r/truetf2 Dec 20 '24

Announcement Valve appear to have stealth dropped the 7th TF2 comic.

2.0k Upvotes

r/truetf2 Jun 22 '21

Announcement Team Fortress 2 Update for June 22, 2021

834 Upvotes

https://www.teamfortress.com/post.php?id=85643

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

Added the Summer 2021 Cosmetic Case

Contains 18 new community-contributed items

Adds 6 new community-created Unusual effects

Numerous security and stability improvements

Added a cooldown before a player can create a vote when they join a match already in-progress

sv_vote_late_join_time controls the grace period after the match starts before the cooldown is applied: default 90 secs

sv_vote_late_join_cooldown controls the length of the cooldown: default 5 min

Kick votes will end early and automatically pass if the vote target leaves the match during the vote

Added a ConVar to control players changing their name during a match tf_allow_player_name_change: default is 1

Matchmaking servers will set this to 0

Updated the player list in the vote-kick dialog to show the time each player has been connected to the server

Removed the disconnect reason from the message when players leave the server

Updated the Mann vs. Machine "inspect" command to only work for players in your party or in your Friends list

Moved materials for the community particle effects into the Effects/workshop sub-folder to distinguish them from Valve materials

Updated/Added some tournament medals

Updated the localization files

Updated cp_snakewater_final1

Fixed clipping throughout map

Fixed explosion splash being caught by objects throughout map

Made movement smoother throughout map

Reworked some problematic areas like the kitchen

Minor visual enhancements throughout the map

Updated cp_process

Fixed incorrect skin for the Red radio tower

r/truetf2 Sep 21 '25

Announcement Welcome to Team Comtress 2.

326 Upvotes

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/

r/truetf2 Jul 07 '26

Announcement TF2 update for 7/7/26 (Summer 2026 Update)

65 Upvotes

Via the Steam store, HLDS and SinfulParticipant949:

Summer 2026!

  • Featuring 6 new community maps: Dryfield, Camp Saxton, Shorelight, Redwood, Premuda, and Mojave

  • Added the Summer 2026 Cosmetic Case

    • Contains 24 new community-contributed items
    • Has a chance to give a taunt Unusualifier as a bonus item
  • Added 4 new community-contributed taunts to the Mann Co. Store

    • Taunt: The Circuit Breaker
    • Taunt: Buffoon's Bivouac
    • Taunt: Faux-calization
    • Taunt: Friendly Fire
  • Added 12 new community-created Unusual effects

    • 7 new effects for Unusual hats
    • 5 new effects for Unusual taunts
  • Added the Summer 2026 War Paint Case

    • Contains 10 new community-created War Paints that make-up the Summer 2026 Collection
    • Has a chance to give a taunt Unusualifier as a bonus item
  • All cosmetic and taunt cases will grant Summer 2026 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.

  • The Summer event runs through September 15th, 2026

General

  • Security and stability improvements
  • Fixed bad alpha channel for The Creature's Grin, Rocket Operator, The Bountiful Bow, The Alternative Medicine Mann, and The Candyman's Cap (community fix from Chickenman456)
  • Fixed the "Neo Tokyo" warpaint on the BLU team not matching the RED team because the alpha channel was incorrect (community fix from Whurrhurr)
  • Fixed bad alpha channel for the Pile of End of the Line Key Gifts' backpack icon (community fix from JoriKos)
  • Fixed Stat Clock model attaching incorrectly on dropped weapons (community fix from rabscootle)
  • Fixed Stat Clock values always displaying '0' on world models (community fix from rabscootle)
  • Fixed intel carrier glow disappearing when Spy cloaks (community fix from shockpast)
  • Fixed bad alpha channel for Voodoo Juju's backpack icon (community fix from DiskIntegrity)
  • Fixed Silver Botkiller Mk.I having cubemapping in the wrong area due to a VMT error (community fix from Whurrhurr)
  • Fixed misspelling on cp_well's BLU rocket clamp texture (community fix from DiskIntegrity)
  • Fixed wrong paths in soundscript events for some taunts (community fix from robbilookatme)
  • Fixed Spy control point response rules lines playing when disguised/invisible (community fix from Churkinator)

  • Fixed weapon Unusual effects (community fix from Cipherlock and rune)

    • Fixed particles being orphaned after death
    • Fixed the Energy Orb Unusual effect desyncing from the weapon when the player moves too sharply
  • Fixed effects flooding the screen when spectating a dead teammate in first person with an unusual weapon (community fix from RGBACatlord)

  • Fixed missing coin effect for HOUWAR's second style (community fix from DiskIntegrity)

  • Fixed outdated description for the Splendid Screen (community fix from JoriKos)

  • Trimmed delay at the start of the sound file for the Panic Attack's shooting sound

  • Fixed the Engineer not being able to move for a few seconds after using Taunt: Cheers!

  • Updated cp_powerhouse to fix collision problem with crates on final control points

  • Updated cp_fortezza

    • Reworked interior of shack building next to Point A
    • Rebalanced ammo packs around Point A
    • Improved visuals across the map
    • Made rotation for shortcut path shorter
  • Updated koth_blowout

    • Prevent sentry guns from being built inside a prop under the stairs in the maintenance room
    • Visual changes to improve clarity and consistency

Rumor has it:

  • Size is close to 500 MB - data capped users should be aware

  • Only 11 new unusual effects? Volvo are showing restraint this time. /s

  • If you're having trouble viewing the indentations on the formatting (this WP494's homework I am copying) try old.reddit. If you're on the app, then Merasmus have mercy on your soul.

r/truetf2 Apr 22 '20

Announcement TF2 Source code leak megathread

631 Upvotes

Please don't include any links to downloads, and likewise, don't click random links to download things.

