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  1. 41 points
    Electro

    Custom Ruleset Poll

    Officially confirmed for next update. Everything from my end is done with implementation of it. Just want to say, this is how custom rulesets should be handled. Everything about the process was done right. Documentation, discussions, changelogs and explanations. Thanks to everyone that provided feedback and to Rama for coordinating it all. I believe it addresses a lot of consistency issues while providing more solidified roles for weapons. By providing this contrast it makes the gameplay less flat/uniform overall. I think it'll give an improved platform moving forward. Another added bonus is that for the most part, the more casual players won't notice any drastic changes. A good step towards evolving the gameplay I think. Thanks again everyone.
  2. 33 points
    ReflexMonthlyCup

    Reflex Monthly Cups

    Welcome to Reflex Monthly Cups Reflex has been in need of a more established competitive scene for some time. The goal of the Reflex Monthly Cups is to give those who have the drive to compete in duel the guarantee that their commitment will be rewarded. Our goal is not to provide two tournaments or ten tournaments, but to provide a sustainable framework for competitive and dependable Reflex duel tournaments that will continue as long as there is demand and people willing to organize them. RMC is a purely volunteer effort, but we will do our best to consistently meet our goal of hosting a duel tournament every 4 weeks for each region. Upcoming Editions Reflex Monthly Cup NA#7 To be announced... Reflex Monthly Cups EU#6 To be announced... All future tournaments will be played on Custom Ruleset 2- https://reflex.fun/cr2 Registration Participants must sign up on challonge before the official tournament starting time : http://reflexmonthlycups.challonge.com/. Players must also join https://discord.gg/zUXuDcg on discord and ask for the Participant role in the "role requests" channel (https://discord.gg/cmNasKK) order to access the tournament-general channel where servers will be assigned on tournament day. On the day of the tournament, participants must check-in on the challonge page. Players will have a 1 hour window to check-in before the tournament begins. Each cup is limited to 32 participants, when full you should still register, you will be added to the waiting list and will likely make it in before the tournament begins Map Pool The Catalyst (http://steamcommunity.com/sharedfiles/filedetails/?id=608558613) Furnace (http://steamcommunity.com/sharedfiles/filedetails/?id=608417285) Pocket Infinity (http://steamcommunity.com/sharedfiles/filedetails/?id=609506884) Abandoned Shelter (https://steamcommunity.com/sharedfiles/filedetails/?id=608404670) Simplicity (http://steamcommunity.com/sharedfiles/filedetails/?id=609501573) Tournament matches must be played on the official versions if the game is streamed, both players can agree to play on a clean version otherwise. Prizepool Current cap : $100 (for each single tournament) The prizepool cap will be increased if community donations allow it. Distribution : : 45% + Reflex Monthly Cup Shovel (In-game unique melee item) : Album - Video : 25% : 15% 4th Place : 7.5% 5-6th Place : 3.75% ($2.5 will be used at each edition to cover server costs). You can contribute to the prizepool by donating on Matcherino in the prizepool links above (supports paypal). Remember that the goal is sustainability. Donating small amounts regularly is more helpful than a single large donation. Thank you for keeping competitive Reflex alive! Rules Reading the rules is mandatory when participating in a tournament : https://reflex.fun/rmc_rules Previous editions -RMC NA#1 : Final Bracket - VOD - Replays - Prizepool -RMC EU#1 : Final Bracket - VOD - Replays - Prizepool -RMC 1st Editions Highlights : https://www.youtube.com/watch?v=D09-7wBvV2 -RMC NA#2 : Final Bracket - VOD - Replays - Prizepool -RMC EU#2 : Final Bracket - VOD - Replays - Prizepool -RMC 2nd Editions Highlights : https://www.youtube.com/watch?v=EE7IpHDVznw&feature=youtu.be -RMC NA#3 : Final Bracket - VOD - Replays - Prizepool -RMC EU#3 : Final Bracket - VOD - Replays - Prizepool -RMC 3rd Editions Highlights : https://www.youtube.com/watch?v=JeTiPOIQyvQ -RMC NA#4 : Final Bracket - VOD - Replays - Prizepool -CR2 AU : Final Bracket - VOD - Replays - Prizepool -CR2 JP : Final Bracket - VOD - Replays - Prizepool -CR2 2v2 : Final Bracket - VOD - Replays - Prizepool -RMC EU#4 : Final Bracket - VOD - Replays - Prizepool -RMC NA#5 : Final Bracket - VOD - Replays - Prizepool -RMC EU#5 : Final Bracket - VOD - Replays - Prizepool -RMC NA#6 : Final Bracket - VOD - Replays - Prizepool Official RMC youtube channel : https://www.youtube.com/channel/UCt3JBOnzAk4WD1dgnHGOvJQ Official RMC challonge organization : http://reflexmonthlycups.challonge.com/ Reflex Monthly Cups --- Staff Head Admins : DazedSpartan – joined 01.11.2017 Ramagan – joined 01.11.2017 Tournament Admins : DazedSpartan – joined 01.11.2017 Ramagan – joined 01.11.2017 bitstream – joined 20.02.2018 Trial Admin(s) : Server Admin : Ramagan – joined 01.11.2017 Public Relations : DazedSpartan – joined 01.11.2017 Goulox – joined 05.12.2017 Nacho – joined 21.05.2018 Video content : Zuluu (VODs) - joined 20.02.2018 RMC banners created by lolograde Original logo created by s.i. Honorary Staff : erad (Tournament Admin) - joined 25.11.2017 cat_smoker (Highlights Movies) – joined 09.01.2018 cupcake (Highlights Movies) – joined 01.11.2017 lolograde (Highlights Movies) - joined 01.11.2017 Volunteer Reflex Monthly Cups is looking for volunteers eager to help us improve the quality of these tournaments: Another Public Relations member who can advertise the cups on discord and other sites and platforms 2 to 4 additional tournament admins Additional Video Editor Someone with videomaking skills to join the highlights video team A newswriter who can write pre and post cup summaries A tournament admin issues periodic announcements, reminders, and information throughout the tournament. Tournament admins are responsible for assigning servers for matches and managing the challonge page. They must be available throughout the tournament to assign servers as games are finished, as well as in cases where rules need to be enforced. The more tournament admins available for a tournament, the less the workload will be for each one. If you are interested in any of these roles, please contact @DazedSpartan#3488 on discord. Thank you!
  3. 20 points
    shooter

