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  1. 67 likes
    We are excited to announce the release date for Reflex Arena! Many of you have been here from the very beginning. Thank you so much for being with us on the first part of our journey, and we are thrilled to launch Reflex Arena out of Early Access very soon. Check out the trailer for the official release date, the features we are celebrating, and more. To thank everyone who has been a part of our community, all our Early Access players will receive the limited edition Golden Founder Melee Wrench in-game. We handcrafted this to say thank you, and will forever mark you as one of ‘The Originals’ before we launch Reflex Arena out of Early Access. Be sure to log in before March 8th to get your Golden Founder Melee Wrench, accessible from the Reflex Arena home screen! Just start Reflex Arena before the official launch to receive your very own Golden Founder Melee Wrench! The launch out of Early Access adds so much content and features that our community has helped shape. We will have full details soon, but we can reveal that we are adding: Bots: We are adding full bot/AI support to the game (hell yes!). This means a better in-game experience for new players, with more training, tutorial, and solo options for offline play. Our bot system also means that our seasoned players can sharpen skills with target practice while waiting for matchmaking. Join a matchmaking queue, and wreck bots in offline target practice while you wait for a PvP match to launch! Competitive Seasons & Online Leaderboards : PvP is at the very soul of Reflex Arena. When we launch out of Early Access, so begins Competitive Season One. Face off against the global community to earn your place in a new Online Leaderboard, with a new Competitive Points system. Matchmaking Rewards: We are celebrating our new Competitive Points system in matchmaking and our competitive season launch, where the CP you earn in matches against players can be used for glorious golden weapons. This will kick off with the upcoming competition Season 1 - stay tuned for more information! Brutal new skins and cosmetics are coming, as well as training map improvements, shiny new weapons and more are all coming in the Reflex Arena launch out of Early Access. It’s important to note that launching Reflex Arena out of Early Access is just the beginning. The whole Turbo Pixel team will continue to update, create content, and add new features to the game - we are here for our community. With cheers and celebration, The Turbo Pixel Team
  2. 37 likes
    Please see announcement post here: http://forums.reflexarena.com/index.php?/topic/4266-reflex-arena-launch/ See full changelog below. Cosmetics: Golden weapons now available - these are purchasable with competitive points in the profile menu New character parts "Ronin", including legs, arms, chest, head New melees: Katana, Tech Katana Added arms: Colossal Added heads: Jaguar, Owl, Monkey, Hockey, Hog, Cyborg, Roo Art: Added jumppad effects to jumppad brushes, subsequently jumppad green surfaces are no longer visible during play Training maps have had a quick spit n polish applied Maps: Updated Ironguard: Isengard off workshop Added map Aerowalk Bots: We've added bots to the game! They are not designed to beat the #1 player in the world, they are designed to practice against. You can find bots under TRAINING -> bots. You can add bots to your game via PLAY -> Host Game in the menu. Alternatively you can use sv_addbot (additional available parameters displayed in console) Bots are a first pass and will likely receive future improvements and fixes. Bots (to map creators) To use them in your levels, you can build navmesh with the editor toolbar (or with nav_build), these are saved when maps are saved, and published to workshop when maps are published To debug the navigation, you can use nav_debug 1 Use EntityNavLink's to set up special jumps for bots, you can also help them take jumpads which are not usual trajectory note: You'll need to upload your nav to the workshop before people can play bots on your maps! General improvements: Country code length from 2 to 7 chars (sct flag for CrazyAl) Can now forfeit in overtime r_smaa 1 is now default AA screenshotClean will now ignore replay primitive objects (camera spline etc) Entity reflection probe position now effects lighting hash (i.e. moving reflection probes will now cause lighting to become invalid) MM improvements: Blocked MM if game owner isn't same as logged in steam id (i.e. using family sharing) Now receive CP for winning competitive games Added Turbo Tuesday! Double CP Matchmaking CA / TDM now strictly 4v4 Updated map pool (see announcement) UI improvements: Added team colours to kill feed, in non-team modes own results in kill feed take your primary colour, your kills are highlighted brighter Added PickupNotifier widget Added FragNotifier widget Added TeamHud widget ScreenEffects widget: added hurt/damage feedback Awards now display for the correct time during replay export. Crosshairs.lua updated: added hit feedback (additional drawn (choose from 1 of 7 available), configurable size, end size, intensity, duration), preview displays combined result that will be seen at initial damage dealt Replay editor: We've added a UI for the replay editor, including timecode + dropdown to select who you're following ESC now works properly in replay editor, with a context-sensitive replay menu Gameplay improvements: Spawn system: suicide kills are no-longer random spawn. Spawn system: LOS test now much looser (i.e. it won't pass if spawn point is hiding behind a pillar for that instant) Changed gconst_grenade_trace_radius_world 1.0 -> 0.5 Changed gconst_grenade_trace_radius_entities 0.25 -> 0.0 Bug fixes: Fix for crash occuring in client remote console when attempting to format bogus strings MatchPicker widget: added clip on author name to prevent long names overhanging map tile Fixed issue around "Start" button on menu where it was trying to show an empty hovertext next to it Removed sounds heard during load screen Game countdown no-longer aborts if someone disconnects in MM games. (I believe this was the cause of behaving players receiving bans - the countdown would stop as opponent has DCd, then they'd DC (rather than wait for the full timeout) which would give them short ban.)