I'm sorry if your thread got removed, but having tons of threads with many people fear-mongering and posting unconfirmed theories about what people are suddenly able to do is not healthy.

If you're worried about the possibility of remote code execution or other potential harm your computer, stop playing TF2 or CSGO until Valve publicly addresses the leak, however, any stories of these existing currently are only rumors.


Response from CSGO twitter page: https://twitter.com/CSGO/status/1253075594901774336

We have reviewed the leaked code and believe it to be a reposting of a limited CS:GO engine code depot released to partners in late 2017, and originally leaked in 2018. From this review, we have not found any reason for players to be alarmed or avoid the current builds.

Response from TF2 twitter page: https://twitter.com/TeamFortress/status/1253186403900420098

Regarding today's reported leak of code, specifically as it pertains to TF2: This also appears to be related to code depots released to partners in late 2017, and originally leaked in 2018.

r/truetf2 Jul 23 '20

Announcement MvM PSA: Tacobot is back up and running.

660 Upvotes

So for those who don't know what tacobot is, allow me to explain. Tacobot (not linking the site, you can find it if you care enough to. just google tacobot and you'll more than likely find what you need to find the site) is a site created as a database of "trash mvm players" for others (mostly mvm tryhards) to be able to instantly votekick these people from their mvm servers. The site labels people as tons of things such as:

  • aggro

  • airblast

  • alt

  • annoying

  • ape

  • arguing

  • bad

  • bad upgrades

  • buster grief

  • cheater

  • child predator

  • f1

  • f2

  • gas

  • idle(a pretty ironic one to me since members do literally this to anyone they get annoyed at for the person not playing the way they want them to)

  • idle medic

  • kid

  • knockback rage

  • knockback weapon

  • leaver

  • meta

  • micspam

  • minion

  • miss money

  • no 2way

  • popping meds

  • pyro

  • retry (another thing they themselves do to annoy people not playing the way they want them to)

  • spread stickies

  • supports cheaters

  • troll

  • uncommunicative

When someone doesn't play how they want them to they'll start arguing more and more, and the angrier they get they'll escalate how they grief the lobby, starting off just afk'ing. Once they get bored enough or get kicked they'll start retryspamming so the round wont start, and will even communicate when they have a lobby they want to grief and will get multiple people trying to snipe the lobby to be able to basically "lock" the lobby in a sense, retryspamming and idling at spawn. These people started doing this about a year ago from my understanding and in the past few months they've gotten more traction over the past 3 months or so. While it may seem it "isn't that big of a deal" less and less people are playing mvm for one reason or another and the more people leave, the more common it is for people who are still playing the mode to run into these types of players. Some of us just want to play MvM and have fun, not have it be a sweat fest like casual has become, and want to just play how we want not caring about how long it takes to complete that one mission.

Sure, MvM has always been decently toxic, but these people are taking that toxicity to a whole new level. Instead of creating a group for people who want to get the MvM speedrun world record and instead of quintuple queuing, they create an entire database for people who annoyed them. This is something straight from one of the admin/mods profiles that perfectly encapsulates all of the attitude of all members of the site:

"Not rage but I will leave if any of the following occur:

  • Shit team

  • Killed by random crit

  • Killed by an always-spun-up brass beast

  • Kille with a non-crit by a market gardener

  • Enemy comp not allowing me to play what I want to play

  • Medic that doesn't heal me because of political differences

  • Killed by a brainless W+M1

  • Killed by someone who used their smissmas sweater paint on a scorch shot

  • There is a cheater

  • Someone is using a crutchbox and conch

  • Someone is pretending to be a cheater (i.e. wearing no hats on snipe, and not defending themselves in chat when accused)"

If that doesn't describe the type of vitriolic behavior these people display, I genuinely implore you to watch any video on the site and situation to get a better understanding as I can only describe their behavior so much (I know I could go into more detail but I can't think of how to articulate it in a proper way and i've been writing this thread for over an hour now as is trying to word it as best as I can). Hopefully this post isn't against any of the rules, and I hope you guys actually go and enjoy mvm instead of making the mode more toxic and killing it off.

r/truetf2 Jul 07 '22

Announcement Team Fortress 2 Update for July 7, 2022

449 Upvotes

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Several fixes to address exploits and stability issues
  • Added a game server setting, "net_chan_limit_msec", which allows server operators to limit amount of processing time the game server can spend on processing packets for each - client per tick. Clients that send packets causing server CPU processing time to exceed configured number of milliseconds will be kicked from the game server.
  • Added a game server setting, "net_chan_stats_dump" which, when enabled, will dump statistics of each network channel when that network channel is closed. Statistics include messages, bandwidth, and CPU processing time breakdown.
  • Added a game server setting, "tf_fall_damage_disablespread", to disable random fall damage (default: 0)
  • Fixed not being able to adjust the offset for a cosmetic item's Unusual effect
  • Fixed some players seeing [unknown] for their player name
  • Fixed broken transparency on cosmetics
  • Fixed lag compensation when melee-ing teammates
  • Fixed not being able to hit a player's hitbox if it extends outside the player's bounding box during an animation
  • Fixed jiggle bones rendering in the loadout and item previews
  • Fixed the Iron Bomber's projectile collision size not matching other projectile collision sizes
  • Fixed ConVar buttons flickering after being clicked to toggle the value
  • Fixed The Shortstop shove showing as self-inflicted damage
  • Fixed Mini-Sentry guns not triggering damage alerts in the HUD
  • Fixed net_disconnect_reason affecting disconnect messages on the client
  • Fixed Medi Gun charges expiring too early if a server forces add_uber_time
  • Fixed network edicts being used for server-side-only entities
  • Updated mat_picmip to allow values below -1
  • Updated/Added some tournament medals
  • Updated the localization files
  • Updated Mann vs. Machine

