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HaraldQuake

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Everything posted by HaraldQuake

  1. Small suggestions/bugs

    Ok.
  2. Small suggestions/bugs

    Nah. Edit: Areal denial doesn't work in this game anyway (except with overpowered Rama-ruleset IC knockback or lucky prefire rocket directs). There barely isn't any knockback in Reflex. Even if I know my enemy is going to rush me and I shoot my rocket or GL into his way (into the chokepoint) in most cases my enemy just simply jumps above my small rocket explosion barely recieving any damage and without losing any speed or movementcontol. I realised this in the old ruleset already and used more horizontal plasma spam for defensive +back play and it worked quite well. In the new Rama ruleset rushing with IC is even more effective because of increased IC knockback but defensive play still doesn't seem to work that well. I'm not 100% sure what changes they did to the plasma with the new ruleset it seems like it now has a lower rate of fire (which makes defensive play harder) but only a very slight damage buff (now 16 instead of 15)...I like to have some kb on IC but in the new ruleset it feels too extreme when I compare it to classic areal denial weapons like GL or RL. Good players can just always hunt you down no matter how fast you are trying to hop away. You just get pushed against the next wall and that's it. As I said I think it's fun to have kb on IC to grab enemies in the air but with rama ruleset it just feels overpowered and somehow breaks the movement. Either make all weapons have high kb (especially classic crowd contol weapons like RL and GL) or maybe reduce IC range even further (to make it more likely to escape a rushing IC player). So.. I am not a fan of further nerfing GL. People have to stop comparing this game with QL where strafejumping is a bit less effective and GL actually works for areal denial (QL maps have tighter chokepoints and heavyer positional play because you can't fly up stairs). I think originally Reflex tried to make explosives a lot more like QW (which for me it makes sense for all gamemodes). Since newborn left there is almost no QW influence left in this game. GL would be completely useless without the chance to hit directs. Offensive play is way too favored atm. If you don't have IC your enemy can even rush up sets of stairs super quickly. Hitting directs is the only option to stop a rusher.
  3. Reflex Monthly Cups

    Why always only duel? Do TDM. Please.
  4. Cosmetic suggestions thread

    More chest, arms and legs variation would be great aswell. Atm most models in game still have this tankjr body style.
  5. Weapon Stay 2v2 Modifier

    Being able to find 2v2 teamplay matches in matchmaking in a reasonable timeframe is the most important thing to fix. I think the game needs an in-game ladder (which resets it's stats each month) for teampla modes with special rewards (for example some kind of player titles to show off to others). This will give players more reason to play teamplay. Current maps in the 2v2 pool (termal blast, phobos, iron guard) are rather big compared to furnace, catalyst, ruin or aerowalk. I think it's good to have limited weapons on maps. It makes weaker weapons like shotgun more useful when ammo on powerful weapons like rocketlauncher is limited. I think QW is more fun and generally better than Reflex but it's a completely different game (weapons stay, different respawn timers on major items, lower ammolimits, instant weaponswitch, no Q3 style srafejump, sharper aircontrol, smaller playermodels, lower viewheight, higher gravity, hitscan spawnweapon, no boltrifle, higher explosive splash range, more knockback, mostly tighter maps). I think it's rather unlikely that more aspects of QW will get introduced into Reflex in future. Q3, QL and Quake Champions community and popularity have way more influence on this game than ancient QW.
  6. Would you like the game to be like that?