  3. 31 likes
    We're very excited to announce that we will be officially launching out of Early Access! The whole team at Turbo Pixel Studios wants to thank you all for supporting us through the journey of Early Access. Season 1: Along with the launch we will be officially starting Reflex Arena's competitive Season 1. The Season will last 3 months and comes complete with leaderboards and downloadable replays: Available here We’ve updated the map pool after taking feedback and pre-season map vote statistics into account. Competitive 1v1 Aerowalk, The Catalyst, Static Discharge, Ruin, Furnace, Simplicity, Pocket Infinity Competitive 2v2 The Grave Site, Tephra, Iron Guard, Thermal Blast, Phobos Competitive CTF Sky Temples, Monolith, Suna Station During the season you will earn competitive points for your wins, which you will then be able to trade for epic gold weapons. You can preview these in-game in the updated Profile section. Bots: We’ve been working on bots behind the scenes for a while and we’re pleased to include them in this release. Check out the bots section under the TRAINING tab or host your own game to play versus them. The bots are targeted towards new players, and also players who wish to practise their aim. Changelog: The changelog from the last update to now is available here http://forums.reflexarena.com/index.php?/topic/4265-reflex-arena-launch-changelog/ We want to reiterate that launching Reflex Arena out of Early Access is just the beginning. The whole Turbo Pixel team will continue to update, create content, and add new features to the game - we are here for our community, and today we celebrate the 1.0 launch - it’s a beginning, and not the end! The Turbo Pixel Team
  4. 16 likes
    I'm hoping the devs would like to try a different system for quick play FFA games - I think it would be ideal to keep an FFA game going and let people join soon in. I really enjoy FFA and play it whenever I see a game going on, and I've tried playing FFA and instagib games using the new MM system - it is only ever three people (which is fine, that's a playerbase thing for now). The other night I had a three player FFA game, and afterwards we were all in the lobby afterwards (that is, the same server)... but we couldn't ready up to play again, and we couldn't vote for mutators. I'd like to see how it would go if there is just an EU FFA game going on at any one time, like an official server, that people can quickly join if they go through the quick play option. Make it clear that it isn't ranked and there will be a big difference in player skill if necesssary, but I don't think people mind to be honest. I'd rather play with 7 other players and be at the bottom of the scoreboard than I would play with just two other players. The MM system is fantastic for duels and doubles and so on, but FFA and instagib, I think, need a different approach. FFA is much, much more accessible than other modes for casuals and beginners, and is in fact a good introduction to the game mechanics, movement, weapons, aim, items and so on. I quite literally did this when I first started playing the game. It was only later on that I started to get interested in the 1v1 game. Hopefully the devs have statistics for who queues for what, and maybe they'll see people queuing for FFA and not getting a game for a long time. So yeah, discuss? This is something I am a little concerned about right now.
  5. 14 likes
    Hi Everyone, Reflex Arena has finally been added to the YouTube Gaming Category. Please make sure when you upload videos to check if it has selected it automatically or if you need to change it. Let's add some videos to the Reflex Arena YouTube Gaming Channel! https://gaming.youtube.com/game/UCZgDjhOIGHvr9ISYlXBb4wg#tab=1 Thanks, Thaylia.
  6. 9 likes
    This game was built From scratch by Just 2 Developers & an Artist, Incredible.
  7. 7 likes
    If every1 has a golden weapon there is no real incentive to get a golden weapon. If it takes a long time to get, it's more desirable, especially since less people will have it. The way it is at the minute is good, because it's a real grind to get a golden weapon & not many people will have one.
  8. 7 likes
    Fully agree Quickplay should be separated from MatchMaking. Quickplay should be drop in/out. Atm it's just better join empty server than use MM.
