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LoNeZiLLa

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LoNeZiLLa last won the day on September 9

LoNeZiLLa had the most liked content!

About LoNeZiLLa

  • Rank
    Advanced Member
  • Birthday 08/13/1993

Profile Information

  • Gender
    Male
  • Location
    California
  • Interests
    Competitive Gaming

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  1. Allows players to be much more innovative with their gameplay. Allows more playstyles to be viable, along with more weapons. Gives the player much more freedom, but not too much to where it is game-breaking. In other words, it holds the player back a LOT less. More mind-games Less "static" play It adds to gameplay by allowing players to actually do more, unlike other games where they restrict the player from being able to do more.
  2. Custom Ruleset Poll

    I don't think anyone wants to nerf the armors into the ground, it's about making the weapons strong enough to combat the armor control. So slightly stronger than Rama's v1 ruleset.
  3. Custom Ruleset Poll

    Region : NA Highest reached rank in Matchmaking : Platinum Have you played games on the custom ruleset : Yes 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? There aren't any changes in this ruleset that I disagree with. All of the weapons have been made more powerful, but I still don't think that they are powerful enough. The armors in Reflex Arena mean quite a lot, probably more than in any other Arena Shooter.. but the weapons aren't powerful enough to combat them. You often find yourself damaging your opponent just enough for them to maintain their item cycle (and more importantly, stay in-control), but not enough for you to secure the frag. What ends up happening is, the out-of-control will deal a ton of damage of the course of a few item respawns and eventually ends up dying due to being out-of-control and not having the resources available to continuously contest. Then the cycle repeats itself. Even if you (the out-of-control) are dealing far more damage to the in-control than they are dealing to you, after three or four engagements you no longer have the hp to fight (at this point in the match the stacks are usually even), and you have to make a choice.. do you risk another death and go for the frag, or do you try to buy time and wait for the next item? Either way, both choices are in the favor of the player who is currently in the lead. The best way to address this is to slightly up the damage potential of just about every weapon. You could increase the RLs splash slightly to 124units, so spam is more effective. You could decrease the reload (increase the firerate) on Plasma to 90ms to have a similar effect. You could up the dps of the IC to 139 (6dmg @ 43ms). And even slightly buff the Shotgun. Maybe the changes I'm proposing are too drastic, idk. But I do think that more powerful weapons should be considered, as this is an issue that I feel has been overlooked for too long.
  4. Proving Grounds

    NEED 421 and Requiem!
  5. Rockets, how do you feel about them?

    The rockets are at their best right now. If you look at the RL from very early Reflex and compare all the changes and tweaks made up to this day, you will see that literally everything has been tried and tested. There are very very good reasons for why the RL works the way it does now, instead of the way it did before. The ONLY thing I would change with the RL would be the maxammo, lower it to 20. But if that changes, you have to consider the other weapons' impact on the gameplay balance as well. Since you will have less rockets, it will make it much harder to fight a player who constantly cycles the IC the entire game (it is already hard enough). This means that the IC's "value/importance" will go up even higher than it already is. Since the IC has even more of an impact on the game, it becomes a must to control it. (even more than it already is). This will slow the game down, and make the game much more about avoiding the fights and just pacman'ing. The IC essentially becomes as important as a major item, which is a MAJOR problem when it comes to balance. And now that the gameplay is slowed, you have to think about how each playstyle has been impacted and whether or not there is an equal balance between the variety of ways to play the game. TL;DR RL = Perfect! Maybe change RL maxammo to 20? Decrease both air and ground kb on IC Decrease both air and ground kb on Bolt.
  6. Mouse input and projectiles feels bad

    You're not alone in thinking that the projectiles feel 'off.' It's actually a consequence of the netcode (It has nothing to do with where the projectile spawns or anything like that), which can't be 'fixed' unless we go back to the way q3 netcode works. I feel the same way about projectiles as you do, and when we were testing expplus, I decided to increase the speed of the rockets by 100ups. Which, to quite a lot of people, made the rockets feel a lot better. But in the end it was shot down because some players think that "the speed must remain at 1000ups and can't change ever, because Quake has always been this way!" blah blah blah. These are the same players that disagreed with the change because it would require them to rebuild their muscle memory, then went on to change the speed of the Plasma Rifle, as well as the movement..
  7. Rockets, how do you feel about them?

    Atm the balance is perfect, but that's only because the IC reloads at 46ms.. if there were any changes made to the IC to make it stronger, then I would say that the rockets are took weak and would need a buff (speed buff of course =]). I voted for too weak, since I think that there are a few people who think the IC is too weak atm.
  8. All these changes are in the right direction. I like them a lot! I do feel that the air kb on the IC is still a bit too strong, it's too easy to just +back IC the entire game. I suppose if you lowered the time to reload the bolt, then you could combat the IC a bit better, but then again, that would just make +back even stronger. I'm tired of walking around the map for 10 mins, I just wanna go fast! Also, 10 grenades on weaponpickup is too much imo. Here is how I would have the grenade ammo set up: _grenadelauncher_weaponpickupammo "5" _grenadelauncher_maxammo "10" _grenadelauncher_ammopickupammo "5" And 25 RL maxammo is also too much. I would lower it to 20.
  9. [Suggestion] Windowed Fullscreen / Borderless Support

    Just use Borderless Gaming. It's free, but you can support them by buying the application though Steam if you want. Link to Download
  10. Detailtextures

    Everything in Quake 4 looks like it's made of linoleum (you know, the fake and cheap shit)
  11. https://www.reddit.com/r/GlobalOffensive/comments/43urd4/why_0818933027098955175_is_the_best_zoom/ https://www.reddit.com/r/GlobalOffensive/comments/3vxkav/how_zoomed_sensitivity_works/ https://github.com/ValveSoftware/source-sdk-2013/blob/56accfdb9c4abd32ae1dc26b2e4cc87898cf4dc1/sp/src/game/client/in_mouse.cpp#L389 That formula you mentioned is definitely related to your FOV. In fact, CS:GO uses a similar formula. The links above describe how it works, also provided the source code from the Source 2013 SDK.
  12. Ion Canon needs a buff, seriously...

    Not sure what it is in Competitive, but in Experimental it's 1.7. [46.3]
  13. Ion Canon needs a buff, seriously...

    How did it turn out? I completely forgot it was today, and haven't watched the VODs yet.
  14. Global vs Non-Global Sounds

    I forgot to include the cost of the dev time needed to implement the sound engine, and the time that it will take to TEST and tweak it to perfection.
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