What if TF2 ran better? Would settings restrictions be ok then?
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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 | May 29, 2025 at 11:21 PM |
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9.0.0 released with new customization UI and performance optimizations.
This release took 63 hours to produce. If you like the work I do, consider supporting me!
I hope the Team Fortress 2 competitive community takes the hint and starts shifting over to Mannpower leagues. It's the only way we will get a Valve Major.
You should be able to update the model, not sure though.
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.1.2
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.1.3
CollaideI don't understand this really, can someone give an example of what exactly this will change?
When rewinding back in time to approximate the view the player saw when they took a shot, Source has a limit, so the game doesn't always "favor the shooter" past a certain point when their ping (or fake lag) is too high. So it will only rewind back 200ms instead of a full second.
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.1.1
Come join us! connect tf2.mastercomfig.com
Testing on Suijin!
edit: im getting 160FPS ON 32 PLAYER SUIJIN
What are your launch options?
Yeah, it doesn't affect anything graphically. It does cause the same reload that mat_antialias does though, but I haven't blocked it because HUDs don't use it.
juniorIs there a reason for blocking mat_antialias, other than it slowing down launch? Your implementation can still be bypassed with toggle mat_antialias 0 or by editing valve.rc. The only thing it prevents is using incrementvar, which means I can't just toggle it back and forth and have to use fixed values, which only hurts the user.
Usually HUDs will have a wait command which delays toggling mat_antialias, and this causes a material system reload. This is usually to force removing the dimmer on the main menu, which is not worth the material system reload, which causes unoptimal reinitialization and some rendering/HUD bugs. For example: https://github.com/n0kk/ahud/blob/master/cfg/valve.rc#L22
You can disable this behavior for HUD editing by adding alias block_antialias in your autoexec.cfg, or you can use mat_aaquality.
TimTumSorry if this is not really the place to ask or if this has been asked already, but Lawena uses a pretty old version of Chris' maxquality config as far as I know, and I was wondering if the Ultra config is a lot different than the config Lawena uses.
It's not substantially different, but it will increase water quality at a distance, lighting detail extremely slightly, sound quality, and contains system optimizations which don't affect quality which may increase FPS/prevent drops.
Got rid of a huge bottleneck for particle simulation!
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.16
We're playing on connect tf2.mastercomfig.com!
krollicI think this is poor reasoning. The crossbow is for all intents and purposes objectively better than the various needle guns and yet no reasonable person makes the case that it should be banned simply because it is better.
Boston basher > Bat
Ubersaw/Solemn Vow > Bonesaw
Pick axe's and Crit stick > Shovel
Who gives a shit if it has an unintended upside? There are plenty of weapons and mechanics that possess effects that weren't designed as such. Demo has it rough enough and if a weapon makes his life a little bit easier versus today's scouts and soldiers then I support it.
Because the only thing carrying the iron bomber to total domination of the GL meta is this one unintended stat (not any sort of interesting new mechanic), and if it was fixed, then we could see more variety based on the mechanics of different rollers. These weapons you mentioned are completely different classes of utility versus the stock (especially the melee weapons), so I find it misleading to mention these examples.
mustardoverlordis actually does matter if the base value is good or bad, because whether you reduce the radius of the iron bomber or increase the radius of stock pipes is a MASSIVE difference, and part of why I've been defending the iron bomber is that I don't like the idea of the direct radius being lowered in the first place, which I'm gonna say more about in a giant wall of text that I was writing before I read this post.
I mean within the context of changing/keeping ONLY the Iron Bomber being our sole balancing tool, which is what I understood #92 to be saying. Being that if we think Demoman needs a nerf, nerf the Iron Bomber, if we think Demoman is fine, keep the IB how it is.
But the balance is much more complicated than that. I see this more of a discussion about GL balance as whole, rather than just about the Iron Bomber. At this rate, Demoman is going to become an IB only class, so talking about the IB in vacuum vs the other grenades is not useful. I think the two valid sides to this discussion are either you think what the IB has in radius is good for the game, and should be applied to the other GLs, because it makes no sense to force everyone to pick a single GL when there would be some valid choices all other things held equal. Or you can think the IB radius is bad for the game, and in that case, it should be the same as stock.
I don't think there is a valid argument for keeping them different, but hopefully recontextualizing the debate into two sections: should they be different, and then if not, should we use the stock or IB hitbox, will produce better discussion.
I think people are more concerned that because IB is just better for directs, when it shouldn't be, people are going to have no choice but to go with it in most situations because of the hitbox. Whereas it shouldn't be the hitbox size that determines what to pick, but the behavior of the rollers. And now that this is becoming common knowledge, IB is just going to become the definitive pick rather than something most people use because it feels better but they don't exactly know why they use it.
Veering off into discussion about base Valve balance and if it's legitimate is irrelevant in this discussion. The fact is Valve did add a hidden stat to the IB which makes no sense for it to be different and on its own, isn't an interesting part of the unlock, and isn't intended. The discussion is purely about the existence of a difference, not if the base value is good or bad. There unequivocally should not be a difference in hitbox size for stock and IB. The base value can be up for debate.
BakugoI have created a sourcemod plugin to fix this issue:
https://b4k.co/share/sourcemod/scripting/bak_pipe_hitbox_fix.sp
This plugin also allows setting any custom hitbox size, so if you guys come to the conclusion that demo's primary shouldn't be nerfed you can set the higher IB size for all GLs as well.
So, this discussion about demoman buffs or nerfs is kinda irrelevant. Pick which one you want, and make the rest of the GLs on the same level as the IB, or the IB the same level as the rest of the GLs.
Kisak is not affiliated with Valve. They are a community moderator for the GitHub Issues. Don't just see that the issue is on GitHub, and decide that's good enough. Please email the TF Team and Eric Smith directly with your feedback about this issue and illustrate how important it is to you that this gets fixed. This helps the TF Team see how important an issue it is to people. It is a surprise to many how few people and how few issues actually get reported to them, because of assumptions that the team has already seen some issue because of this or that.
Here are links for your convenience.
https://www.valvesoftware.com/en/contact?contact-person=TF%20Team
https://www.valvesoftware.com/en/contact?contact-person=Eric%20Smith