LKO-,-

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LKO-,- last won the day on September 1

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About LKO-,-

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  1. This is sick Bonus points for the weird jungle music, reminds me of a certain cool game
  2. I think the map is fine - it's very punishing as a map as a single mistake can lead into a chain of frags, but it has a lot of positions the out of control player can take in order to regain control. You'll see a bunch of high-level players absolutely destroying people on that map and leaving seemingly no chance for the other player to retaliate, but I'd argue that is only because of the skill difference, whether it'd be in general or just specifically on that map. I'm obviously a bit biased since it's my favourite map in the current pool, but I believe it's balanced quite well. I believe that this is the best way to fix this issue, as it also has the side benefit of weapons being much more fun (since they're more powerful and responsive) and control shifting around faster. It also helps combat the +back playstyle more efficiently, which is objectively a slower, less exciting way to play the game. Reflex should be about speed, not about two players staying at neutral score and +backing for 5 minutes because both of them are too afraid to take a risky fight.
  3. It's not about nerfing the armours to the ground or making the game more dependent on aim - it's about forcing the player who is in control to think more about their decisions and giving the player out of control more options for recovering. Stronger weapons make control more volatile, meaning more exciting games, less stomping and more thoughtful play from both players.
  4. Hi everyone, In case some of you don't know, I'm looking to start organizing tournaments on ESL's platform with the goal of 1) giving the community consistent tournaments for different skill groups to play in (mostly low/mid-skill, Ramagan has plans for the top-tier folk!), 2) introducing the game to other communities and players and 3) helping the game as much as I personally can because I love you. I won't give out all the details yet because nothing is certain yet and everything is still in planning phase, but tl;dr: I have been in contact with an ESL Representative, and in order to get Reflex on their roster we must get people to express their interest towards the project on ESL's site. Please note that this is not meant to be the end of player-hosted tournaments: I wish to see other players taking initiative as well and hosting even more competition! Here is the link: https://forum.eslgaming.com/discussion/40625/do-you-wish-to-see-reflex-arena-on-eslplay#latest Play more Reflex!
  5. There is a King of the Hill mode referenced in the game's sound files, which were added in the last patch - probably coming soon, I'd imagine!
  6. Oh yes, definitely I think you're right about 1.2 being a Free-2-Play patch though! The last time devs said something on Discord was about progress being slow because there's too much work for one artist - might indicate that they are trying to create more cosmetics to profit off of if the game were to go towards the F2P model.
  7. Maybe? Toxikk tried it (although it's a different game with different problems and different competition...) and it didn't work out so well.
  8. Region: EU Highest reached rank in Matchmaking: Overlord Have you played games on the custom ruleset: Yes, around 100 duels or so 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?: I feel like the ruleset promotes far more thought out, strategic play than in the current competitive ruleset while still rewarding good execution. As of right now, the balance between armours, movement and the weapons is slightly skewed as the armours are too powerful compared to the weapons. This leads to bad in-control play being unnecessarily hard to punish as the opponent can mindlessly cycle through items while basically being unkillable unless they get completely outaimedâ„¢ - positional mistakes don't matter if the weapons aren't strong enough to capitalize on them. To remedy this issue, the ruleset slightly buffs the weapons, not only in terms of damage but by improving the responsiveness. Rocket-jumping is a thousand times more reliable and the IC feels much more rewarding with the changes to the trace size and the reload speed. Ammo is also changed to further balance the weapon buffs, which I feel is a very needed change as managing ammo in the current ruleset isn't much of a task. The end result is more exciting gameplay - taking control back doesn't feel as much of a dice roll as it is right now because both players are offered more opportunities to regain it. Overall, I think the ruleset is a positive and refreshing change to the current competitive ruleset. I'm a bit undecided on the bolt reload change as it makes Danny a big disgusting bolttihomo, but I think it's fair that we give him a chance to shine))