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It's time for a rematch.

The definitive matchmaking experience. Built from the ground up.

A Warm Welcome

The improvements start before you even join a match. We've overhauled the main menu using entirely new technology, giving it a sleek design and more modern tools to help you enjoy the game.

Improved Play Menu

We've completely streamlined the matchmaking interface, utilizing dynamic hover effects and kinetic data streams to make queuing up faster and more engaging than ever.

Class Intel Folders

Explore the intricate lore and mechanical depth of every mercenary through highly detailed, interactive classified intel folders accessible directly from the main menu.

Overhauled Settings

Crucial gameplay options are no longer hidden behind obscure advanced menus or console cvars, giving you immediate access to search through and tailor your experience.


Main Menu

CASUAL MATCHMAKING 2.0

TF2 fans, we hear you. Matchmaking feels broken, and the fixes added over the years don't add up to a satisfying experience. So we've gone through all of its systems and rebuilt them from the ground up to ensure that Casual is fun, fair, and actually respects your time.

The Series System

The biggest complaint we've heard from players about Casual is that the match structure is too short. Just when you start enjoying a game with your team, the match ends and you're back in the chaos of the queue. No more. We've now transformed that match experience into combined "mini-matches" called Series. Series are played continuously on the same map for a minimum of 35 minutes. The team with the most series points at the end of the match wins.

Series UI

Hybrid Stopwatch

Stopwatch is back, reworked for Casual! Rather than ending the round abruptly like before, each team gets a chance to attack and defend to the very end. While defending, if a team succesfully stops the attackers, they receive 1 Series Point. Another Series Point is awarded to the team with the best offense, as measured through Stopwatch.

Stopwatch UI

Dynamic Balance

We've completely overhauled the way we balance teams in Casual. Auto-balance kicks in much faster to address missing teammates, while also considering more factors in selecting who to balance and when, reducing frustrating auto-balance moments. The new Team Shuffle system acts in between each Series, selectively adjusting a few players if a skill imbalance is detected, with as little disruption as possible, making sure teams are always on a level playing field, no matter who joins the match.

Shuffle UI

Social Features

We've made Casual more casual and fun with new social features in the classic spirit of Team Fortress.

  • All-Talk Between Rounds: Voice chat across teams is now enabled between rounds, allowing for more social interaction after you beat the other team.
  • Streamlined Pre-Game: The pre-game countdown has been streamlined to be more reactive to wait times and joining players, and countdowns between rounds have been reduced across the board.
  • Team Switching: Players can now switch teams during gameplay. Play with or against your friends!
  • Spectator Slots: We've added 8 extra slots for spectators to view the 12v12 action, and players can switch to spectator as they please.
  • Casual Bots: We've revamped bots to fit into the casual atmosphere, with improved behavior and item usage, to keep games going as players join and leave.

COMPETITIVE OVERHAUL

In attempting to make competitive for everyone, it ended up being right for no one. Instead of trying to rough it out, we've decided it's best to make it easier for the already established competitive community to get into. We've also added some cool new goodies along the way.

Class Limits & Weapon Bans

Game balance purity isn't worth it if no one plays. 6s class limits are now enforced (2 of every class, except 1 for Medic and Demo). We've also added global weapon bans to make things feel more at home for competitive players.

Improved Ready Up

We've reworked the Ready Up system to be easier to use and prevent stalled out games. Bots will now also fill in remaining slots instead of just replacing players that abandon during a match, removing the need to wait around for a full game.

Unrestricted Configs

Competitive matches were often hindered by frequent crashes or poor performance due to the strict config requirements. It's more important to us that players are able to play and enjoy the game, rather than an idealistic version of it, so we've removed these restrictions.

Reworked Rollouts

Rollouts are a critical component of competitive play, and previously, the match setup phase broke player expectations. We've reworked this phase to be more consistent with the tradeoffs high-skilled players expect from a competitive match.

Competitive

CORE GAMEPLAY FIXES

Substepped Movement Physics

Movement is smoother and more responsive, dynamically simulated at a higher resolution than ever before. We've streamlined crouch-tap jumps (aka "c-taps"), fixed jump arcs, and made bhopping more consistent.

Movement substepping

Consistent Loose Footing

We've removed the legacy stun-locking airblast status effect applied by the Scorch Shot and Loose Cannon. They now uniformly utilize the dynamic "loose footing" mechanic introduced in Jungle Inferno, granting victims the ability to actively counter-strafe and maintain control during knockbacks.

