Sniper Pyro Scout Soldier Engineer Medic Heavy Demoman Spy

TF Team

For general feedback about the game.

Steam Support

Visit the support site for any issues you may be having with the game or Steam.

Comp Mode Rank Improvements (And What We're Working on Next)

August 16, 2016 - TF2 Team

Just a quick update while we keep working on the Meet Your Match fixes we posted a few weeks ago. We wanted to call out a few noteworthy things shipping with today's update, as well as keep you up to date on some more substantial fixes that are on the way.


We're currently working on a more comprehensive Elo rating system to improve how Competitive Mode ranks are determined that we'll be shipping in the near future. This update will make the rank system more self-correcting and better distribute players based on performance.


In the meantime, though, we've shipped some rank balancing improvements in today's update that will help distribute ranks more evenly in the short-term. Players with high win-loss ratios will now be "fast-tracked" to higher ranks that better reflect performance (without having to grind through unchallenging matches). Additionally, players in the first tier of ranks (1-6) will now be penalized less for match losses, making it easier to gain low ranks at the outset without getting stuck.


Additionally, with today's update, we are rolling out our first matchmaking bans on problem players you've reported. Problem players will receive a six-month ban from Casual and Competitive matchmaking. We've also made it easier for you to report problem players by adding a new feature that lets you report directly from the scoreboard. (See today's update notes for more information.)


We also wanted to touch on upcoming improvements to the Casual Mode experience. A high priority is providing better flow for continuing play at the end of a match. To that end, we're currently putting the finishing touches on two features that many of you have requested: The option to rematch with the same players on the same map at the end of a match, and the ability to re-queue into a new match from the win screens for both Casual Mode and Competitive Mode.


Finally, we are working on issues with the region system that have been causing poor connections for players in certain areas. The next few updates will be integrating TF more tightly with the global server network already used by games like CS:GO and Dota 2 to provide much more reliable connections and the best-possible latency.


Meet Your Winner: PYRO!

August 15, 2016 - TF2 Team



Well, it's been a tight race, everybody. Five weeks of ballistic trauma and charred corpses later, we've crowned our glorious king of war: All hail the PYRO. Winning in a 56% to 44% split, Team Pyro has fried, burnt and scorched its way through a smoldering mountain of enemies and into a brand new class pack, featuring new weapons, new cosmetics and rebalances, to be shipped in a future update. Congrats to Team Pyro!


The Sixth Annual Saxxy Awards!

August 9, 2016 - SFM Team



It's time once again to announce this year's Saxxy Awards, and we couldn't be more excited! Last year we shook up the rules a bit by reducing the length of the themed categories (Action, Comedy, Drama) and adding a five-minute Extended category. We were overwhelmed with so many high-quality entries to the Extended category that there were some great entries that didn't get the recognition they deserved. So, if you're working on an entry to the Extended category, it may be worth editing your piece down to three minutes and submitting to one of the themed categories instead. We know it's not easy, but solid editing can make a good submission great!


As always, we can't wait to see the amazing videos you create! Don't forget that all Valve universes are available for use, and SFM shorts that were submitted to the Dota 2 Short Film Contest are also eligible for this year's Saxxy Awards. The submission deadline is November 11th. Remember, you can upload non-final versions up to a week in advance of the final deadline, to guard against last-minute computer failures, internet outages, login problems and so on. Check out the guidelines for details on the rules and deadlines, and get your entries ready!


Matchmaking Update

July 22, 2016 - TF2 Team

Thanks for all of your feedback over the last couple weeks. In our previous post, we talked about a number of issues with the Meet Your Match update and what we were doing to address them. Here's a quick recap on what has happened since then:


Matchmaking:

  • We have been working hard to improve the matchmaking system, greatly reducing queue times and eliminating most causes of errors when attempting to play. On average, queue times are now below ninety seconds for most players. There are still some issues with lower population regions and game modes that we are looking into.
  • We have identified and corrected several issues where players weren't being sent to fill empty slots for in-progress matches. There should be far fewer matches where this happens, and we will continue making improvements here.