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    Since the last update I've had FPS drops which I never had on any previous version of Reflex. I got a solid 150-200 FPS but for example, if I hit someone with a direct grenade up close, my FPS would sometime drop below 60 for a split second. Another example is on the map Sanctum. You can see in the screenshot that I get around 40 FPS when I'm about to hit the bumper (never happened before). I wanted to know if I'm the only one with this issue or if its from the last update (1.0). Edit: talked with some players on a stream and told me they noticed some FPS drops as well.
  12. 5 likes
    Been following this project since the mythical and ominous sub forum called "Reflex" emerged in ESR. I can't quite put into words how proud I am of you guys, but the general idea is that my penis just ejaculated.
  13. 5 likes
    It's been a wild ride, thank you so much to the dedicated devs not losing their sanity (completely :D)! Much love!
  14. 5 likes
    stream and cast will be done by the motherfucking god GMT himself. get ready boyz
  15. 4 likes
    To get all 7 golden weapons should be a task of a lifetime, not 7 months. I don't want to see everyone running with golden bolt in half a year.
  16. 4 likes
    Everybody seems to be loving the robo animal head cosmetics which is great it was a lot of fun making them. Had a bunch of requests for more so lets make a list here of any other ideas. oh and cool pics always help the process :ok_hand:
  17. 4 likes
    Congratulations @shooter, @Electro, @Yasashii, @Thaylia, and all the little Turbo Pixels
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    Instagib must be with more than 3 players. 1 player just can rekt 2 others (I'm not saying about situacion, when 1 of that 2 leaving) And same about FFA. Also Arena 1v1 can become to 1 guy rape everyone else. Here definitely need some changes.
  20. 3 likes
    QL is effectively a 17 year old game. You'll have to upgrade, no amount of optimization is going to make Reflex run well on a low-midrange system from almost 10 years ago.
  21. 3 likes
    HYPE!!! GG Guys! 2014 seems so far back. Game looks gr8. Gone are the days of the blue screen and endless lightmap builds!
  22. 2 likes
    Post anything related to bots here, feedback and suggestions are welcome! Here's something I noticed about bot's behaviour while two 50 skill bots dueled each other in Aerowalk: Bots doesn't seem to pay any attention to ammo, they would sometimes try to fire at the opponent when they have no ammo left Bots doesn't actually roam around the map but they will easily get stuck on waiting some particular item to respawn (waiting next to +25hp, essentially doing nothing) Weird prioritization over weapons, sticking with Burst Gun even after they've collected other weapons Not sure if this is intentional but bots are able to gain levels while they play
  23. 2 likes
    Edit: The patch which was just released has fixed this for me. I've encountered a bug in 1.0 that I have not seen in previous versions. My audio is acting very strange. It's hard to describe, so I've included a video. You'll notice the strange audio clipping when I pick up items, and also during the second half of the video when I listen for the impact of the plasma balls. I'm using a Razer Kraken USB headset, with the latest drivers. In Razer Synapse, I have tried setting Reflex to use 2.0 Stereo and 7.1 surround, but both yield the same result.
  24. 2 likes
    I understand that the devs are reluctant for new players experience to be a potential stomping, but I do think FFA mitigates that, and the way I was talking about it just now in Discord is.... it's the turbo queue button for FFA. It's the player saying 'I don't mind playing with better players if it means I can play with more people'.
  25. 2 likes
    lowkey the golden burstgun looks really sick though
  26. 2 likes
    I've never played this game before but I bought it this morning after seeing it on RPS. I've noticed a small problem with respect to the YouTube videos. This video (https://gaming.youtube.com/watch?v=s7plphgW0tU) is the first one in the list for Reflex, yet it's three years old and begins with a warning that all art is placeholder. A new trailer should be released (if it's not done already) and pushed to the first result or else new potential players might get the wrong idea.
  27. 2 likes
    I wonder if it's related to the new jumppad effects? Has anyone tested whether Pocket Infinity (no jumppads) has changed for them? Or whether there's a pronounced FPS drop on Ruin (3 jumppads).
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    This is minor but needs to be cleaned up. Im only going to list some of them because I don't know each one off hand. UI elements by their corner style: Rounded Corners No Outline: ScoreBoard UI ToolTips on the Awards Page Training Goal List Buffs Health/Armour Bar Ammo Count Rounded Corners With Outline: ChatBox KillFeed Square Corners No outline: UI ToolTips Menu UI Callvote Popup f1/f2 vote thingy Pickup Timers Scoreboard buttons (View steamprofile/friends) Inner Health/Armour Bar box
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    Would like to see bots try to go for RA/MH/YA, all game. Would also like to see bots prioritising the rockets, ic & bolt when they have them. For me, don't know about any1 else, but the bots keep walking backwards and getting stuck on walls. Would like to see this fixed.
