Jump to content

Search the Community

Showing results for tags 'buff'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Public Forums
    • Announcements
    • General Chatter
    • Tournaments
    • Mapping forum
    • UI Scripting
    • Trading
    • Support
    • Bugs
    • Silver Screen

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 2 results

  1. 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!
  2. chortas

    Rocket needs nerf and shotgun buff.

    I read about it in Steam and decided to ask you at the forum, what do you think? PS didnt find any ather topics about it