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
| Account Details | |
|---|---|
| SteamID64 | 76561198046110893 | 
| SteamID3 | [U:1:85845165] | 
| SteamID32 | STEAM_0:1:42922582 | 
| Country | United States | 
| Signed Up | August 8, 2017 | 
| Last Posted | October 26, 2025 at 7:06 PM | 
| Posts | 1593 (0.5 per day) | 
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| Windows Sensitivity | |
| Raw Input | 1 | 
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| Headphones | |
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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
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
No respawn binds in competitive modes:
https://www.youtube.com/watch?v=TduaBlFZ-60
In exchange, resupplying gives you crit heals.
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.
WIP launch update page: https://staging.mastercomfig-site.pages.dev/tc2/updates/blockbuster/
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
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.
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