    Reflex Monthly Cups

    I'm pushing a 1.1.2 expplus build to the expplus steam branch for this. This will allow you to use the custom ruleset on the 1.1.2 build. note: If you go this way, only the server will need the expplus branch, connecting clients just need to callvote ruleset experimental_plus Been sitting on it for a while with anticipation that 1.2 would beat it - but it doesn't look like that's the case. Please let me know if there are any issues setting up the expplus servers.
  4. 18 points
    promEUs

    Ishdm12 - Angarr's Gate

    Angarr's Gate FFA/CA map by Irish & promEUs [Workshop Link] Screenshots slightly outdated, will be fixed SOON tm
  5. 17 points
    Yasashii

    Reflex Monthly Cups

    Done up some custom melees for the winners each month
  6. 16 points
    Hi All, I made a fragmovie and it's about Reflex Arena. Enjoy: Hasu.
  7. 14 points
    lolograde

    Replay Editor Guide

    Here's a brief guide to Reflex's replay editor. (FULL DISCLOSURE: I am not an expert. If I've explained something inaccurately or poorly, please let me know.) BEFORE YOU BEGIN EDITING 1. Bindings: You can find all the useful Reflex Replay Editor bindings through the menu --> Options --> Bindings. Use the drop down menu to select Replay Editor: 2. Config: Before you start, always take a few moments to make sure you've got your config the way you want it. Graphics settings, FOV, weapon offsets, force enemy colors, frame rate, depth of field, HUD details, etc.! It is extremely frustrating to start a big project, get half way through, and realize there's an issue with the config. So it is worth a little patience to test out your config before you start! 3. Disk Space: If you plan to use Reflex's re_export function, make sure you have enough disk space. Re_export essentially produces an image sequence, individual PNG image files for every frame you export, which you will eventually want to combine into a video file. Think about it this way, if you export 5 seconds at 60fps and each image is 1MB (at 1080p resolution), that's 300MBs for just a 5 second clip. If you're planning to make a movie longer than 5 second, please keep that in mind! USEFUL CONSOLE COMMANDS The Reflex Files wiki page has a useful list of these console commands located here: http://wiki.reflexfiles.com/index.php?title=Category:Replay_Command. Some are out of date (like re_showtimecode is, sadly, no longer a working command), but most should still be active and working. With the addition of the new Replay Editor HUD, many of the console commands do not need to be used. However, there are still some commands that you won't be able to find on the HUD that may be useful to note: re_set_angle: Used to set camera angle rotation. First set your keyframe and then, without moving from the keyframe, use re_set_angle to update the keyframe's camera angle. re_set_fov: Used to set camera field of view. First set your keyframe and then, without moving from the keyframe, use re_set_fov to update the keyframe's camera FOV. re_export_frame_rate: Used to set the number of frames per second exported. r_depth_export_scale: Used to set how far the depth of field image sequence looks. See Nathan's Depth of Field tutorial for more details. LOADING A REPLAY 1. Lower the console with ` (tilde) and type "play <replay file name>" (without the quotations). For example: 2. When you load a replay, you'll notice that the "timeline" is filling up. That means it is loading. You won't be able to drag the timeline further than where the replay has loaded to. For a 10minute replay, it may take 20-30 seconds to fully load. REPLAY EDITOR HUD 1. MODE: This button lets you toggle between the "EDITING" and "WATCHING" mode. EDITING mode is what you use when you want to make a third-person camera which moves (this is explained in more detail in the "CREATING A SIMPLE CAMERA" section). WATCHING mode is when you are either just watching (duh) or when you actually want to EXPORT. 2. SAVE: I believe SAVE lets you save your camera work. So when you reload the replay later, you can still see the camera path and keyframes you've added to the replay. 3. REPLAY CONTROLS: The outer two arrows (double arrows and bar) are for previous/next keyframes, the second and fourth arrows (single arrows with bar) are previous/next frame, and the middle is play (re_speed 1). 