Jump to content

Search the Community

Showing results for tags 'damage'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • 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

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 3 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. Please add rocket and grenade selfdamage to all arena gamemodes since I'm pretty sure it would make this gamemode a lot more tactical and less spammy. Only have no selfdamage in pre-round time to give players the option to position themself. Since I started to duel more, I can no longer enjoy ATDM and A1V1 because there is no selfdamage and it's cheap.
  3. kRVRKV

    THIS HAS TO GET FIXED ASAP

    Would be easier if you'd watch the video first, than if I'd try to explain the problem. https://www.youtube.com/watch?v=b62PwSVrC6s Basically how I understand it, is that the AOE sphere, in other words splash damage is global and ignores object collision. Not sure if someone already have reported that because I've checked the forums and haven't found anything like that. Really hope that devs would fix this because this bug is massive. Some information to take under consideration: 1. Ping difference between players was 160ms 2. Machine gun's splash is too small to penetrate thick walls (haven't tested it on thin walls) 3. Didn't try GL either 4. RL's slash doesn't penetrate walls 2 big squares thick, so I guess you are getting hit buy the radius of the actual splash dmg that pops out of the texture 5. BUILD NUMBER IS 0.30.4 Really hope that this is getting fixed unless it is a feature of the game... Love the game tho, big upppp
×