doombro

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doombro last won the day on August 28 2016

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About doombro

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  1. General improvements: Removed load tip: "Your friends should buy Reflex" but that was the best one!
  2. check your railgun bind in the console. if the script is still in there, it's still going to do that. A detour solution would be to make such scripts for all of your weapon binds
  3. 👀
  4. 1. doesn't seem to make a difference for me though.
  5. something that helps a lot with input in my experience is taking measures to reduce the variance of framerate. in other words you dont want to be playing at 250 maxfps while it's shooting down to 150 and up to 280 regularly. my frames usually sit in the lower 200s in play so I set my cap to 240 and if its a more demanding map performance-wise, I'll lower the cap as needed to keep the framerate from jumping around too much.
  6. i would describe rockets as fickle. they're strong when they work, they're weak when they don't, and those circumstances aren't always clear. knockback and splash are especially strange. I can never tell if I'm going to do 16, 45, or 83 damage, and when i get a direct i never know if the target is going to levitate in place for a second, shoot straight to the ceiling, or do nothing at all. the movement is especially strange. past a mild amount of speed i have to lead rocket jumps, and past a few thousand UPS, it doesn't seem to work at all. I'd care about balance more if they actually made sense to begin with
  7. i feel obliged to shill for xy2 and thct1. they're fun.
  8. having an actual 2v2 mode is Y U G E. gud shit 👍
  9. Arena has problems as well. last i checked, Arena CTF removes flags, and Arena FFA is still a hide and seek simulator. Would much prefer if it used a damage system like ATDM rather than last man standing
  10. there already seems to be an unwritten consensus in the race community that the weapon movement sucks, therefore no weapon maps, so having the whole resource factor missing doesn't bug me too much. that being said, there's potential in the features that dropped with training. the whole objective system was really cool, though i felt the targets and turrets weren't nearly modular enough. being limited to flat circular targets and stationary, 300HP zombie-turrets with fixed firing mechanics and fixed damage output limits the ways they can be implemented quite a bit. i definitely feel like both modes stand to benefit from existing functions. the whole start-finish system in Training feels pretty inefficient right now while race has most of that covered, race would be dope as hell with leaderboards and checkpoints too. even better if those checkpoints had timestamps.
  11. i dont think this change really hurts its power too much. realistically you're never going to burn through all of that 200 plasma ammo you get. Lower ammo levels is good IMO
  12. i've seen this issue in private atdm games as well. teams doing things they shouldn't having size variants on team modes would be great as well. 2v2 > all 👌👌
  13. in their current state i think its really too soon to say. non global sounds right now are totally out of balance. Volume falls off far too quickly and first person sounds drown out every little thing