4. MARKERS: If a replay has markers, you can scan to these with PREV or NEXT. 5. EDIT KEYFRAMES: When you want to create a third-person camera, these buttons are the key! ADD and DEL are pretty self-evident. You can use UPDATE to change the placement/angle of a keyframe ONLY if you're at the current keyframe in the timeline. 0 ROLL resets the camera roll angle. RESET, I believe, clears your keyframes. 6. PLAYERS: There's a drop down menu that lets you select which POV you want to view. If you're in WATCHING mode, simply select the player's name and then select ATTACH. If you're in EDITING mode, then selecting DETACH will let you move the camera freely around so you can do some camera work. 7. EXPORT: The START button starts the exporting process. It will export at the framerate determined by the console command re_export_frame_rate. It will also export depth-of-field images (as a separate image sequence). It will export the number of seconds (game time) you've selected in the drop down box. If you want to export some alternative number of seconds, you would need to use the console and type "re_export <seconds>" (without the quotation). For example: re_export 11 8. SECONDS: A convenient way to set the number of seconds you want to export. KEYFRAMES Keyframes are essentially "key" frames that determine a camera's path. By adding a keyframe, you're telling the game to have a camera at whatever given point-in-time, place, angle, and/or fov that you're currently at. Then at a different point in time and place, you may set another keyframe. The replay editor will then linearly interpolate (or "lerp") between the two points (time, position, angle, and fov) to make the camera's movement look smooth. How these keyframes are used to create a camera path is demonstrated in the video below, "Creating a simple camera in Reflex Arena's replay editor". IMAGE SEQUENCES Once the exporting is completed, you will have a new folder in your Replays folder named the same as the replay you're exporting that contains the image sequences. There will be a folder called "colour" for all the normal, color images. If you've also selected DEPTH, there will be another folder called "depth" which contains the depth of field image sequence. You will need some software to combine the image sequences into a movie file. I believe there's quite a few out there but a free, easy to use program that I prefer to use is VirtualDub. To do this with VirtualDub, open the first image in the image sequence folder, colour or depth (File --> Open Video File), set the desired frame rate (Video --> Frame Rate), and then "Save As AVI". NOTE: Keep in mind that VirtualDub does not compress the images at all! It simply combines the images into a sequence in the AVI file format. Therefore, the AVI file size should be at least as big as the sum of all the image files which, depending on the length and resolution of the images, could be multiple GBs in size! AUDIO Unfortunately, I do not believe Reflex Arena's replay editor can currently export audio clips with the image sequences. Getting the audio will need to be done separately from the EXPORT process. To accomplish this, you'll need to play the replay at whatever speed you're exporting at (e.g., 25% speed or re_speed 0.25) and capture the audio with some capture software like Dxtory. REPLAY EDITOR BASICS <Video coming soon of basics of loading replays, using HUD, moving camera, exporting, etc.> CREATING A SIMPLE CAMERA CREATING A CAMERA WITH CHANGING FOV DEPTH OF FIELD Nathan (of ArenaFPS) has a great tutorial on using Reflex's depth-of-field function. You can see that here:
  8. 10 points
    Probably an unpopular opinion, but I think the game should prioritize on player experience over viewer experience. It's obvious at this point that Reflex won't be the next big thing in eSports, so maybe stop treating it as one. Loosen it up from areas where the strictness of competitive ideals takes precedence over fun, properly finalizing stake launcher as a core weapon would be a good way to start in my opinion. Perhaps add some variety to map scale and the way items are distributed, two megas, two reds, only two yellows, one mega-one green.. one rocket?.. have some experimentation with taboos like these.
  9. 10 points
    lolograde