    Quickplay: Redirect players to random populated server from serverbrowser (remove casual MM entirely, remove carnage from casual gamemodes to make them more beginner friendly, especially teammodes become unbalanced very quickly with a single person timing carnage.. so why not remove it for casual modes?) In my opinion race is not a real gamemode so I would make a separate quickplay button for that. Competetive Duel should have a small mappool (4 maps: 1 classic evergreen from Quake, 2 Reflex maps, 1experimental map for testing and finalising new community maps because proving grounds doesn't work. I always end up playing catalyst when queueing in both playlists. Nobody plays proving grounds.) I prefer small mappools, because it keeps the game more simple and gives me less headache. I can focus on few maps that matter and learn them better. I don't have to worry about learning/practising too many maps at once, which motivates me to play more and feel progression. So.. better have a small mappool in comp, but make it rotate all 4 - 6 weeks. Maybe do not change the whole mappool for a new pool, but exchange the two most played and the least played maps. Or... if the least played map is a new community map, it should get removed from comp for a while. With some rework done the updated map could make a return in a future comp mappool. Competetive should also have 3v3 TDM (maybe rename this gamemode to 'carnage control' since this is what the gamemode is about really..) and some form of CTF (I currently don't mind CTF, because it's the least fun/balanced gamemode. In my opionion there should not be carnage in any CTF map and the game should be played roundwise (1 capture per round to prevent serious snowballing and maybe make items respawn only one time oer round). Maybe remove carnage from CTF entirely, replace it with an instagib-rifle (since it's a lot more balanced and more fun to use im CTF) and add a Hook pickup to each base. Add Stakegun. Add more knockback and linear splashdamage to rockets and grenades, but lower rocket and GL ammo (because Quakeworld is the best and Reflex should move more towards QW direction instead of some wiered boring QL/PQL mix, we already have Quake Champions to play slower paced, super strategic gimmic AFPS)... atm Reflex is a pure armor and hitscan fest. It's not as much fun as in the early reflex days (I hope it will be better in Rama-ruleset). And please bring back red blood, stronger gravity and add more weapon models. I prefered the old weapon models by a lot (first pass GL, Shotgun, RL and Boltrifle.. For tje most part they looked more simple, but they were smaller, longer and had better proportions.. and not too much unnecessary geometry).
  7. Custom Ruleset Poll

    Personally I think T7 would be a better map if there was less healths and maybe slightly different weapon layout. I don't like that it's possible to pick up IC, YA and RA right after each other (beastmode activated) in really short time.
  8. Noobfrienly default weapon binds layout

    R like Rocket G like Grenade E Ioncannon F Shotgun C Boltrifle Q Plasma Y Stake 1 and 2 Startweapons which nobody uses
  9. Should Reflex Arena be free?

    I don't think going F2P would be a great idea. 10$ is a fair price for a game that offers a free map editor and addon support. I agree with Sky on some points... I think the pricetag can be a small hurdle for banned cheaters who need new accounts.
  10. Base problems of team modes

    Actually I don't really want to discuss this as it's properly just a matter of taste and opinions (because this is a game with it's own rules which shouldn't be compared to real life). Though I just prefer QW ( https://youtu.be/pkysX175pC0?t=4m35s ) and early Reflex ( https://youtu.be/OX_VDzJxOE4?t=24m30s) because it's more fun to be able to have somewhat "realistic" or reasonable splash on rockets (that enables area-denial and crowd control) and also knockback that makes it possible to interrupt the enemies movement and hit multiple midairs after eachother. I know hitscan fans don't like it but for me this is how a quake-like should play (high knockback, splash and dmg on rockets and high knockback on shaft - personally I don't mind if shaft is medium-high dps because it's knockback and usability alone make it super powerful ). What else I prefer over current Reflex is the old gravity because I think it feels more natural and more consistent to have gravity in proportion to general movement speed --> if there is low inertia at grounded movements then there should also be low inertia while in air (you move too fast/accelerate to too quickly using A or D strafe on ground compared to how fast your playermodel falls down while in air. In current Reflex it always feels like slightly floating in midair while in QW / old Reflex it just felt like movementspeeds are somewhat reasonable (besides special mechanics like bhop and aircontrol) but the whole timescale is higher than in real life.) This is extremely noticable when trying to walk down stairs. It's mostly impossible to move them down silently because you almost always get dropsounds (doesn't happen in QW). I feel like rocket- and grenadelaunchers should be extremely powerful (maybe make them share ammo like in QW and generally make ammo more rare) and armors / hitscan weapons should mainly be bonus. Edit: All in all I think it's important to have a game which has consistent gameplay across all modes (same (self-)damage, knockback, ammolimits, aircontrol, speed etc.). I think duel also works with strong rockets and gl and team modes would profit from them aswell. So besides it being more fun I think it would improve the whole game by making it a more unique and consistent experience.
  11. Dev-Textures on Fusion

    Hey guys, found 2 places where you forgot to use proper materials. Would be an easy fix for an upcoming update.
  12. List of useful links

    Would be nice to have a guide on how to replace sound- or other game-files and how to upload them to steam workshop. (I know I have to make a .pak but not sure what kind of format it is and how to properly upload it.)
  13. Base problems of team modes

    QW was the best in all ways. Duel and Teamplay. Early Reflex (with smaller playermodels, more direct aircontrol and bigger rocketsplash/knockback) was the ideal hybrid between CPM and QW. But people played too much QL and nobody seems to like QW (balance) anymore... So I guess Turbopixel will find a different way to make team based modes more attractive or atleast find a way to make it possible to play them via MM.
  14. Base problems of team modes

    Personally I don't know any modern schooter game where I can easily find competetive TDM or CTF games through matchmaking. Sure I can play TDM in Call if Duty or Battlefield but these games are completely casual. I'd like to play TDM in Reflex or Unreal Tournament 4. But the communities of these games always try to find excuses to not play or further polish these gamemodes.
  15. Custom Ruleset Duel Tournament [AU]

    Please add "The Pandemonium [thct1]" to the mappool
  16. Rockets, how do you feel about them?

