Pill_

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Everything posted by Pill_

  1. So with launch and matchmaking and the slight resurgence in playerbase, I decided this would be a good moment to try to get another draft going! The aim of this cup is to give old players a reminder of why they used to !add up for days and to give new players a taste of a great and underappreciated gamemode. Signup: https://goo.gl/forms/LNSfPaiRqfL4jHGo1 (If you don't have a google account, PM me on these forums with the following info: your in game nickname, your location, if you have a mic and if you're willing to be captain) When: Saturday, 25th of March (25-03-2017) checkins: 18:00 CET Draft: 19:00 CET Cup start: 19:15 CET Where: https://discord.gg/U73YjF9 Format: Double elim, bo3 throughout, pick-pick, Mappool: Monolith Spider Crossings Cofe Minimum player count: 16 What's a Draft Cup? Basically, at the start of the cup, a number of team captains will take turns picking players for their team from everybody who signed up for the cup. Then these temporary teams compete against each other to see who's the best. The benefit of this format is that the teams will be much more balanced. Wait, captains? Captain is just a nice word for "guy who picks his team". That's it. Why should I play? First off, CTF is fun! It's got fast paced action, high speed chases, clutch flag returns, high octane quad runs, last minute captures and teamwork is OP. Secondly, the gamemode has been struggling in Reflex (and that's putting it mildly). Playing in this cup is a great way to help the community kickstart some interest in it again. OK I'm convinced, but I'm new and I'm afraid I'm not good enough yet You don't need to be! CTF is a great way to learn the game. It's a team game, so the learning curve is much less harsh than 1v1 and you can learn from your teammates. Another advantage of CTF is that you can train specific skills in a more targeted manner than in duel. You wanna get better rails? Go play forward defender and have at it. You wanna improve your movement? Attacker it is. Yea but I bet all these old gods are gonna crush me and then my team is gonna flame me This isn't Overwatch. Flaming somebody for playing badly doesn't really happen in the Reflex CTF community (to quote CTF regular Owl: "worst it got was xero sighing really hard and being a bit stern"). We're all adults here and I don't expect anybody will take this cup too seriously anyway (at most you're playing for pride). The post says EU, I'm in NA, can I still play? Sure, as long you don't mind the ping disadvantage. Do I have to use a mic? No. Will your team be better if you use a mic? Absolutely. If for whatever reason you cannot use a mic, please bind the following: bind game [KEY] sayteam HIGH HIGH HIGH bind game [KEY] sayteam LOW LOW LOW bind game [KEY] sayteam QUAD QUAD QUAD Regardless if you have a mic or not, you have to be in the voice comms channel, if only to listen in. I will update this post with some rules and some new player resources soon ™
  2. Added Discord server to OP.
  3. Since the game is really active after the MM update, there are a lot of good match ups happening and (from what I've seen) a lot of players wanting to improve, so I've decided to start reviewing demo's. The first one is a game of my own, but I'm also looking to review demos from others, both to analyse a great game between great players and to provide low to mid level players with a gameplay critique. You can contact me through the global Reflex Discord or forum PM (or just message me on steam if you're on my friends list.) I'm also considering to do videos on my views on in game improvement, if there's interest in that.
  4. So after a way too long break, I uploaded another video. This one is IMO my best one yet in terms of content, it features the grand finals between Kyto and Ramagan of the recent DP5 masters cup. In my opinion, this game perfectly captures the dynamic between their styles and it's also a masterclass in using pressure plays to prevent your opponent from getting full control.
  5. I've decided on a final mappool. The maps will be Monolith, Spider Crossings and Cofe. Mono and Cofe are somewhat controversial picks and I'm aware of that. A lot of people complain that they don't get enough FPS on Monolith, however, right now, you will struggle to get good FPS on any CTF map because the engine doesn't deal well with high playercounts. I compared demos with 8 players on both Monolith and Spider Crossings and on average the difference was 10fps (to be fair, Monolith did fluctuate more). Cofe is somewhat untested, however it's the least untested compared to other potential maps. I will provide a discord link in my next post and I will start working on a short guide for the (many!) participants who are new to CTF in Reflex.
  6. In my eyes, the main thing Reflex offers over any other AFPS is the promise of new maps, because new maps allow the new players to catch up. If you want evidence for that theory, look no further than The Catalyst. It might be hard to imagine these days, but back when THCT7 was released, it was the go-to map for up-and-coming players. Almost everybody who rapes you on T7 these days used the map as their opportunity to get good. Without new maps, the influx of new players into the higher tiers becomes near non-existent. The only ones who can pull it off are the people who are extremely dedicated and willing to spend a frankly unhealthy amount of hours on the game. When that happens, the game has started dying. Most new players will give up and the experienced players will get bored and both will go on and look for different challenges. We're already at this point in Reflex. Everybody who's part of the 'top,' has been part of it for well over a year. If we want the game to sustain itself, we need to give hungry players a viable way to climb the ladder and in my eyes there's no better way than new maps. We need to stimulate map making and playtesting as much as possible. Right now, we're at arguably the worst possible time for map makers. The vast majority of games is played through Quick Play with its set map pool. There's no logical road to getting your map into said pool and when it somehow does get in, people are guaranteed to shit all over it because it hasn't been tested enough. Why make a map when nobody will ever play it? We need to create a viable method to get a map into the competitive pool and an easy way to gather feedback. Personally I believe that every season at least one map should be swapped out for a new one, but how do you go about selecting which new map? I've come up with two ideas so far: A map testing quick play queue. Map makers can submit their maps and players who are so inclined can test and rate these maps. Maybe add some rewards you can only get from the test queue to give players an extra incentive. When the regular quick play queue gives you a game, every once in awhile it asks if you'd be ok with testing a new map without any consequences to your rating. If both players agree, you go over to the new map, else you just go to the regular pick drop screen. Let me end this post with a small reminder. Way back when Reflex was still in closed alpha the defining feature was the map editor. That's what people got most hyped about, the prospect of new maps. Right now the editor is just a cool gimmick gathering dust.