    Feature Request: REPLAY BROWSER

    Dear Turbo Pixel Studio Gods: I humbly request a built-in REPLAY BROWSER for Reflex Arena. It would be nice to be able to search all replays in your replay folder(s) and be able to select/play them that way (without needing to copy files names and paste into Reflex). It would be especially nice if you could select a replay and it would preview some of the replay details like: map, mode, player(s), scores(s)/time(s), etc.. In the event the devs are spread too thin, perhaps the replay file system can be exposed in LUA and those in the community with the skills can create a browser? Somewhat related: It would also be very nice to have the option to download the game replay immediately following the completion of a game. Perhaps there could be a "DOWNLOAD REPLAY" button on the end scoreboard?
  10. 9 points
    Sharqosity

    Ammo balance in Clan Arena

    Hello=all, I am very happy that Rama ruleset is confirmed for 1.2. This will mean big things for duel, however it brings up an issue for the atdm gamemode. In atdm you tend to have rounds that last a while, and you need more ammo than duel, especially when you're playing a bigger game like 4v4 for example. I've found through playing that the ammo limits with the current ruleset are pretty good with atdm, however the new rama ruleset ammo caps won't give players enough options, especially with only 16 rockets. To fix this, I think voting on the arena mutator should change the max ammo as well. So, what should these new ammo values be? Here I've gathered the values of ammo caps for different versions of reflex and cpma: Current ruleset ammo caps: grenades - 15 rockets - 25 ion - 150 bolt - 10 plasma - 120 Rama ruleset ammo caps: grenades - 10 rockets - 16 ion - 150 bolt - 10 plasma - 100 CPMA CA ammo caps: grenades - 15 rockets - 50 lg - 150 rail - 15 plasma - 50 OLD Reflex ammo caps: grenades - 15 rockets - 30 ion - 200 bolt - 20 plasma - 200 Here's what I think the new ammo values for atdm should be, and why: ROCKETS: I think a good number of rockets would be 25-30, or more. With the current max, 25, I feel like I can comfortably rocket jump around and fight enemies, while still having a few left over each round. Rama ruleset's cap of 16 would pretty much force the player to save all of their rockets for fighting. Increasing this number will let players rocket jump more, which I think is a good thing. I personally don't like CPMA's cap of 50 rockets, because you can stand there and spam an angle forever - idk though, discuss this in the thread GRENADES: Grenades are pretty much only used for spam in atdm, since you should always have enough rockets if you want to directly fight somebody. The current max of 15 grenades is fine, but I think it could be lowered to 10 without changing too much, while also limiting the amount of spam that can come out. ION: The current cap of 150 is enough to take out another player in a prolonged 1v1 ion fight, plus you will have some extra ammo left. I think this cap should stay at 150. BOLT: The current cap of 10 bolts works well enough, however you could play +back rail for a decent amount of time with 10 rails, and most people agree doing this exclusively isn't fun. The rail cap could be lowered to 8, and it would discourage this type of play a little more. PLASMA: I don't really understand CPMA's CA cap of 50 ammo for plasma. In a direct mid-range fight, people will always prefer ion. In a long range spamming situation, it does very little damage, can be dodged, and rail is probably more effective. Plasma sees use in atdm mostly when a player is fucking around, so I think you should be able to use plasma for as long as you want. Plasma's ammo cap should stay at the current value of 120. STAKE: Stake is the most skill based weapon in the game and requires 200 iq and knowledge of advanced physics to use. Please raise stake's ammo cap to 500. What are your thoughts on these values? Please discuss below
  11. 9 points
    promEUs