    But with more kb powerweapons will be even more effective than the burstgun (which doesn't rely on kb) so I think burstgun will need a damage buff. Plasma should also be higher dmg per shot and lower rate of fire. For rockets I think it would be cool to increase kb, damageradius and max splashdamage cap at 85... Then to balance it out, reduce it's rate of fire to something between shotgun and br reloadspeed. Stakegun could have about the same rate of fire like current rl and could be the weapon for high dmg direct hits. Rl would be better for blocking of chokepoints on range, knocking back enemies and it would be worse in close combat but a bit better on mid range.
  17. We need to talk about the state of the game.

    Personally I don't like Bots in online play because when I play online I want to play with other people... But I think I don't mind coop and player-vs-environment gamemodes because I know players may like these modes and create nice maps for it.. And I can make sure I don't join such servers xD
  18. We need to talk about the state of the game.

    Fuck no. Let reflex be the title to polish and play. I want a good afps to succeed, play and talk about. I don't want reflex engine to get abused for the next mediocore counter-strike, overwatch, battlefield or dota clone. Half-Life 1 Team Deathmatch (with Adrenaline Gamer Mod) is my favourite competetive game of all time and it has just been forgotten because of Valve not giving a fuck and (easier/more accessible/more casual/more 'realistic') mods/games stealing attention. I like that there is Reflex. It's there because it is a tribute to CPMA and AFPS peak times... and modern AFPS should exist because it's a great game genre which focuses on balance, mechanics, creativety, fun and speed. If there was no Star Craft 2, RTS would be dead just like afps was for quite a while. I don't play SC2 often but I appreciate it beeing there for it being what it is. Reflex isn't perfect yet but it already does many things right and I'm sure after more updates, tweaks and more advertisement the game can become something a lot bigger.. But as I said, personally I think the game needs one not overly complicated main competetive gamemode for teams and features which support it and it's community to polarise and motivate players and keep them playing.
  19. We need to talk about the state of the game.

    By social aspects I rather meant a good teambased gamemode which is easy to understand and pick up but also not too simple (like arena tdm).. It should have original maps with art and some objective to communicate about (VoIP teamchat would help a lot to make MIXED matchmaking playable and also enjoyable) but imo gamerules shouldn't be too complicated and frustrating. That's why I suggested my round based TDM and CTF gamemode concepts. I think these slight changes would make these modes a lot less frustrating while keeping their basic concepts intact. It is important to make these modes work in Matchmaking (in reality). Ingame Clan / Team profiles and rankings would motivate people to play more teammodes aswell. I think it's a lot about making teamplay a social experience which is easy to understand for everyone (not only the elitist people who get every carnage possible and/or capture 10 flags a game) but also is competetive by encouraging teamplay, coordination and communication.
  20. We need to talk about the state of the game.

