mastercoms
Account Details
SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
Country United States
Signed Up August 8, 2017
Last Posted February 12, 2026 at 9:39 PM
Posts 1614 (0.5 per day)
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#227 Team Comtress 2 in Projects

The first official Team Comtress 2 log: https://teamcomtress.com/match/?matchId=3457208472725098496

bit barebones right now, but we're going to get a lot of really interesting stats in the coming days added to matches!

posted 1 week ago
#226 Team Comtress 2 in Projects

https://teamcomtress.com/patches/2026-02-12/

posted 1 week ago
#225 Team Comtress 2 in Projects

https://teamcomtress.com/patches/2026-02-11/

posted 2 weeks ago
#224 Team Comtress 2 in Projects

https://teamcomtress.com/patches/2026-02-10/

posted 2 weeks ago
#223 Team Comtress 2 in Projects

https://teamcomtress.com/patches/2026-02-09/

posted 2 weeks ago
#222 Team Comtress 2 in Projects

https://teamcomtress.com/patches/2026-02-08/

posted 2 weeks ago
#5 Flamethrower Rehabilitation in Projects

Thank you for reviewing the code and letting me know. I wanted to make a clarification for the ramp up / density system changes, keep in mind that I did change the math in addition to tweaking parameter values. And I did test it and basically measured using +left and cl_yawspeed. I used various different rotations per second that correlate to the tick rate of the flames, to measure if DPS proportionally decreased for reduction in persistent contact in between flame damage ticks. And I tuned it such that you get a nearly proportional increase to your accuracy on the target. So, if you have 50% accuracy, you get 50% DPS. If you have 70% accuracy, you have 70% DPS, etc.

I think the issues were that the parameters were not tuned to be proportional to flame accuracy, so it wasn't very responsive to focus fire, and it was based on lifetime rather than just tracking collision rate. This meant that if you were slightly too far away, each flame collision would not be enough to "fight" against the heat drain rate, and your DPS would decrease, despite being 100% accurate. And small variations in lifetime could cause this problem too even at closer ranges. The lack of parameter adjustment and the way heat decays each tick regardless of a hit or not, and regardless of if you had a chance to fire a flame that tick, meant that it was very slow to get up to 100% DPS, and when it got there, there were times where you simply had no chance to stop the DPS lowering. So, I very intentionally tuned the parameters and the math to counteract this based upon tickrate patterns, contact accuracy proportionality, etc.

posted 3 weeks ago
#221 Team Comtress 2 in Projects

https://teamcomtress.com/patches/2026-02-04/

posted 3 weeks ago
#3 Flamethrower Rehabilitation in Projects

Awesome work! You seem very passionate and knowledgeable about the flames. I loved the video you did back in the day which raised a lot of awareness regarding this issue, and this plugin is awesome too! Do you think you could maybe review if the flamethrower fix I did here to the SDK makes sense: https://github.com/mastercomfig/tc2/commit/0435ae3ebd8bb0a3781482501c3d236ce3747a32

Subsequent adjustment commits:

https://github.com/mastercomfig/tc2/commit/0951bc517106822f10dc5b11383df78c4a429dd6
https://github.com/mastercomfig/tc2/commit/783a94cf20875ae0a2ec3ea8f5198090e7304c94
https://github.com/mastercomfig/tc2/commit/fbe48cd6c86fc8e118ea2f44ffd8080f9887bb70

posted 3 weeks ago
#219 Team Comtress 2 in Projects
unikumCant get my class cfg to work. Many settings are changed when using, like hitsounds are off. Also the play menu doesnt work and the quit button doesnt work either. I have only the binds and a couple of alias for enginer and spy in them.

Hi, thanks for trying out Team Comtress 2!

I am working on a fix for the menu not responding to certain mouse clicks in some cases. In the meantime, try avoiding alt-tabbing during startup, and use windowed borderless rather than fullscreen.

As for hitsounds, those are on by default, if you have a config which changes these settings, it might conflict. Please make sure everything is correct there.

And for class configs, you might not have them in the right folder? They should be in tf/cfg. And a shared class config can be called classchange.cfg and this will be automatically run by the game.

posted 1 month ago
#217 Team Comtress 2 in Projects

https://teamcomtress.com/patches/2025-12-14/
https://teamcomtress.com/patches/2025-12-16/
https://teamcomtress.com/patches/2025-12-17/
https://teamcomtress.com/patches/2025-12-18/
https://teamcomtress.com/patches/2025-12-19/

posted 2 months ago
#216 Team Comtress 2 in Projects

https://teamcomtress.com/patches/2025-12-12/

posted 2 months ago
#215 Team Comtress 2 in Projects

https://teamcomtress.com/patches/2025-12-10/
https://teamcomtress.com/patches/2025-12-11/

posted 2 months ago
#214 Team Comtress 2 in Projects

https://teamcomtress.com/patches/2025-12-09/

posted 2 months ago
#213 Team Comtress 2 in Projects
antlersReally loving to see the amount of work being put into this- how possible is it to try and host pugscrims in TC2 for 6s? That seems like a good way to do some limit testing

We've been testing some 6s/pugs, and it's been going pretty well. But there are just some plugins missing, which we haven't implemented in-game yet. It's getting there, though, and I think it'll reach a point where I'll post instructions/resources on how to set it up soon. Before then though, feel free to host some basic stuff if you want.

posted 2 months ago
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