    Post your WIP screenshots!

    Been a while since I've posted anything here - Latest progress of the map Irish posted screens off up above
  12. 8 points
    Grybzt

    List of useful links

    Hi, I've been missing for a clean list for common links that new players might need, but couldn't find one. So I've made little page, where I've put in my mind important and useful links. Link: https://reflexlinks.github.io/ If you have suggestions what to add or remove, please write those here or ping me on discord Empyrean#4078 <3
  13. 8 points
    MilAgro

    A new Player

    Hello! I will start playing Reflex Arena and wanted to feel out the game and community a little bit I am 28 and come from playing CS 1.4/1.6, CSS, CSGO and recently Quake Champions Beta and Early Access. I think QC is very far from being playable, but I got caught up with the arena shooter part ^^ I have always loved the bunnyhop mechanics from CSS aswell and played countless hours on bhop Servers. I am very curious what the movement is like in Reflex Arena. However I see mostly good feedback for RA running stable and being competetive. I also read that the community is rather small wich I think is cool as long as I will find people to play with^^ I rather have a small dedicated skilled community with less cheaters and bullsh1t than a big one. Can you invite me to the Discord Server maybe? I am using the programm and need a direct invitation to join. However, nice to meet you Reflex Arena Community
  14. 8 points
    Finalspace

    Post your WIP screenshots!

    I am working on a multi-stage strafe race map. 5 / 6 stages are done. Design is meant to be very simple and clean, but i am still unsure if i should use colored water for the ground to get area lighting in colors.
  15. 8 points
    Fastidious

    Base problems of team modes

    I didn't know there were so many technical issues with larger player numbers on a server. If that is the case then maybe team modes aren't even worth working on. That said I don't think they really worked on team modes much. They gave interviews saying how important it was but team lock was never a feature for about 2 years. Clearly not an important part of the game. One important distinction to make regarding team modes might be to admit duel and team modes require different design. The problem with basically everything AFPS lately is they are designed around duel, then team modes fail horribly and everyone is like "well it's an AFPS we knew no one would play it." Why not actually design gameplay around teamplay modes for once? Hell most AFPS can't even recognize team modes need higher ammo caps which is incredibly basic. Sure 25 max rockets or whatever might work in duel but it is shit in team modes where you might have 3-5+ enemies on a team. More targets need more ammo. The reason QW TDM was magic was because the teamplay was good and revolved around self-sacrifice which was very unique. There's a big difference between basic coordination tactical play (deathball, OW ult combos, etc) and making plays that might hurt your own direct power but indirectly help you by making the team stronger. When you do an aggressive attack in QW TDM, secure a kill which drops a strong weapon pack for a team mate it might be very risky. After the fight you then have to sit around and guard it for a team mate to take (even riskier!). The selfish play would be to take the pack (more ammo!) and run. You're more likely to live but your team will be weaker off and if you need help later your team mate won't have a good weapon. Those are the decisions and unique aspects which make teamplay magic work yet it only happens if there are sharp power differences (strong QW RL, RA, quad every minute, etc) and scarcity (hard to get ammo, 30s weapon respawns). No one would save a weapon in QC because everything respawns in 5s. If you look at PUBG (which is insanely popular, shockingly popular) at it's core it's one life deathmatch. Yet it shares many AFPS qualities. Items are tied to map spawns and while random certain areas are much more likely to spawn certain things. In PUBG team modes players make tough quick decisions and need to do that sacrifice play which might be very risky for themselves but helps their team. It's very random (item spawns, circle, etc) which makes more crazy shit happen but also means it is a less serious competitive game. Yet at this point I think most AFPS players would be more than willing to trade a little casualness if it guaranteed an actual player base worth a damn. I also strongly believe no AFPS is going to have strong player base without a good solid team mode (and no CA isn't it because it's too simple). Maybe someday an AFPS will actually give team modes the effort they require.
  16. 7 points
    w96k