    I don't want to blame the devs. I just think they could communicate a bit better towards their community. i already bought the game for me and some of my friends. I also bought supporter items. I just want the game to proceed and succeed as a vivid and fresh AFPS. For this to happen we need 1 primary competetive team gamemode to concentrate players on. Personally I would like to see TDM to be that mode. The game just lacks social aspects to be a popular choice for Teams. Yes the game offers many modes but sometimes less is more. I will continue playing and supporting reflex but it's hard to promote the game to friends for it's teammodes when nobody plays teammodes. And there are many reasons for this: 1. The Carnage Powerup is too powerful and not many people like it. Either because it's too hard to control (compared to QC there is no 15 second carnage spawn warning in the game yet) or because it makes games with slightly unbalanced teams very unbalanced. Clan Arena is very popular because it's always 'balanced' and easy to understand. 2. There is not much official content for TDM. Most maps are made by the community and nobody knows which maps are good because TDM isn't played much. 3. Also most TDM maps don't look modern and professional, because TDM maps are often big and it costs a lot of performance to fill them with art. When it comes to art, Reflex has no coherent style. Some maps just look like prototype map blockouts (for a modern 10$ game the standard should be higher), other maps have only few art and only very few maps (like sanctum for example) really use Reflex's Art how it's supposed to be done in 2017. Sure it's also a problem to have such an old nitpicky community most of them only care for the raw skill and are used to play on shitty graphics. However if Reflex wants to succeed and get more attention in the public, the game has to use a coherent style and it should look better and more modern than it's predecessor from ~18 years ago. 3. There aren't any ladders or tournaments and even matchmaking doesn't work how it's supposed to be. People only care for their Duel ranks (if at all), there are no known teams and there is no place to assemble all reflex clans (maybe because Reflex has no main competetive team gamemode to polarise players) and to view their reputation. To sum it up: The game doesn't do anything much better than Quake CPMA besides lighting and effects, duel matchmaking, melee cosmetics, the ability to map in game and to play maps via steam workshop. I hope the game will be able to polarise players into some interesting team gamemode and keep them playing by having more tournaments, ladders, team profiles, polished and iconic maps and more unlockable cosmetics. To keep the community alive and players hyped and interessted it's also important to add new content from time to time and to share information about plans and upcoming changes. Edit: I don't regret the money and time I spend on Reflex, but I fear the game will soon be dead when the devs won't add more and well polished social aspects to the game. There are so many other games with social aspects out there.. Reflex has to compete with other big games about players. For this the game needs working polished features and some fresh new content aswell to set itself apart from QC, QL and CPM. Edit 2: I like TDM because it is a typical AFPS gamemode with obvious objectives to win the game (1. avoid to get killed 2. stack up with weapons and armors 3. Communicate with your team to help your teammates and continuously maintain Stack 4. Group your team for a teamfight to get carnage each time it spawns) I think CTF works almost the same: Your team will definitely lose when you don't manage to control carnage. Personally I think CTF should not have carnage since it removes focus on the no. 1 objective which should be capturing flags. Maybe CTF could also need a different scoring system. Like 1 CTF match = best of 5 rounds, 1 flag capture = 1 round win, inside a round players and Items keep respawning.. This would prevent snowballing a bit and deny long uneven matches with high score differences - kinda like in the new Quake Champions Duel mode) TDM could be changed like that aswell.. For example :1 TDM match = best of 5 rounds, 1 round = 3 Minutes, no fraglimit, carnage spawns at 01:30 each round and always lasts 30 seconds)
  21. Also it would be cool if you would be redirected to a even more detailed statistics screen after each game. You should be able to spend as much time in that screen as you want. It should show graphs of dealt and taken damage, accuracy and a timeline which shows who picked up what armor or weapon. There should also be a button in that menu to download and watch the replay of that game. It should be possible to watch the replay from your enemies perspective. Also it would be cool if there was a match history in game which you could look up and get replays from.
  22. I want stakegun like it is now as a pickup. I don't want bolt to get removed as I think both weapons are different to each other. More polish for the Map editor would be good (doors, elevators, moving platforms, special surfaces with footsteps, silent bouncers, ladders, nicer water effects, displacements, flat style textures with little structure and some parallax mapping and tessellation ) Human characters and red blood, bullethole and blood decals on meshes Less focus on Duel and better Matchmaking implementation for team modes (less options in MM: for example 1 or 2 comp Teammodes and comp duel, remove casual playlists and let people use community servers for casual play or redirect quickplay users to populated community servers) More in depth training section and offline play (bot matches, singleplayer) Higher gravity or slightly slower movement speed (300 instead of 320), Optional outlines Machinegun would be nice Instagib-rifle as a powerup in TDM or CTF Grapple Hook Custom models for weapons More TDM maps Better reglementation (whitelist) of addon and widget content 20 second respawn time on armors, 30 seconds on Mega 15 second warning before carnage spawn Less maps in duel mappool (for example 3 active maps) and more frequent rotation (each month? or all 2 months) of the mappool
  23. light leaks and lighting tips

    Hi guys. Can somebody give me some instructions on how to avoid light leaks? I would also like to know how to make the most quality lightmap.. And in general I need some tips how to use dynamic lights, reflection probes, glowing textures and related stuff in a performant and clean quality way. Atm my lightmap looks rather bugged.
  24. light leaks and lighting tips

    thx so far.
  25. light leaks and lighting tips

    hmm... r_lm_probe_seperation and dev_nolight don't seem to exist anymore.. How to eliminate lightleaks? Is there a way to set lightmap resolution? :/ What do ReflectionProbes do? The Wiki seems to be outdated.
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