this behavior will feel the best for the close quarters situations the Pyro is most comfortable in. I decided not to go with the projectile aim setup of the rocket launcher (where it aims diagonally or straight ahead based upon distance to a surface) since that might not work well at close quarters.

posted 1 week ago
#176 Team Comtress 2 in Projects

https://teamcomtress.com/patches/2025-08-27/

posted 1 week ago
#175 Team Comtress 2 in Projects
NikIs reload bug still a thing or it was fixed?

I believe yes, it has been fixed.

posted 2 weeks ago
#173 Team Comtress 2 in Projects

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

posted 2 weeks ago
#172 Team Comtress 2 in Projects
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.

posted 2 weeks ago
#170 Team Comtress 2 in Projects

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
posted 2 weeks ago
#169 Team Comtress 2 in Projects

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

posted 4 weeks ago
#168 Team Comtress 2 in Projects

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

posted 4 weeks ago
#167 Team Comtress 2 in Projects
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.

posted 1 month ago
#165 Team Comtress 2 in Projects

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

posted 1 month ago
#163 Team Comtress 2 in Projects

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

posted 1 month ago
#161 Team Comtress 2 in Projects

No respawn binds in competitive modes:

https://www.youtube.com/watch?v=TduaBlFZ-60

In exchange, resupplying gives you crit heals.

posted 1 month ago
#160 Team Comtress 2 in Projects
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.

posted 1 month ago
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