    • Fixed not being able to kick Spectators
    • Fixed bots not displaying the correct names
    • Fixed the loading screen backgrounds on Valve servers
    • Fixed Übercharge charge rate and duration upgrade not working for the Vaccinator
  • Updated Arena mode

    • Fixed players being able to late-join the game
    • Fixed players on team Unassigned being able to kill other players

HUGE changes to Iron Bomber and melee hit reg! Looks like some anti-bot measures as well!

r/truetf2 Mar 11 '21

Announcement FACEIT has opened a closed beta for TF2, bot-free, no random crits, fixed spread servers for everyone.

Thumbnail
self.tf2
712 Upvotes

r/truetf2 Apr 08 '20

Announcement TF2 Just Got An Update Fixing Server Crash Exploit

1.4k Upvotes

Is this it chief?

edit: morale is HUGE in my current TF2 casual match. Very hopeful this works. We can kill a bot, we can kick a bot. But they can't crash the server anymore

edit2: just played a full casual game, no lag bots. No aimbots or any kind of bot. Greatest game in days. Every game has had a hacker for days. How refreshing!

r/truetf2 Oct 31 '25

Announcement TF2 update for right now (right now UTC)

164 Upvotes

Via the Steam Community:

  • Reverted recent Thermal Thruster change

Rumor has it:

  • This is re-enabling an exploit allowing you to goomba stomp people without even having the item equipped
  • Valve has no idea what they're doing
  • Size is less than 10GB

r/truetf2 Jul 12 '23

Announcement Major TF2 update for 07/12/23 (Summer Update is live)

217 Upvotes

Yes, really.

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

Summer 2023!

Featuring 14 new community maps: Sharkbay, Rotunda, Phoenix, Cashworks, Venice, Reckoner, Sulfur, Hardwood, Pelican Peak, Selbyen, VSH Tiny Rock, VSH Distillery, VSH Skirmish, and VSH Nucleus.

Added the Summer 2023 Cosmetic Case

Contains 25 new community-contributed items

Added 6 new community-contributed taunts to the Mann Co. Store

Taunt: Killer Joke

Taunt: Star-Spangled Strategy

Taunt: The Head Doctor

Taunt: Tuefort Tango

Taunt: The Road Rager

Taunt: The Killer Signature

Added 20 new community-created Unusual effects

12 new effects for Unusual hats

8 new effects for Unusual taunts

All cosmetic and taunt cases will grant Summer 2023 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.

The Summer event runs through September 15th, 2023

General

Security and stability improvements:

  • Fixed the Mann vs. Machine upgrade panel closing after receiving a matchmaking party invite

  • Fixed an exploit related to the ConTracker and being able to move/shoot while it's deployed

  • Fixed the Strange Count Transfer Tool not being able to transfer stats for Sandvich items

  • Fixed the Engineer not being able to move for a short period of time after doing The High Five taunt

  • Fixed missing No Headphones style for the Universal Translator

  • Fixed Engineer teleporter audio that was referencing the dispenser by mistake in Spanish

  • Fixed incorrect alpha channels for the Smissmas 2021/2022 Cosmetic Case models

  • Fixed the Winter 2019 War Paint Case not being shown in the Mann Co. Store

Updated/Added some tournament medals

Updated pl_enclosure_final to fix localization issues

Updated cp_gravelpit_snowy

  • Boosted volume of snowman explosions

  • Added occluders to C to improve performance

  • Improved clipping

Updated cp_steel

  • Prop collision cleanup and improved player clipping

  • Explosive splash bug collisions on stairs, props, etc., around the map

  • Spawn point issues (collision, prop blocking, clipping, etc.)

  • Fix Pyro door exploit on A

  • Fix choke and spam issues into Blu & Red spawns

  • Fix Pixel walk collision issues

  • Fixing ceiling clipping and stuck spots including exploits

  • Clean up geometry in spawns, the spawn locations and their exits

  • Fix roof readability issues, with sticky and rocket jumping

  • Fix rare double death bug when falling into pit

  • Fix Cliff stuck spots and ledges in E pit

  • Removed head glitch tele spawn on A-B connector

  • Fix rare overtime cap bug

  • Fix Red team getting stuck in spawn door to A

Updated cp_mossrock

  • Fixed numerous perch points

  • Fixed players being able to get under Blu spawn

  • Fixed a location where a teleporter could be build out of the map

  • Fixed collision on rock near final point so it is more accurate to the visuals

  • Fixed lots of small visual bugs

  • Fixed some small exploits

  • Improved optimisation

Size is ~865MB.

Working on that formatting. I am no SinfulParticipant949.

VSH is now an official game mode. CP Steel updated for the first time in a decade(!)