Knockback

Random Crits Vote

Team #Crits or #NoCrits? You decide! Servers by default come with a new option to toggle random crits on or off.

Crits vote

CLASS REVISIONS

Scout

  • Can now jump while crouched on the ground.

Pyro

  • Heat System: Split off heat system into two parts which measure warmup time and density separately. This allows the heat system to be accurate for both accuracy and warmup, rather than compromising on either.
  • Fixed initial flame particle dealing full damage
  • Retuned flame particle damage falloff to more accurately approximate ideal distance
  • Fixed the Phlogistinator MMPH! taunt ending early in some cases.
  • Fixed the Thermal Thruster status effect not being removed as intended in some cases.
  • Fixed being unable to airblast enemies when looking straight down
  • Fixed the Backscratcher not reducing healing received from the Crusader’s Crossbow (GitHub fix from JoriKos)

Demoman

  • Stickybomb Outlines: All active Stickybombs are now outlined on all Stickybomb Launcher types.
  • Fixed incorrect crit level coloring on the Shield Charge meter.
  • Scottish Resistance detonation radius is now consistent at all ranges

Heavy

  • Minigun Spread: Tweaked the Minigun spread pattern to be more consistent, making its effectiveness less dependent on rolling a good seed value during sustained fire.
  • The Holiday Punch now uses the same "crit from behind" logic as backstabs

Engineer

  • Building Placement: Removed building placement checks that were causing confusing denied areas.
  • Fixed the Pomson 6000 colliding with teammates during its initial lifetime.
  • The Wrangler laser now renders the shooting angle more accurately.
  • Fixed Dispenser healing getting interrupted in some cases (GitHub fix from bakugo)
  • Fixed various building visuals, sounds, and effects not working properly.

Medic

  • Health Outlines: Added health status outlines for your patient and teammates in need
  • Fixed “radar” exploit for finding non-injured teammates and disguised enemy Spies
  • Fixed being able to cancel or preserve ÜberCharge by picking up a dropped Medi-Gun.

Sniper

  • Hold to Zoom: Added a "hold to zoom" option for the Sniper Rifle.

Spy

  • Disguise Outlines: Fixed cases of disguised enemy Spies causing pop-in for team outlines.
  • Fixed various cases of glitched items on your disguise.
  • Fixed some cases of position desync causing backstabs to fail and enemies to notice your presence when bumping into them
  • Fixed Diamondback Revenge crits being earnable while using other revolvers

TERRITORIAL CONTROL 2.0

THE 50v50 HYDRO WAR

[BETA]

Territorial Control 2 (TC2) is a new large-scale mode that reimagines Territorial Control as a 50v50 gamemode. tc_hydro, a beloved cult classic and one of the six launch maps for TF2 — all but forgotten — has gotten a mode that truly takes advantage of its broad playspace. The sectioned off areas every round, and the confusing inconsistent map layouts that come with it are gone, and in place of it is something that takes true advantage of the beautiful sprawling architecture and size of the map. All 100 players will feel right at home in this mode that truly revitalizes the multiplayer PvP experience like the mode originally intended. Enjoy the new gamemode along with the engine optimizations that make it possible.

BROADCASTING & ENGINE

We've heavily upgraded the core rendering pipeline for modern hardware, and polished up various core systems.

Spectator UI

Polished Spectator Experience

Many improvements have been made to the spectator experience, including improved accuracy, adjustments to the spectator HUD, and more.

3D Observer Pen

Tournament casters can now instantly draw lines and markers directly in 3D world space to highlight key points.

Game State Integration

Live, fully extensible match data is actively broadcast from the engine for native third-party overlays.

Performance Improvements

We're constantly making sure that the game keeps running better with optimizations every update.

Map Load Improvements

Reduced downtime and waiting with drastically improved map load times, especially for low-end systems.

Visual Polish

We've fixed up a lot of visual issues in the HUD and in game, resulting in a more polished and enjoyable experience.

THE REMATCH UPDATE NOTES

Casual Mode 2.0

Competitive Mode

Class Changes

Scout

Pyro

Demoman

Heavy

Engineer

Medic

Sniper

Spy

General

HUD

Bots

Territorial Control 2

Spectator