They could easily emulate the actual ping with the anti-DDoS tech that they use by caching the ping time to the actual server from the proxy node, and holding the response for a little longer based on that time. It's intentional what they're doing, the DDoS thing is a complete lie and non-issue.
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SteamID32 | STEAM_0:1:42922582 |
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Last Posted | May 29, 2025 at 11:21 PM |
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capnnofapnThe best way to make them accessible would be to include as an optional add on for mastercomms just like null movement, and you could even do the same for resupply binds. My apologies for asking you to do more work when you already do so much, but your website is super easy to use and I'm pretty sure almost everyone who is even interested in competitive play uses mastercomms already
I'm more asking from the context of a game feature, similar to how jump throws in CS2 were mentioned in this thread. What would people want the game to do and how would the game tell?
I wonder, what would be the best way to make c-taps accessible? Because don't people want control over if they're c-tapping or not? What would the ideal knockback be? The theoretical maximum? Or a reasonable value of a normal c-tap?
sagesimplicity of older configs
Maybe I should better advertise that there is both a ZIP version of mastercomfig available with the original comments and editable config files, as well as a plain autoexec.cfg version of mastercomfig.
also, this isn't trolling, this is inting/matchfixing, and you're not even doing it for money
what are you doing with your one life honestly, "trolling" in im...
I used to have a similar opinion but then I realized that the availability of certain classes in TF2 has no bearing on what should be available in 6s. It's just as much of an interesting game even pretending TF2 only has those 4 classes. Would the game appeal to more people if it had the class they main more? Maybe, but that's not the game that's been developed here. This is an entirely unique experience that happens to be hosted within TF2, focused on fast paced, arena DM and playing around uber. That's more than a sufficient meta-game to stand on its own. And I'd wish at this point we'd focus on streamlining the experience, since I think it would bring up more interesting decisions within play. Give up on bridging the gap, 6v6 NR is just not the same game as 6s, and if people want 6v6 NR, they can host their own formats.
Surely though, a mechanism for at least using the edit function to wipe each post clean would be possible, as would have been done manually?
Seems down again?
EDIT: corbt is already aware, hopefully it'll be back up soon, thank you for the work on it
rmimo, this should be the base for promod
but the issue is that it is based on the 2018 leak
so the question is how hard it would be to transfer all of it to the new SDK
This is based on the new SDK.
dqzIs there some kind of coordinated effort for this? If a bunch of different developers are already creating their own "promod" forks in parallel without getting in touch with league admins / playerbase / each other, it would seem counterproductive to not do that in a more organized manner. Especially if we ever intend to run something like that in competetive.
If leagues (or really anyone else) want to contact me with requests, I can do my best to fulfill them.
Though it isn't going to expressly be a promod, I am working on https://mastercoms.itch.io/tc2 and hopefully it provides some degree of value to folks here
You can use the snapshot buffer module to customize interp. You can set it to custom to stop mastercomfig from changing interp at all, too.
To share some more memories about lain, at least from the past few weeks of becoming closer friends with her, we played TF2, Fortnite, Overwatch and had a blast. It was so lovely to see her have fun and frag. She would hop in VC with us almost every night and even if we didn't play together, we'd chat about so much cool stuff like art, music, video game design, happenings in the world, and even about the universe itself. It was nice to see her be a bit happier, and smile or laugh from time to time. I really felt like things were looking up. We were even talking about her future plans on the day she left us, so it really came to me as sudden. Just a few hours and life was so fragile. I wish I could have supported her more, but I really feel like I did all I could. But it's so unfair that she lost her life, that I keep feeling that something must have been able to be done, that the universe wouldn't let this happen otherwise. And I'll keep thinking about that. But now, at the very least, I really do want to take the time to push for better community standards and protocols so we never, ever, ever have something like this again. It's what lain would have wanted in the end.
Right now, in passing, we should be honoring RoL's legacy, not bickering about things. It's not as simple as one person. This was years of bullying and deterioration, and we should be reflecting as a community, not pointing fingers at people who run an esports organization. But all of that should come later, separately from this thread, which should be reserved for those sharing their shared grief and memory of Lain. Please, for her friends and her sake.
Anyway, I wasn't so involved in comp, so I didn't know much about RoL outside of the occasional b4nny chat, and it was always nice to hang out with her there. I also heard lots of great things about what she did competitively in the game. Over the past few weeks, I only got to see a little bit of her great personality, passion, and talent, and I only wish I had been able to get to know her sooner.