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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 | October 15, 2025 at 5:27 PM |
Posts | 1584 (0.5 per day) |
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Raw Input | 1 |
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Here's a schematic for ya!
Dedicated servers for casual and competitive are live.
9.100.0 released with performance optimizations, bug fixes, improved customizations, app upgrades, and more (yes even more!).
Changelog
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This release took 336 hours to produce. If you like the work I do, consider supporting me!
I am definitely interested in supporting the pro scene and providing a mod that offers a similar experience to current TF2, with improvements. I want Team Comtress 2 to essentially be a staging ground for things that could have/could be implemented in the main game, if Valve had a faster and more direct development approach like they once did. Moving the game forward is my main goal, and making it always feasible for Valve to integrate the changes one day, rather than breaking the game or doing a total conversion mod.
I think the main selling point besides helping Valve out is that features that are difficult to implement or maintain in server plugins can be easily achieved within the mod, along with client-side prediction support to keep things like movement and animations smooth. Additionally, this allows for fixing issues that can only be addressed on the client, such as some exploits and bugs, as well as introducing new graphics/UI elements and improving performance.
We don't necessarily need to have all the answers up front. Open questions/ theories on things like balance, configs, and even other differences between regions can persist in the short term and be addressed through active development in the long term. Not everything has to be solved; we need to provide the best experience we can and make the game we all love a bit better, step by step.
I think people giving the mod a shot and seeing how it feels is an essential first step to getting the ball rolling. Not only will it provide ample feedback to take the mod further, but it will also make more people aware of how much better we can make the game, even with just one update's worth of changes.
Is it possible to get in touch about abusive content on the site?
Welcome to Team Comtress 2.
The most fun you can have online... given a whole new life. Check out our inaugural major update: the Blockbuster Update, and learn more about TC2 and what's next, all in store for you today with the initial release of Team Comtress 2!
https://teamcomtress.com/updates/blockbuster/
https://teamcomtress.com/news/2025-07-27-welcome/
https://teamcomtress.com/
Patch for today's playtest: https://teamcomtress.com/patches/2025-09-16/
This will be one of the final patches before we do an official stable release of the Blockbuster Update, so make sure to join us today: https://discord.gg/mastercomfig-389089828249010188?event=1417354243588755536
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
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.
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.
NikIs reload bug still a thing or it was fixed?
I believe yes, it has been fixed.