mastercoms
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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 December 1, 2025 at 5:36 PM
Posts 1597 (0.5 per day)
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#170 Team Comtress 2 in Projects

Any other changes people are interested in me adding? I'm trying my best to update the game in any way I can to make it much better for everyone. So big or small, I am open to any feedback or suggestions. Here's a recap of some things:

  • Pinging!
  • Tap firing accurate pistol
  • Sticky det delay fix
  • Degreaser switch speed fix
  • Fists of Steel switch speed bypass fix and uber rate fix
  • Explosion stairbug fix
  • Slope bug fix
  • Improved damage numbers
  • Projectile delay fix (everything feels like 5 ping, 0 interp)
  • Respawn bind fix
  • Resupply crit heals
  • Hitreg / netcode improvements
  • Lag compensation for teammates
  • Class limit fixes
  • Match status HUD ordered by class
  • Circular spread
  • Improved healing feedback, especially for the Medi-Gun
  • First person taunts
  • Pyro self-damage / reflect fixes
  • Demo Support improvements
  • Many, many exploit fixes
  • Many optimizations
posted 3 months ago
#169 Team Comtress 2 in Projects

Sticky det delay, fixed! https://staging.mastercomfig-site.pages.dev/tc2/patches/2025-08-07/

Join the Discord, we're testing now: https://comfig.app/discord

posted 3 months ago
#168 Team Comtress 2 in Projects

Patch for today's playtest: https://staging.mastercomfig-site.pages.dev/tc2/patches/2025-08-06/

Join the Discord, we're testing now: https://comfig.app/discord

posted 3 months ago
#167 Team Comtress 2 in Projects
JwIs there a way to increase the game's tickrate? The 200 tick mge server feels really smooth and cool, but I was wondering if there was a way to do that at the engine level

Yeah we can add subtick and also increase the tickrate.

posted 3 months ago
#165 Team Comtress 2 in Projects

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

posted 3 months ago
#163 Team Comtress 2 in Projects

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

posted 3 months ago
#161 Team Comtress 2 in Projects

No respawn binds in competitive modes:

https://www.youtube.com/watch?v=TduaBlFZ-60

In exchange, resupplying gives you crit heals.

posted 4 months ago
#160 Team Comtress 2 in Projects
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.

posted 4 months ago
#157 Team Comtress 2 in Projects

WIP launch update page: https://staging.mastercomfig-site.pages.dev/tc2/updates/blockbuster/

posted 4 months ago
#156 Team Comtress 2 in Projects

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

posted 4 months ago
#3 Fake ping and other scummy server behavior in TF2 General Discussion

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.

posted 5 months ago
#53 ctap scripts banned in rgl in TF2 General Discussion
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?

posted 6 months ago
#50 ctap scripts banned in rgl in TF2 General Discussion

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?

posted 6 months ago
#2 sages updated configs in Customization
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.

posted 7 months ago
#19 I trolled my team in the official in TF2 General Discussion

also, this isn't trolling, this is inting/matchfixing, and you're not even doing it for money

posted 8 months ago
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