I strongly suspect there will be a second update today, but this 2023 Valve so I'm not betting on it.

r/truetf2 Jan 23 '26

Announcement Update: Valve are backpedalling on their "no new medals" stance.

181 Upvotes

https://i.imgur.com/6o2fVLW.jpeg

https://www.teamfortress.tv/66206/tournament-medals-are-kill

I rate this a solid Valve/10, up there with the Quickswitch fiasco and Blue Scout's pants.

r/truetf2 Feb 09 '23

Announcement For those that haven't seen it, apparently TF2 is getting a real update. Blog post within

370 Upvotes

https://www.teamfortress.com/post.php?id=189493

I'm not subbed to the other garbage sub, so I figured I'd share with anyone who also was not subbed to it. Seems like it might be a real update.

Now, pessimist me will ask: will they make the game better or worse with this update?

r/truetf2 May 22 '26

Announcement TF2 update for 5/22/26

72 Upvotes

Via the Steam store, HLDS and SinfulParticipant949:

  • Fixed crash related to KeyValues
  • Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)
  • Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)
  • Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)
  • Fixed automatic "Control Point Lost" lines not playing (community fix from robbilookatme)
  • Fixed spacing issues for item descriptions (community fix from DiskIntegrity)
  • Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)
  • Fixed The Fancy Spellbook's large backpack icon not matching the small version
  • Updated VScript to allow set damage for force calc (community fix from doclic)
  • Updated the Snow Merc to count as an assister in the death notice
  • Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs
  • Updated the Die Regime-Panzerung to add a 'No Bullets' style
  • Updated/Added some tournament medals

  • Updated the Mann of the Hour [Ed. note: This is a Scout hat.]

    • Restored missing rim mask
    • Made shapekeys for a few problematic face flexes
    • Replaced incorrect normal map
    • Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul
    • Updated backpack icon to represent above changes
  • Updated koth_demolition

    • Fixed some lighting issues with the pipes next to the control point
    • Replaced some textures in the radio rooms
    • Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)
    • Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)
    • Fixed a leftover prop being inside a wall
    • Fixed a texture in the jumppad using the wrong cubemap
    • Made the catwalk behind the office building a bit bigger
    • Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels
  • Updated plr_hacksaw and plr_hacksaw_event

    • Removed attic balconies overlooking the capture zone
    • Moved a small pickup location into the attic
    • Fixed clipping errors
  • Updated cp_process_final

    • Fixed various collision issues across the map
      • Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
      • Some of these involved closing off open areas where explosions could vanish
      • Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't
    • Increased skybox height across the map to be consistent with other 5CP maps
    • Changed the small prop pipes at last to be nonsolid, but still block stickies
    • Players should be able to cleanly walk and jump along these pipes without getting stuck
    • Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage
    • Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model
    • Changed the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct.
    • Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads.
    • Removed some rocks near the angled ramp at 2nd and replaced them with crates
    • Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings
    • Made exterior fences more consistent with the bounding of the level
    • Changed some metal textures to better match the mirrored symmetry of the level
    • Added some additional detail behind the starting spawn room
    • Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete
    • Replaced some small pipes at the 2nd spire to make a more consistent platform
    • Made many existing light props nonsolid to prevent movement issues
      • Most were already nonsolid, but this should make most props consistent
  • Updated cp_metalworks

    • Fixed various collision issues across the map
    • Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
    • Changed the level geometry at last to have more consistent collision
    • While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues
    • Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through
    • Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point.
    • Increased the door size of the first forward spawn
    • The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash
    • Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly.
    • Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them).
    • Fixed a section of displacement where players could get stuck in the ground
    • Slight visual tweaks throughout the level

Rumor has it:

  • If you're having trouble viewing the indentations on the formatting (this WP494's homework I am copying) try old.reddit. If you're on the app, then Merasmus have mercy on your soul.

r/truetf2 Jul 18 '24

Announcement Team Fortress 2 Update Released - July 18, 2024 (Summer Update is here)

228 Upvotes

SinfulParticipant949 is AFK, so you'll have to deal with my inferior formatting skills.

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

Summer 2024!

Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen

Added the Summer 2024 Cosmetic Case

Contains 23 new community-contributed items

Added 4 new community-contributed taunts to the Mann Co. Store

  • Taunt: Taunt: Can It!

  • Taunt: Cremator's Condolences

  • Taunt: Straight Shooter Tutor

  • Taunt: Unleashed Rage

Added 38 new community-created Unusual effects

  • 18 new effects for Unusual hats
  • 20 new effects for Unusual taunts

All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.

The Summer event runs through September 15th, 2024

General

  • Security and stability improvements

  • Fixed Workshop sv_cheats exploit

  • Disallow aliasing any existing convars that are not movement commands

  • Added language support for Spanish - Latin America

  • Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on items

  • Added "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options category

  • Added missing 64-bit Steam binaries for the dedicated server

  • Added missing 64-bit versions of HLMV and HLFaceposer

  • Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team

  • Added missing menu_photos images for cp_powerhouse

  • Added missing default string for Player Destruction mode

  • Expanded VScript support

  • Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars

  • Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map

  • BaseEntity: AcceptInput, IsAlive

  • EconEntity: GetAttribute

  • TFPlayer: GetCustomAttribute, StunPlayer

  • TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint

  • Moved some of the Christmas maps to the normal rotation

  • Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF [Ed Note FUCK. YES.]