    Reflex-Ru Newbie Cup #2

    The background image is a vectorized screenshot of Pocket Infinity made by @tehace Reflex-RU Newbie Cup #2 The game was dead quite a while. We decided to try to involve new people to Russian community again. For some reason it's much easier to find players to newbie cup, than organizing the normal ru-cup. Brackets: Ru-Cup Newbie Cup #2 [https://goodgame.ru/cup/6223/] <--- Current Ru-Cup Newbie Cup #1 [https://goodgame.ru/cup/5201/] Ru-Cup #7 [https://goodgame.ru/cup/5077/] Ru-Cup #6 [http://challonge.com/ru/reflex_ru_6] Ru-Cup #5 [http://challonge.com/ru/reflex_ru_5] Ru-Cup #4 [http://challonge.com/ru/reflex_ru_4] Ru-Cup #3 [http://challonge.com/ru/reflex_ru_3] Ru-Cup #2 [http://challonge.com/ru/reflex_ru_2] Ru-Cup #1 [http://challonge.com/ru/reflex_ru_1] Date: 26.11.2017 16:00 msk gmt+3 Streams: @Furioness [https://goodgame.ru/user/593944] [Ru] (If you want to stream our little event, let me know. It will be boring by the way) System: double elimination bo3, Loser Bracket bo1, Loser Bracket Final bo3, grandfinal bo3 Ruleset: Competitive Map-pool: Simplicity, Fusion, Catalyst Picking the map: /roll 100; DE: W: Roll winner L: Roll loser bo3 - Pick[L]-Pick[W]-Decider bo1 - -Drop[L]-Drop[W]-Decider Prize-pool: ~ $80 Thanks for the donations to: @Kyto ~20$ @chortas ~$12.5 @LKO-,- ~$5 @sesen ~$1 @w96k ~$30 You can donate to prize pool anytime, would appreciate that. To do that, contact @w96k in discord Reflex-Ru Discord channel: Reflex-RUIf you decided to learn Russian
  17. 7 points
    Sharqosity

    CoCA 1.2 - Cup of Clan Arena

    Edit: The tournament is over! Congratulations to team Owl & Sharq, who placed first after all of the round robin games! Also thanks to Siro & Pattah for showing up last minute, there would not have been as many games without them! Here are the VODs of the matches that decided the winner: game 1: https://www.twitch.tv/videos/182246500?t=44m33s game 2: https://www.twitch.tv/videos/182246500?t=53m47s CUP OF CLAN ARENA 1.2 A casual 2v2 clan arena tournament! Game mode tdm, mutators Arena, ruleset competitive Who Anyone can join with or without a team. PM either me (Sharqosity#0314) or fragile (/fragile#0514) on Discord to sign up, and tell us your team name and partner. Don't worry if you don't have a teammate! You will be paired with someone on the day of the tournament. What Best of 3: The map pool is still flexible - tell us your suggestions for what would be fun! When This Saturday, the 14th at 9 PM CEST Where The tournament is open to anyone, but will be played on EU servers; feel free to join if you are from any other region and don't mind playing on high ping. Links Bracket http://noobschleuder.challonge.com/fxx2ey0h Discord Server https://discord.gg/JErsCCp Noobschleder Replay Stuff (player rankings) http://62.75.159.85/replays/showglicko.php
  18. 7 points
    LoNeZiLLa