  32. 2 likes
    ? ? ? ? ? ? ? ? ? ? ? ? ? Well done guys! Can't wait to play later today. BTW, DDK is streaming at the moment: https://www.twitch.tv/ddktv
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    Grats and thank you guys for your work!
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    Hey @shooter, an idea to rework casual FFA + CTF matchmaking, similar to how other games do it: Firstly, imo 'quick play' and 'matchmaking' should be separate buttons on the menu for minor sake of clarity and to aid in implementing casual FFA/CTF in the way of either: splitting FFA/CTF into a ranked casual and quick play casual, or doing away entirely with a casual FFA/CTF that involves any sort of hidden elo, at least in the current state of the game with as low a playerbase as we have, in favor of adding at the very least FFA + CTF to an actual quick play menu that will connect you to public servers running these modes that fall within the ping region selected. Also, alongside that, remove the locks on the official FFA + CTF servers so that they can be used in the same way, but with both official and community FFA + CTF severs, you will still be able to connect to them through the browser as per usual. This also comes with the benefit of being able to join games in progress, having drop-in drop-out play, which may or may not be a plus, but at the least it will potentially speed up casual matchmaking to only have to wait for an open slot rather than an entire game to end and re-queue. The servers allowed can be regulated by the dev team of course or even simply kept to the official servers, but currently I don't see many FFA's being put together through matchmaking once the population settles from the patch hype. This way FFA and maybe ctf, I think, could easily be kept consistent as players would filter in through both the browser and quick play, and if somebody really wanted to play a ranked FFA/CTF, (which if the game grows enough, I personally would use ranked CTF often) you could just keep them on the competitive list of matchmaking with their separate ELO's. In my thinking, if you're willingly playing casual FFA/CTF, you're accepting already that there wouldn't be a hidden ELO and that somebody else in-game may be quite above your skill. This is also how CSGO does casual matchmaking, so that's where my experience with the system comes from. Sorry for the long post and my jumbled two cents since it's early and I'm at work with little sleep, it may be more difficult to read than it should be. Also, if any of this already works in a way I've described I do apologize, I have not yet had a chance to actually play the new patch. Edit: Also forgot Clan Arena, that would fit here too.
  37. 1 like
    First of all, dont take this as me complaining, im in love with the ladder/golden weapon idea and im very happy about the release! That being said, i wanted to make some math about the golden weapons. lets say i win 50% of my matches (which i dont lul, prolly more like 1%) and manage to play consistently around 3 hours a day (which is probably above average) this means 3 hours ~ 18 duels (if i only play ladder, and only play duels which i don't) = 9 wins = 90 points. Considering a weapon costs 3000 pts. it means i would have to win 300 duels,therefore play 600, which translates in 6000 minutes (100 hours) which would be one month, With the full set taking 2100 duels to get with 21000 minutes of gameplay (700 hours) and therefore 7 months. Now considering a lot of people dont play 18 duels a day, more like 6 i would say, this means it would take 3 months for one golden weapon and still 6 a day is no joke. How do you guys feel about this? I like the idea of them being hard to get and all but it seems a bit overkill and i feel like probably i won't even get one, mostly because i suck lmao. were they intended to be this hard to get? Will they be available only for this first 3 months and then the next 3 we will get some other ones, making the current ones unavailable? Again im not complaining, im just interested. Keep on fragging boyz
  38. 1 like
    Thanks! I clicked the link in the OP to get the list of Reflex videos.
  39. 1 like
    I will try and do an official tutorial for you sometime soon, got a lot of things going right now but I'll make sure to do one so it helps you and other new players! I do have few videos on that map but none of them explain how I did any of the jumps and/or routes so it would be silly to post a video here of me breaking the record when you and other new players won't even understand how I did it. Peace out!
  40. 1 like
    Same here. 400 fps on catalyst b4 launch 190/ish now (with some really awfull freezes)
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    Same here, except mine would drop to 15-20 fps.
  43. 1 like
    He's not running an AMD GPU. Can you go back to stock just to verify that it is really not the overclock causing the freeze? The stability of an overclock can decay over time and just because it's stable in one application doesn't mean it's stable in another. I've had overclocks crash after 17 hours of prime95.
  44. 1 like
    To be more specific, you had to log in during the week before release.
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    i didn't know I had an account prior to this. HYPE!