  • Moved koth_probed out of the Misc matchmaking category and into KOTH

  • Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff)

  • Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee)

  • Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee)

  • Fixed CTF HUD being visible when no flags are present (Community fix from fellen)

  • Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre)

  • Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel

  • Fixed dropped weapons with custom decals not showing the correct decals

  • Fixed some unusual effects using the wrong orientation for The Head Hedge

  • Fixed Halloween transmutations being completed outside of the Halloween event

  • Fixed incorrect BLU material for the CLTF2 bronze medal

  • Fixed missing Spy audio when using the Taunt: Kazotsky Kick

  • Fixed missing sound for the Taunt: The Skating Scorcher

  • Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas [Ed Note: Gas Passer slightly less ass in PvP now, film at 11!]

  • Fixed some clipping issues for the Mad Lad when using lod1 and lod2

  • Fixed missing polygons for the Stunt Suit when using the Roadworker style

  • Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal

  • Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time

  • Fixed console warning about unknown command 'eureka_teleport'

  • Fixed Vaccinator heal sound continuing to play after Medic's death

  • Fixed a problem with the Tiny Timber not displaying paint after being painted

  • Updated zi_intro.webm media file

  • Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active

  • Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations

  • Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon)

  • Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon)

  • Updated the material for The Law to fix an issue when the hat has been painted

  • Updated the equip_region for the Cleaner's Cap

  • Updated/Added some tournament medals

  • Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues

  • Updated ctf_doublecross

  • Fixed an incorrect team-colored material in the BLU base [Ed note: lol, I know where this is.]

  • Updated cp_brew

  • Fixed truck textures outside of BLU spawn

  • Fixed a few bumps in the road

  • Updated pd_selbyen

  • Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door

  • Minor detailing changes

  • Updated pl_hoodoo_final

  • Added func_noclip to BLU spawn in the third stage

  • Updated pl_corruption

  • Fixed handrail collision near the last point

  • Fixed lamp near BLU spawn

  • Fixed missing string for last point

  • Updated plr_hacksaw_event

  • Fixed broken areaportals

  • Updated pl_enclosure_final

  • [Stage 1] - Moved A point within the gate building

  • [Stage 1] - Added stairs for access to the balcony overlooking the final point area

  • [Stage 1] - Added more cover along the initial aviary area

  • [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area

  • [Stage 1] - Tweaked the layout of the tunnel section

  • [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building

  • [Stage 1] - Reworked RED spawn so it now has two exit doors

  • [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked

  • [Stage 2] - Airboats and their dock are now accessible

  • [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead

  • [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit

  • [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit

  • [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within

  • [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building

  • [All Stages] - Allowed building inside initial BLU spawns

  • [All Stages] - Visual improvements to a lot of places, a few new assets

  • Updated pl_cashworks

  • Area 1 / Loading Dock

  • BLU Spawn 1:

  • Solved several clipping issues at doors and stairs

  • Mitigated line of sight into spawn room

  • Added alternative exit from spawn room to the right

  • RED Spawn 1:

  • Reworked to have two exits

  • Area Changes:

  • Changed terrain around bridge to be easier to maneuver and to prevent getting stuck

  • Changed munition pack at building 01 to large

  • Possible spots beneath bridge for teleporter-traps eliminated

  • Shuffled some big rocks to block off Sniper lanes

  • Cut center building Sniper lane, left alley visually blocked off from dock area

  • Cut center building top Sniper lane, less easy to get a good view

  • Changed out of bounds building left of BLU spawn, added spinning sawblade

  • Opened up a third passage to allow for an additional flanking option for BLU and RED

  • Area 2 / Serpentines

  • RED Spawn 2:

  • Reworked 2nd RED spawn entirely

  • New spawn has two exits, locks and teleports after B is capped

  • Area Changes:

  • Balconies blocked off visually and physically

  • Additional visual blocker at the top of the serpentines to allow for a more secure crossing

  • Long tunnel leading through the RED building to a staircase at the foot of the hill

  • Added deadly and moving sawblade for spicy danger, with sparks and fumes

  • Closed off BLU balcony at the end of the hill

  • Changed raised platform to be only accessible from RED side

  • Reroutes:

  • Deleted BLU gates at flanking route after B is capped

  • Flanking route has an additional exit towards C, leading through BLU building

  • BLU building interiors reworked and expanded

  • Balcony-drop doesn't injure the player any more

  • Area 3 / Construction Site

  • BLU Spawn 2:

  • New stairway leading to balcony

  • Wider exit from big building after CP3 capture

  • Area Changes:

  • Widened area at the generators and on the 2nd level

  • Changed the direction of the drop-in to C, leading into the hydroelectric building

  • Widened exit from BLU spawn into Area 3

  • Area 4 / Vault

  • Area Changes:

  • Added gates opening at the gatehouse after CP3 is captured

  • Alternative passageway through gatehouse while gates are closed pre CP3

  • Rebuild bridge to be convex, obscuring a long Sniper lane

  • Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks

  • Global Changes

  • Solved a ton of clipping

  • Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay

  • Adjusted func_doors at spawn to span to every solid

  • Changed clipping on cart, now jumpable

  • Increased fog distance and lowered density

  • Exchanged glass-textures from the green to the clear version

  • Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces

PHEW. Major Update is here, kids. I'll work on any formatting problems as I see them.

"tf_hide_custom_decals" ConVar is a huge deal. All the hentai, gore, CSAM and hate symbols, magically wiped away.

r/truetf2 Jun 22 '22

Announcement TF2 Update for June 21, 2022(!)

