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  1. 3 likes
    Available in Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=884406684 I decided to create a HUD that should look good while keeping it minimal. Most of the UI elements have a slight fade in/out animations that should not hinder the competitive play, and they can be fine-tuned or disabled if they bother you. Feel free to leave feedback or suggestions
  2. 2 likes
  3. 2 likes
    Rockets used to be good until people bitched to the point where they changed it because people can't dodge to prevent them from being popped up. Getting popped up was a punishment for not dodging. Rockets in this game now feel like rockets in UT. There is no knockback, your lucky to pop someone up to punish them for rushing you all day AND on top of that you can't block critical areas of the map people can just run all day through chokepoints its stupid.
  4. 2 likes
    I'd like to have more options for changing bot behavior, like forcing them to use specific weapons, disallow them to shoot at players (dodging only), make them frozen etc.
  5. 1 like
    Tiny update: Added messages for Capture The Flag events Added option to display player country flags in fragged messages and spectated player names Spectator controls now switches back to player follow camera when attack key is pressed in free camera mode Added customizable weapon rack glow for currently selected weapon Weapon rack background color is now customizable More fragged message options for displaying killer name ("You", killer name, and killer name while spectating) Fragged message and spectated player name supports Q3-style colored names when available (requires EmojiChat) HUD should now show properly in arena/team based games while spectating
  6. 1 like
    I'd be interested to see how a RL with a larger projectile would play out. It's probably tf2 jading me but even rockets in QL had more 'weight' to them if that makes sense. They're easier to get hit by but also easier to dodge. ???Not sure if I'm talking out my ass but would like to try it idk¿¿¿
  7. 1 like
    If I'm allowed to comment on general game design for a few sentences... I think it's a real shame that so many arena shooters or quake-likes don't play around with explosive weaponry. You always have just one rocket launcher and that's it. The grenade launcher is too impractical in combat to use reliably, but it has potential (and the reflex gl is one of the better ones, even if the rockets are always better). Having 2 or multiple weapons that use explosive damage and knockback would be a lot more interesting from a game balance and combo stand point. I don't know how finalised the reflex devs feel the current arsenal is, but maybe it can be some food for thought. When I played competitive TF2 my main class was demoman and while the sticky grenades are obviously super cheesy and wouldn't fit a game like Reflex I really liked playing with strong projectile weaponry which filled different niches and allowed you to be very creative in your playstyle. As for the reflex rl, I'm happy with it overall. I always liked the strong, "slow" rocket design generally, so if there were to be changes that is the direction I would like it to go.