Casual Mode:

  • Players are now able to specify the maps they would like play on when using matchmaking. However, it is sometimes the case that players joining in-progress matches (aka "late join") end up on maps they did not select. This will be fixed in an upcoming update.
  • Abandon penalties have been removed, which means players can come and go as they please.
  • Vote-kicking has been added. Players that are kicked retain the experience they've earned to that point, in order to reduce the likelihood of players using the system to grief others.


Next, we would like to give you a quick overview of the things we are working on, and go over some of the issues you raise as needing more attention and work.


Abandons in Competitive Mode:

  • We are going to make abandoning penalties much harsher. The current system increases matchmaking ban times based on the number of abandons over a period of time. We are making a change to more quickly move serial abandoners into really long ban times. We will also subtract the maximum number of rank points possible, per abandon. The amount lost will be far higher than what could normally be lost in a completed match.
  • In addition, we are investigating several options to offset the impact abandoners have on games that are in-progress. More on that when we have details to share.


Griefing in matchmaking:

  • We are working on systems that will give players with high numbers of in-game reports automated cooldowns from matchmaking, to discourage disruptive behavior.
  • As a side note, you can report players while in-game by clicking the "Report Player" button - located in the "Play" section on the main menu.


High ping and queue times:

  • There are still cases where players can wait longer than we'd like. This is more common in lower population regions and game modes in Casual Mode matchmaking, and the result is that players sometimes end up on a server where their ping is higher than normal.
  • One solution we are investigating is allowing matches to start with fewer than 24 players -- in cases where there are not enough available players to form a complete match, or when the players being considered are too far away. The system will instead prefer to start a smaller match more quickly, with a more appropriate ping, filling the remaining slots as more players become available.


Experience and incomplete matches in casual:

  • Right now, leaving a casual match results in no experience being earned. We are looking at changing this to avoid penalizing players for having to leave after investing significant amounts of time into a match, while still providing rewards for playing matches to completion.


We are monitoring the game around the clock, and we continue to read all your feedback and suggestions. Thanks again for taking the time to help improve TF.


Casual Mode Update

July 8, 2016 - TF2 Team

It's no secret that Casual Mode has had a rough launch. We wanted to give you an update on what we're doing to address your concerns.


Short version: We hear you. Later today, we will be shipping a patch to Casual Mode that will remove the penalties for abandoning a game, and allow you to narrow your game mode selections from two modes to a single mode before queuing. Additionally, in the very near future, we will be shipping a more comprehensive Casual Mode patch that will let you select the maps you will be matched into.


We've provided a more detailed breakdown of Casual Mode's issues and how we are addressing your concerns below.


First, and most important, queue times. The queue times you are currently experiencing are a bug, not a feature. It is something we are actively working to correct. Several backend issues appeared post-launch that culminated in long wait times. Removing this issue is our highest priority right now.


Second, abandonment penalties. We had put in a ten-minute cooldown period to encourage players to complete matches. Your feedback has convinced us that it is more important for players to be able to come and go as they please. Today's patch will remove abandonment cooldown penalties from Casual Mode.


Third, user choice. We'd intended to roll out the number of match options available to players incrementally, so as not to overload the matchmaking system with too many variables on Day One. In retrospect, of all the match options to hold back, map selection should not have been one of them. It is the next feature we are adding to Casual Mode, and you will get it very soon.


Fourth, Casual Mode levels. Levels are a cosmetic feature that show how much you've played. They can never be lost, and they do not affect matchmaking. We did a poor job of communicating that Casual Mode Levels are in no way similar to Competitive Mode Ranks (which do affect matchmaking, and can be lost).


Finally, we wanted to note that we value the role the community plays in the development of this game, and do in fact read all the feedback sent to us, as well as through reddit, the forums, streams, and more. We are not always as talkative as we perhaps should be, but we are listening.