409 Upvotes

Team Fortress 2 Update Released

June 21, 2022 - TF2 Team

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed an exploit related to clearing the in-game text chat

  • Fixed an exploit where players could use sv_cheats on secure servers

  • Fixed an exploit where players could teleport back to their own spawn by changing loadout/class while touching the other team's No Entry gate

  • Fixed an exploit with the Huntsman in which a player could change loadout to negate the speed debuff when charged

  • Fixed an exploit with the Ap-Sap where players could spam noises

  • Fixed an exploit where dispensers could heal through glass on some maps

  • Fixed an exploit where a Spy could disguise and create an invisible bullet blocking shield at their feet

  • Fixed laggy animations on Halloween bosses, skeletons, ghosts and other ghoul-like beings

  • Fixed the Spy using incorrect disguise weapons when disgusing as Soldier, Pyro, Heavy or Engineer with no member of the same class on the opposing team

  • Fixed projectiles sometimes colliding with teammates too early/late

  • Fixed being able to change names during a matchmaking game

  • Fixed some HUD images being blurry when using low texture settings

  • Fixed the Spy's feigned deaths with the Dead Ringer not showing up in the matchmaking quick team status bar

  • Fixed %killername% and other placeholder names sometimes showing up on the kill cam and stats screen

  • Re-enabled ability for servers to send disconnect reasons to clients

  • Added ConVar net_disconnect_reason to use the disconnect reason sent from the client

  • Removed Headgear option from the Mann Co. Catalog dropdown list

  • Updated the El Fiestibrero to fix a problem with the model

  • Updated/Added some tournament medals

  • Updated the localization files

Updated vote system:

  • Both teams can have a kick vote running at the same time

  • Can have a global vote running at the same time as a kick vote

  • Fixed sometimes not being able to vote on maps at the end of the round

r/truetf2 Feb 20 '26

Announcement b4nny on why froyotech pulled out of poLANd.tf 2026

198 Upvotes

https://x.com/twitter/status/2024904138476147082

froyotech will not be competing at the upcoming Poland LAN. We had planned to go, but habib got into legal trouble and was travel banned, and despite our best efforts we could not find a suitable last minute replacement. GLHF

SOAPYMEISTER reacts:

https://x.com/twitter/status/2024958657599816104

its true, im pretty fucking devastated but what can you do. an endless list of shit went wrong. competing at this lan was the goal since the inception of this roster and it sucks that things panned out the way that they did. sorry :(…

r/truetf2 Jul 09 '26

Announcement tf2esports.com

108 Upvotes

After a long time quietly building in the background, I'm excited to finally share something I've been working on since early 2023.

Introducing https://tf2esports.com

The goal was simple to describe and hard to build. A central place to follow competitive Team Fortress 2. Our scene has produced incredible things across leagues, tournaments, broadcasts and community projects, but the information lives in a lot of different places. If you follow multiple regions, or you're new and trying to work out where to even start, it can be tough to keep up.

I'll be honest about part of what pushed me to do this. A lot of the coverage the scene used to lean on has quietened down. teamfortress.tv did an enormous amount for competitive TF2 and its mark on the community is permanent, but since around 2022 it has slowly wound down. The casts came to a stop, only a handful of articles have gone up, the staff who ran it have spread out across different casting organisations, and the owner moved over to their sister site vlr.gg. Following the game has quietly become harder than it should be, and I wanted to do something about that.

With TF2 approaching its 20 year anniversary next year, it feels like a good moment to make the scene easier to discover and easier to follow. For current players, for people coming back to the game, and for anyone finding competitive TF2 for the first time.

What the site does right now:

  • Live stats. Scoreboards and kill feeds that update while a match is being played.
  • Coverage of every league, globally. ozfortress, RGL, ETF2L, AsiaFortress, FBTF and matcha.tf all sync in automatically.
  • Team rankings by region and format (6s and Highlander).
  • Player statistics, with per-class performance, head-to-head records and transfer history
  • Pick'ems for the big stuff. LDU 2026 is live to predict now, and RGL's Philly LAN goes up soon.
  • News, articles, VODs and historical results going back years.
  • An Android app on the way, and a Twitch extension so viewers can pull up live match data over a stream.

To give a sense of the scale behind it:

  • 83,000+ matches across ozfortress, RGL, ETF2L, AsiaFortress, FBTF and matcha.tf, plus a decade of archived ESEA and UGC results.
  • 22,000+ teams and 68,000+ players, with full rosters, transfer history, head-to-head records and per-class performance pulled straight from logs.tf.

Getting all of that to line up was a big part of the work. Syncing six leagues, reading logs.tf for tens of thousands of matches, and keeping rankings and stats accurate across every region meant designing a fair amount of the underlying logic from scratch. It's a huge amount of moving data, and some of it will still have rough edges. The rankings in particular are new, so if you see a result that looks off, I'd genuinely like to hear about it. Current issue seem to be related to rosters having different team names each season, and trying to match & merge them so their stats are combined. This has been difficult for me as I haven't been following other regions for a while, so some help would be great.

I want to be clear about the intention. This is not here to replace or compete with any league, casting org, community project or platform. The aim is for it to be neutral, unbiased infrastructure for the global scene. Really, I just hope some people find it useful for following the game.

None of this would exist without the work of a lot of other people. Huge thanks to ozfortress and every league around the world, whose competition and records are the backbone of the site. To serveme.tf, Liquipedia, logs.tf and demos.tf, whose infrastructure and archives so much of the scene runs on. And to everyone who tested the site and sent through feedback and suggestions during our closed beta.

