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thelawenforcer last won the day on February 12

thelawenforcer had the most liked content!

About thelawenforcer

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  1. With goochie active here the post quality is going to improve radically! The suggestion is really cool though, that way I can smiley spam and voice chip spam.
  2. the shotgun displays low ammo warning, even though you just picked it up and it has 10 shots, which is far from low considering how often you'll use it (ie never).
  3. cant really comment on how the map plays combat wise and wont be for a few weeks - i only had a quick run around, however, it seems like it will play in a fairly predictable way due to the way the armors are placed. in much the same way that you tend to always see the same timings and armor cycles setup on certain maps (pocket infinity and in particular the catalyst are notorious for this), its already apparent that there is quite clearly an optimal way to cycle this map. lower ya -> upper YA -> RA. I tend to favor less 'imbalanced' armor placements and layouts that make each game look and play differently from the one before it and that also reduce the prevalence of super rapey games by virtue of the fact that the map is setup for these full control situations. from a layout perspective, id say simply that there are alot of fairly open and flat areas. perhaps slightly more micro-elevation changes to take advantage of and a few line of sight breakers would help. also, there are alot of teleporters, which may or may not be a good thing, but it certainly makes it harder to judge whether a map is any good or not as figuring out the teleporter interplay is probably the thing that takes the longest on new maps. generally speaking though, the less teleporters you 'need', the better the map layout is at a fundamental level imo. so working on the layout and trimming teleporters can only be a good thing - imo ofcourse.
  4. im sure theres plenty good maps that havent gotten the playtime/testing they deserve to perfect them. simply expecting a map to go from concept to final without a significant play testing phase isnt very realistic. catalyst underwent some pretty significant layout and item placement changes before it go to its 'perfectly balanced' form (a ridiculously contentious assertion that im not going to argue with here...). providing an avenue for this playtesting to happen for a pool of promising layouts is a good idea and will lead to more great maps like the catalyst in reflex. pill is also correct in stating that a map knowledge advantage can certainly help you defeat higher skill players, its not the be all end all and the advantage generally fades after a few games, but its certainly something that happens. it is also a bit of a double edged sword though, as more skilled players will resent being beaten by what they deem to be their own lack of knowledge or experience on a map and might become demotivated to continue playing. still definately worth doing though.
  5. surprised to see so many "Keep trying to revive the 'dead' gamemodes by continuing to promote them and dedicate development time to making content for them in the hope that one day people will play them?" responses as im fairly convinced that this is not a strategy that will yield significant benefits to the community. like smilecythe says, at one point do you recognise the reality on the ground and move on? fuglaa suggest people actually play them more - but isnt this the whole problem? that people arent really that interested in playing TDM/CTF? Also, shouldnt there first be a player base before you organise competition? the 2v2 cup that was held was hardly a big success and there has been little to no interest since... tbh, i thought the answer would be fairly clear - reflex doesnt really have anything to lose when it comes to tinkering with the parts of the formula that dont work. keep building features around 1v1, and look to reformat the team part of the game. The model I think that could stand the best chance of succeeding would be the Severity model - if some of you guys dont remember, the CPL was going to make an FPS game with 2 distinct modes, that featured a 1v1 mode and a 3v3/5v5 more objective based teammode in a bid to unify the two big FPS scenes at the time - Quake and Counterstrike. There are several reasons why this might be a good idea: 1. a well made teammode will be alot of fun and provide a real platform for developing strong teamplay. 2. a more accessible and enjoyable gamemode will attract and more importantly retain players. 3. from a marketing perspective, the dual offering of pure 1v1 mode and a 'modern' but still sort of purist teammode would let reflex credibly position itself as some sort of 'perfect/complete' competitive fps. 4. novelty alone would bring a certain degree of hype.
  6. Now that reflex is becoming more and more feature complete and will start having the infrastructure to induct new players to the genre etc, I think that thought needs to be put into what game they will actually be playing. Let me be clear, this isnt another gameplay tweaking thread, this is more about the gametypes, specifically team oriented gametypes. The first thing to say is that reflex is almost exclusively a 1v1 game at this stage - there are team gametypes, but they get 0 play time, and there is little to no interest in playing them, and this is very unlikely to change in the future. Whats clear though is that the development team are clearly interested in pushing team gametypes, as evidenced by the 2v2 map making competition. Im guessing they have targetted 2v2 as its the most 'accessible' and caters to the modest player numbers best. Frankly though, its not been a very effective strategy as still there are almost no 2v2 games being played. So what should the plan for the future be? Invest everything into the existing strengths of the game (ie, 1v1) and build features around it (automated tourneys? more stat-tracking and leaderboards? other features i cant think of?)? Keep trying to revive the 'dead' gamemodes by continuing to promote them and dedicate development time to making content for them in the hope that one day people will play them? Or should it be to try and change up the formula (atleast when it comes to teamgames) to generate a bit of interest and build a player base for teamgames? Or should it be a combination of them and or others? A vibrant teammode scene would be a massive boost to reflex and seems to be something people want (i know i do!) but its not going to happen on its own so what needs or is being done?
  7. would be cool to be able to indicate at the end of the match whether you are open to a rematch or whether you want a new opponent.
  8. the latest version is indeed better. red tele is better cos u can actually make that right turn onto the platform. i find it very difficult to make the doublejump across though. is that meant to be like that?
  9. saw u on it yesterday, hopped on for a second. only ran around for a few seconds, but generally found the upper level and how to get there a bit clunky. also, the red armour teleporter feels like a bit of a gimmick - dont like the way the entrance is in the ground, dont like that it spits you out in the same room 25m up and dont really like that the only option is to double jump across.
  10. I "play like a bitch (c) Rama" "cheap with free damage (c) TfC" "most annoying player (c) big joe" mostly cos i like to spam plasma. essentially, my aim and control are pretty awful cos im old, stupid and have no brain (dont do drugs kids). i do have a fair bit of experience though, so im able to predict players and the paths they will take/how they will move attack etc. when ooc i will tend to play relatively slow when im going to contest an item or i want to with rocket and plasma traps, when in control, i play like a retard, so ill get some spawn frags, make a positioning/cycling mistake and go back to neutral.
  11. this map is quite cool - seems really small and rapey at first, but the geometry is quite defensive play friendly in general. also quite strategic and positional, while also having interesting angles and stuff for skill shots etc.
  12. i believe xonotic uses a similar system to what you are describing: you dont have to wait for the gun to reload before switching. it also has fast paced gameplay, with bunnyhop based movement and interesting weapon mechanics.
  13. playing some a new fun&competitive team mode with some mates.
  14. no, i thought it was pretty clear: a widget that plays a sound when the clock reaches certain predefined parameters... I don't look at the clock at all during the course of a game and often get caught out by how little time is remaining ^^