1 pointMoving 1.2 out of beta, thanks to everyone for the feedback ! General Fixes: Fixed RL lod not working with skins Fixed Plasma lod not working with skins Fixed bolt rifle lod not working with skins Fixed issue where UI would crash when opening last crate Gamma now clamped at 2.7 when in menu (so menu is readable) Hid "buy (in store)" item in profile menu when selecting non-purchasable items not yet found in a crate Increased ui2EditBox/textRegion max length from 256 to 8000 so addon descriptions don't get truncated Main menu forge/map editor buttons now ensure sv_allowedit 1 is set Old replays using rulesets removed from game (experimental, experimental_plus, experimental_stake) should now playback as desired Gib explode directions should now be more consistent when playing back replays continously Removed 'blip' sound from menu.rep Forge: Fixed issue where UI would break when adding bogus values to text entry boxes Updated Reflex_Weapons.zip to include all base textures Added Digi Pink skin set Art: Fixed issue where Speed ragdoll legs crash the game Fixed previous optimisation pass which disabled several particles (such as steam, steam_lava etc) Fixed jump anim that was bugging out the arm Purity: Fixed issue where pak file assets were always taking precedence Visual clarity mod verified to work, as it should be Custom sounds now work too Custom Rulesets: Fixed issue where gconst_stake_enabled (and others) wern't properly reset when returning from a custom ruleset Fixed Crash in “map” with “sv_startruleset” used Fixed issues switching between two custom rulesets Custom ruleset are now always "based on" competitive. i.e. if you don't set a gconst, it will to default to what's in competitive. Exposed gconst_expose_timers_to_lua Exposed gconst_powerups_drop Exposed gconst_default_game_timelimit (keep in mind this will set to ALL gamemodes! don't specify if you want the default of different values per gamemode)
1 pointNo one in NA plays matchmaking for reasons other than what you've stated here. MM duels are simply not as enjoyable as dueling in a normal server since you cannot chat with your opponent, cannot choose the map you want to play, are often forced to play maps that aren't particularly relevant, and (as of late) cannot chose to play any ruleset other than competitive which is a poor experience for the majority of players. NA has almost collectively made a choice to not play MM, and its of no fault of the devs, its the design of modern MM systems in general. And, back when turbo queuing was first introduced people complained about being put against people too far from their skill rating and so the devs changed the scaling, if I remember correctly. - http://steamcommunity.com/sharedfiles/filedetails/?id=799460767&searchtext=race+leaderboard The technical barriers to creating something like this are extensive, people have brought up this point many times, and the devs have addressed it before. - Rocket knockback works properly, just because it is different from other AFPS does not mean it is wrong or broken. The Spawn system works as intended in almost all cases, the only time that you spawn in your opponents face is if your opponent is moving very quickly or using teleporters. This is behavior is critical to the gameplay of Reflex. Spawn fragging has been part of the meta game for a long time, and there is no reason or method to change that. Considering the size of the maps in Reflex there are sometimes almost no locations in which the player can be spawned to avoid being spawnfragged, and even if the game could somehow determine what that location is, then the spawn system would become too predictable and spawn forcing would be an even more viable strategy.
1 pointYo welcome to FFA event. If you like FFA feel free to join and play. We play every week. Date: Thursday, March 15, 2018 Session Start: Central Europe: 20:00, United Kingdom: 19:00, Russia / Moscow: 22:00 Mode: FFA only Server: Capodecima's FFA server 18.104.22.168:28672