    Custom Ruleset Poll

    Region : NA Highest reached rank in Matchmaking : Platinum Have you played games on the custom ruleset : Yes Have you watched games played on the custom ruleset : Yes Do you wish to see the changes proposed by the custom ruleset implemented into the current competitive ruleset ? : Yes Why? There aren't any changes in this ruleset that I disagree with. All of the weapons have been made more powerful, but I still don't think that they are powerful enough. The armors in Reflex Arena mean quite a lot, probably more than in any other Arena Shooter.. but the weapons aren't powerful enough to combat them. You often find yourself damaging your opponent just enough for them to maintain their item cycle (and more importantly, stay in-control), but not enough for you to secure the frag. What ends up happening is, the out-of-control will deal a ton of damage of the course of a few item respawns and eventually ends up dying due to being out-of-control and not having the resources available to continuously contest. Then the cycle repeats itself. Even if you (the out-of-control) are dealing far more damage to the in-control than they are dealing to you, after three or four engagements you no longer have the hp to fight (at this point in the match the stacks are usually even), and you have to make a choice.. do you risk another death and go for the frag, or do you try to buy time and wait for the next item? Either way, both choices are in the favor of the player who is currently in the lead. The best way to address this is to slightly up the damage potential of just about every weapon. You could increase the RLs splash slightly to 124units, so spam is more effective. You could decrease the reload (increase the firerate) on Plasma to 90ms to have a similar effect. You could up the dps of the IC to 139 (6dmg @ 43ms). And even slightly buff the Shotgun. Maybe the changes I'm proposing are too drastic, idk. But I do think that more powerful weapons should be considered, as this is an issue that I feel has been overlooked for too long.
  19. 7 points
    I just saw this idea on QC forums. So the idea is to make default weapon binds close to "pros" one, so new players will not think that everybody changes weapons by scrolling m wheel or by 123456. Just set it something like: Q - IC, E - rocket, C or R - Bolt, X - grenade, F - plasma, all the rest by default.(just for example) And also make a small text near weapon icon in weaponbar widget. (this could be an option) Something like this What do you guys think about it?
  20. 6 points
    ReflexMonthlyCup

    Reflex Monthly Cups

    Reflex Monthly Cup NA#1 Results The first NA Reflex Monthly Cup was concluded today, and showcased some of the best competitive Reflex has to offer. A big thank you to all the RMC staff, Delementary for casting, and to all the participants who made this tournament possible. Congratulations to Hoyt, the champion of the first NA Monthly Cup and the winner of the exclusive shovel made by Yasashii! : Hoyt : DazedSpartan : Ezormer See you all next time. Final Bracket : http://reflexmonthlycups.challonge.com/RMCNA1 Complete Broadcast : https://www.youtube.com/watch?v=TP-OVTznEQs&feature=youtu.be Replays : https://www.dropbox.com/s/cym0p6sbgd53887/RMCNA1_replays.zip?dl=0I Donations are open for the second rotation of monthly cups : RMC NA#2 : https://matcherino.com/tournaments/8746 RMC EU#2 : https://matcherino.com/tournaments/8747 Thank you for donating! In order for Reflex Monthly Cups to be sustainable we need many more tournament admins. It will not be feasible to continue to run the cups without more help. If you are interested, please contact @DazedSpartan#3488 on discord.
  21. 6 points
    Soh

    Reflex Monthly Cups

    If the tourneys are monthly u should look into rotating two maps out per month so we can get fresh maps in to reflex instead of the same old 5 we've been playing for over a year at this point.
  22. 6 points
    Smilecythe

    [race] rr_smile3

    Some challenging and unique jumps. Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1183487713
  23. 6 points
    ToRRent

    Reflex Monthly Cups

    Can I be approved to spectate/cast aswell? I had a healthy Polish playerbase on my streams, pretty sure they would like to watch best players compete again in reflex.
  24. 6 points
    I always thought that "remove server browser" was a meme. I really value the freedom reflex gives players in setting up their client and matches, it's a rare thing in gaming these days. I feel like removing the server browser and effectively the ability to host your own servers would take away a large portion of that freedom.
  25. 6 points
    lolograde

    Strafe Theory

    Ages ago injx wrote an article called "Strafing Theory" which is an explanation of how strafe jumping works. It takes some time/effort to read through but it is worthwhile! Thanks to @salakalastaja for digging up this link. Here's @salakalastaja demonstrating some of the types of strafing possible in Reflex Arena!
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