  7. We've got 16 signups! So barring any dropouts, the cup is on! I'll update the post with a finalised mappool this saturday
  8. show ping during map picks, high ping is harder to handle on some maps
  9. Every bit of clutter counts
  10. Uploaded yet another one. Tsarenir vs Rex on Ruin. Since Tsarenir's main problem was feeling clueless (his words not mine :D), I tried to focus on the concept of goal-driven decision making. Also, huge shout out to @GoaLitiuM who managed to create a widget that lets me draw on screen in game.
  11. Might be interesting to do one vid on what you consider the first thing an aspiring dueler should focus on learning.
  12. After a bit of a drought because I didn't really have any interesting games at first and was too busy later, I've uploaded another video again, Joe vs Jorp on t7. I also managed to set up a method that allows me to draw on the screen, though it does come at the cost of quality. https://youtu.be/WOOA3Ep7EYk
  13. That'd ignore stylistic differences and also essentially punish a more defensive playstyle. Should just stay pure imo -- win, get points; lose, lose points.
  14. for addon purposes, what are the filenames of the new model sounds? E: nvm, seekax already told me. If anybody else is wondering base/internal/characters/hostile/enemy
  15. I would not be surprised if that's true, I suck at first spawns.
  16. Uploaded a vid of me playing against rama on t7. I go quite deep into a number of situations, so the video is pretty long.
  17. Over the course of last of week, I've uploaded three new videos: A good, close game on Furnace between two NA players, Jacob (POV) and Delementary (https://www.youtube.com/watch?v=3V2Tr0mM3Jc) A demo review of Joe playing Triksii on The Catalyst (https://www.youtube.com/watch?v=it6FviYn85U) And finally, I decided to do a video about the importance of practice (potentially the first in a series about my views on ingame improvement). (https://www.youtube.com/watch?v=bI-2-28Ew3U) Hope you guys like it!
  18. It's about FPS. Personally, I don't actively notice an individual drop from 200 to 150 while I'm playing, but I do notice how much smoother the game feels overall on a clean map and that I hit harder. I do actively notice the difference between stable 125fps and stable 250fps, or even 200 vs 250. I don't know if 144hz is a much bigger advantage than stable framerate (I'm pretty ignorant about that kinda stuff), but again, I'm not saying the devs should strive to somehow completely nullify hardware advantages, just that they could make them smaller and if they did, it'd be a big improvement in the competitive integrity of the game in my eyes.
  19. I'd much rather see that to be honest, yes, but I'm not an idiot. All I'm saying is that for comp matchmaking (and tourneys for that matter), clean maps should be the norm IMO.
  20. It's not a matter of money but of principle. In competitive matchmaking, the better player should always win, no exceptions.To make an analogy with real sports, Mike Tyson shouldn't lose to a worse boxer because the other guy bought better gloves. Of course you can't completely nullify hardware advantages, but you can make an effort to make them smaller.
  21. how else are you gonna introduce new maps in the pool? If we keep playing t7 and t2 all day erry day, we're gonna bleed the game dry. Experienced players will get bored and new players will have to grind out for like a year to be even somewhat competitive.
  22. Updated the playlist with another video again. This time it's a demo from Jaguar vs WalledIn on Pocket Infinity. I mainly talk about weapon selection and I stress timing a few times. I don't plan to continue uploading content daily, but I do want to handle submissions as fast as possible, so that's why I uploaded these games in such quick succession. The next video will either be a review of a friendly match between me and Kyto on Fusion or a map review of The Catalyst. Either way, I expect to have finished it around this time next week.
  23. I'd like to add something to many sensible things a lot of people have said already, namely that a lot of the moves which absolutely destroy a new player are pretty routine for most players, to the extent that they might not even be paying attention to the game but still rack up a 30 frag lead like it's nothing. My point is that it's easier said than done to truly go easy on someone.
  24. I've uploaded another video and updated the playlist. It's a demo from tumpperi, playing vs DSharp3 on Ruin. It's quite a long video (~40 min) because there are three or four overtimes. Since the devs disabled the replay depository due to lag issues, I plan to do a strategy review of The Catalyst and three tournament games to bridge the gap for now.
  25. IMO the loss chance can be increased from platinum and upwards, I feel that at that point players should be able to handle the occasional hardcore stomp.