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I'm pretty new to the AFPS scene. I started playing Overwatch (not AFPS I know) at it's launch and have since moved on to better things with Quake Live and now Reflex. Before that I played mostly Dota 2 and other MOBAs. With that in mind most of my perceptions on balance come from a Quake Live perspective where I have 50 hours of gameplay in a mix of Duels and FFA. I might not have much time played and may not be the best player but I've gotten advice from many veteran QL players and watched some pro play for both QL and Reflex as well and I've gotten a basic understanding of the mechanics of AFPS games like map control, timings, weapon choice, and movement for example. As I said though I am new so I appreciate any constructive input to counter my newly formed opinions, but please let me know why don't just flame (I say this because of my experience on many other game forums/communities). Anyway I think Reflex is an AMAZING game with a boatload of potential, however I think a couple of the weapons struggle to keep up, and I have reason to believe that the netcode may need work in situations where ping gets extreme, I'll have an example of that later in my post. First I'd like to talk about 3 weapons: Rocket Launcher, Plasma Gun, and Grenade Launcher. Rocket Launcher: To me this weapon feels just a little too strong. It seems like it hits for the max damage (100) or close most of the time, and this means often RL is the best weapon choice. The self damage (like when rocket jumping) is also pretty low which makes risk vs reward with the weapon low as well. If the damage isn't tuned down I think it could benefit from increased self damage. Plasma Gun: The damage feels too low though consistent. I believe it's 12 per hit for direct hits. I've been trying to use it to block chokes like I use the PG in Quake, maybe this isn't the best use for it? Anyway I feel like maybe a jump up to 14-15 damage for direct hits could make it more viable. Grenade Launcher: Something feels off about this weapons functionality. It seems like the grenades sometimes explode on impact and sometimes don't. It just seems very inconsistent. Onto a quick note about playing vs high latency players. I've had a couple matches now where I went into a 1v1 server and waited and my opponent that joined had 150-200+ ping. This is never desirable but I played the matches out. It seemed to me like the lagging player was favored in the matches. I would have shots go through him and have shots hitting me where they appeared to miss. I realize netcode in these situations isn't an easy task and will probably never be perfect and maybe it's just because of my low skill but it really seemed like the latency of these players was helping them out more than it was hurting them. Those are my thoughts! Overall the game seems great and even the weapons I mentioned don't seem overly strong or weak, just a little bit. Thanks for reading see you in game!
Does anyone have good explanation why rocket launcher bounce is cpma style straight upwards? It makes air rockets way too easy. I have dueled many pretty high skilled duelers and everyone seems to have pretty same consensus as I do, current rocket bounce makes hitting air rockets way too easy: You can easily hit 3-4 shots in row after you get the first pop. Which basicly makes RL so good that theres no other weapon you should use in close or mid range under most situations. Current splash radius is also such big that it wont make it any better. The speed of the player and the angle from which rocket comes should impact more to the way people bounce from rockets. Now fights pretty much get boring after first good pop, as every skilled player will hit upcoming air rockets. It also eats the feeling achievement of hitting air rockets as hitting them is so easy. Most of the fights revolve now around RL, rarely your able to change weapon to finish opponent with LG or RG, but as damage dealing weapons IN FIGHT they are way inferior as you cant control opponents movement in any way and damage dealt is inferior even if you hit ridiculous +50%. I'am not saying bounce should necessarily changed if theres some other way to make balance right, but for now it feels the easiest way to add skill cap and make balance better. Something is wrong when shaft / rail oriented player gets consequently 90% of his kills with RL... 8(