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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.