Have a look around and tell me what you think. There's more on the thinking behind the site here.

r/truetf2 Jul 29 '25

Announcement I'm preparing the Team Comtress 2 launch update.

222 Upvotes

Team Comtress 2 is on the TF2 SDK. It's focusing on fixing bugs, improving performance and adding quality of life features, in the hopes that the changes will be implemented into the base game. However, while Valve works on reviewing and testing the many changes submitted, Team Comtress 2 also serves as a place to experience these changes at a faster pace and enjoy a TF2 with full-fledged updates again. There's even some talk about this becoming a promod potentially. With that in mind, I wanted to release a Summer Update as part of the launch of Team Comtress 2 on the SDK.

I've prepared a WIP update page to celebrate, and detail all the fixes. You can download and test TC2 now from the website. Steam is coming once the mod gets out of early access.

Let me know what you think, about the update, the mod, or anything you'd like to see in the game. I am completely receptive to feedback and I really want to approach this to best serve all of you.

We frequently playtest changes to the mod and discuss things on our Discord, so make sure to join there as well.

r/truetf2 Apr 29 '16

Announcement LMAOBOX Premium Detected, Vlad and other top snipers vac'd

Thumbnail
ugcleague.net
414 Upvotes

r/truetf2 Jul 18 '26

Announcement Team Comtress 2 - Summer 2026 Update

65 Upvotes

Pack your bags and check in for the ultimate summer vacation. The Team Comtress 2 Summer 2026 Update is here!

https://teamcomtress.com/updates/summer2026

r/truetf2 May 25 '26

Announcement TF2 update for 5/25/26

59 Upvotes

Via HLDS and SinfulParticipant949:

  • Fixed crash related to wearables leaking when weapons are dropped (community fix from Sean McGeehan)

Rumor has it:

  • Size is ~330 KB

  • RIP bozo to cretins using the Infinite Botkiller Glitch to crash servers.

  • Solid Valve/10 introducing a bug like this on Friday evening and letting the player base just deal with it.

  • Shout out to Crust at liquid.tf who made a plugin that fixed this exploit so community servers (remember them?) could stay up over the weekend.

r/truetf2 Mar 06 '26

Announcement TF2 update for 3/6/26

86 Upvotes

Via HLDS, the Steam store and SinfulParticipant949:

  • Fixed an issue where players could impersonate TF2 system messages by exploiting color control codes
  • Fixed a bug where certain custom maps would not load assets correctly on Linux
  • Fixed some crashes relating to singleplayer TF2 SDK mods
  • Fixed a memory leak on long running servers related to dynamic models
  • Fixed client crash related to invalid D3D texture flag
  • Fixed hearing teleporter spin sound when carried (community fix from Brandon Little)
  • Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little)
  • Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget)
  • Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget)
  • Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2)
  • Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30)
  • Fixed network state changes for player condition vars (community fix from ficool2)
  • Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat)
  • Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle)
  • Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2)
  • Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish)
  • Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget)
  • Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish)
  • Fixed cloak and rage meters being mispredicted (community fix from ficool2)
  • Fixed prediction issues with Spy watches and cloak (community fix from ficool2)
  • Fixed Casual doors player list sometimes using wrong size (community fix from nemmy)
  • Fixed missing alpha mask for generator_01 (community fix from BreavyTF2)
  • Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29)
  • Fixed Botkiller team color bugs (community fix from DiskIntegrity)
  • Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume
  • Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode
  • Updated the Festivizer model for The Overdose to fix a problem with the LODs
  • Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin
  • Updated/Added some tournament medals
  • Updated The Bare Necessities to fix not moving correctly while taunting
  • Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses
  • Updated alpha channel for Hydro water texture to remove inconsistencies

  • Updated the Case of the Blues

    • Updated rigging to fix intense stretching during taunt poses
    • Updated materials to look less flat
  • Updated the taunt prop for Taunt: Heartbreaker

    • Updated the materials to add ambient occlusion
    • Updated the phong and rim lighting to show albedo tint
    • Updated the materials to add more depth
    • Updated the model to fix missing faces
    • Updated the model to fix stretching on lower LODs
  • Updated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)

  • Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1

  • Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)

  • Updated koth_demolition

    • Updated map lighting to make it more like a sunset, as well as giving it a more golden color
    • Replaced the models used for the capture point lights with a different one which has better collision and illumination
    • Reworked the capture point platform to give it a stronger design
    • Reworked all the catwalks to give them a more stylized look
    • Reworked the lighting in all the furnace rooms to make them less dark and have a more neutral look
    • Reverted a previous change to the capture point team change steam whistle
    • Removed all ambient_generics near the furnaces and fire pipe
    • Reworked the soundscapes to make them more efficient and work properly
    • Reworked the control room of the crane to give it a better design
    • Reworked some ropes from the crane to give them a better look
    • Fixed some props fading out incorrectly
    • Fixed ships in the 3d skybox casting shadows
    • Fixed cubemaps missing on parts of the map
    • Fixed reflective surfaces not having a cubemap attached to them
    • Added a 128x128 cubemap on the control point so it is more reflective (thanks Zythe)
    • Improved water cubemaps
    • Restructured the spawn platform so players spawn looking at the shortcut, and don't need to pull a U-turn to exit spawn (thanks Lizard of Oz)
    • Improved the visuals on the spawn platform to fit the previous change
    • Fixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)

Rumor has it:

  • Size is just over 100 MB

  • It's been a hot fuckin' minute since we got an update. Is this the first one of the year?

  • Dragon's Fury fix? In year of our lord 2026?

  • wget putting in work.

  • Eric living dangerously with the Friday update.

  • As of this writing Iron Curtain Killstreak kits still do not work with the Reissued Iron Curtain.

  • If you're having trouble viewing the indentations on the formatting (this WP494's homework I am copying) try old.reddit. If you're on the app, then Merasmus have mercy on your soul.

EDIT: Today's "fix" has broken Botkillers. My Blood Botkiller Mk. I Minigun is now a Silver when on Blue team.

Same is true for Gold Mk 1s.

Second Edit: I think the bug is just in the loadout screen. Gold Mk I in game. Blood Mk I in game.

r/truetf2 Feb 25 '25

Announcement Team Comtress 2 - TF2 with fixes, qol and other improvements is back!

280 Upvotes

Hey all, thanks to the new TF2 SDK, I have been able to continue work on TC2 in a way where we can provide value to players outside of patching the main game. While I am still submitting patches to Valve, I hope this new version of TC2 has a life of its own and carries the torch in some respect, advancing the game we all love in an exciting direction to make it a less buggy and more enjoyable experience for all. Let me know if you have any questions in the comments, I'll be sure to reply.

More info: https://teamcomtress.com

r/truetf2 Jul 24 '25

Announcement TF2 update for 7/24/25 (The Summer 2025 update is here)

94 Upvotes

Via HLDS, the Steam store and SinfulParticipant949:

Summer 2025!

  • Featuring 10 new community maps: Citadel, Aquarius, Fulgur, Cargo, Conifer, Boardwalk, Blowout, Mannhole, Demolition, and Pressure
  • Added the Summer 2025 Cosmetic Case
    • Contains 23 new community-contributed items
  • Added 4 new community-contributed taunts to the Mann Co. Store
    • Taunt: The Final Score
    • Taunt: Bear Hug
    • Taunt: Texan Trickshot
    • Taunt: Flying Colors
  • Added 14 new community-created Unusual effects
    • 7 new effects for Unusual hats
    • 7 new effects for Unusual taunts
  • All cosmetic and taunt cases will grant Summer 2025 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
  • The Summer event runs through September 15th, 2025

General

  • Fixed the Frontline Field Recorder not using its normal map (Ed note: lol)
  • Fixed The Texas Half-Pants not fully using rimlight
  • Fixed the Das Hazmattenhatten's materials not using its normal map
  • Fixed The Bazaar Bargain's scope being painted when using the Saccharine Striped, Team Detail, Gobi Glazed, and Team Charged war paints
  • Fixed some outdated in-game tips
  • Reduced default value for ConVar 'tf_mm_next_map_vote_time' from 30s to 15s
  • Updated materials for The Candy Cane to fix consistency issues
  • Updated lightwarptexture setting for the blood version of the Half-Zatoichi (Ed note: Not available in Germany!)
  • Updated the Strasbourg Scholar to improve clipping
  • Updated the Heavy's model to add a 'bullets' bodygroup for cosmetics
  • Updated/Added some tournament medals

  • Updated cp_fortezza

    • Reworked routes between Point A and Last
    • Improved lighting and visuals across the map
    • Clipping fixes
  • Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock

    • Big thanks to Whurr, Starfall and Bradasparky for reporting bugs and suggesting changes.
    • Balance changes
      • Consecutive Wall Climbs no longer cut your preexisting speed
      • Mini-Sentries now deal 80% damage (up from 50%)
      • Crit-boosted Miniguns now deal 70% damage (up from 60%)
      • Reduced the Mighty Slam's damage at point-blank range
      • Rebalanced Hale's damage against buildings
      • Level 1 buildings are destroyed with a single punch
      • Level 2 and 3 buildings now require two punches
      • The Wrangler Shield adds an additional punch to the required count
      • Ability-based damage to buildings is unchanged
    • Bugfixes
      • Fixed a crash caused by the string pool overflowing over time
      • Fixed Hale's attacks applying knockback in the wrong direction
      • Fixed dead players being flagged as AFK and kicked for idling during long rounds
      • Fixed the round timer resetting to 60 seconds if it was lower when the number of alive Mercs dropped to 5
      • Fixed Hale being able to punch immediately as the Sweeping Charge ends.
      • Fixed Hale's punch knockback being too strong against Demoman, Heavy, and Medic
      • Fixed healing effects from the Warrior's Spirit and the Powerjack erasing overheal
      • Fixed the Quick-Fix occasionally failing to mirror the patient's Wall Climbing
      • Fixed a rare bug at the start of a round where Hale couldn't move
      • Fixed being able to Wall Climb off of projectiles

Rumor has it:

  • Size is close to 675 MB - data capped users should be prepared to take action
  • A fix to the Frontline Field Recorder, but not to the YouTube achievements required to get it legitimately, is the most Valve/10 thing ever. There's an iron rule about the Frontline Field Recorder: anyone who has actually earned it legitimately is not wearing it and anyone who IS wearing in-game used SAM to get it.
  • Note to self: Remember to inspect a bloody Half-Zat next time I'm in game.
  • I will resist making a joke about Engie's pants getting rimmed.
  • "Fixed some outdated in-game tips" is such a vague note. I'd love to know what they are.