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Small suggestions/bugs

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Just now, furyaxsfigkjhn said:

Yes I think splash damage does get applied when your plasma projectile hits your target with it's outer side.

So you can do potentially more than 20dmg? Or are you saying you'd rather deal 20dmg whether or not it's direct or splash? If the latter, wouldn't that make PG even more powerful? 

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Plasma deals 15 dmg on direct hits on the center of your enemies model. If your plasma projectile hits the outer side of your enemies model it deals less than 15 dmg because it only deals splashdamage. In QL plasma shoots slower and projectiles are slower, too... But they always deal full damage except when you shoot on the ground near your enemies feet.

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In matchmaking for team modes kill the game before it starts if an odd number of people accept it. I have yet to have a single team based game where a one person didn't decline the match and they were all horribly unbalanced. I've been on both sides of it and it just sucks.

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Instagib must be with more than 3 players. 1 player just can rekt 2 others (I'm not saying about situacion, when 1 of that 2 leaving)
And same about FFA.

Also Arena 1v1 can become to 1 guy rape everyone else. Here definitely need some changes.

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Sorry for the huge list but here it goes... (and I realized not all of these are "small suggestions", I just listed everything I could think of):

  • borderless windowed mode (come on it's 2017 and no native support for borderless mode?)
  • switch to borderless mode when leaving fullscreen, and automatically enter fullscreen when receiving focus again (as cvar?)
  • built in resolution scaling option (similar to Nvidia DSR and AMD VSR), which only affects rendering of the scene (render UI at native/viewport resolution)
    • as @insect pointed out, some geometry and lighting can cause extreme pixel walking, so having option for higher end PCs to render at higher resolution would be nice to have
    • this would also help low end PC users to prevent UI getting stretched and hard to read at lower resolutions
  • remove "Press Escape to Continue" screen, or allow us to skip it (with cvar or LUA)
  • cvar to control which demo will be used as menu background instead of menu.rep (and option to disable it completely instead of removing menu.rep every time game update decides to replace it)
  • more server browser filtering options (filter by game mode, ping, password protection I'm blind...)
  • map editor stuff:
    • allow placing spawn points for bots
      • bots should always spawn at these locations (restricted to training mode only to not complicate things)
      • or alternatively allow placing bots directly in the map (like turrets)
    • respawning shootables with configurable respawn time
  • LUA wishlist:
    • expose cl_replaymarker notifications to LUA (for replay marker popup widget)
    • add support for widget console commands (triggers a callback in LUA side when pressed and released)
      • streamlines development of most command based widgets (no more reading cvar values at draw() function every frame)
      • makes it easier to implement widgets like zooming that relies on +showscores hacks
      • makes it possible to implement alias command via LUA
    • allow widget cvars to be named after anything (no longer restricted to ui_<widget>_<variable>)
      • as a security measure, disallow names starting with cl_, sv_, r_ prefixes
      • upon registering the new cvar, throw an lua error if trying to register cvar with already reserved name
    • bindReverseLookup: return list of keys bound to this command
    • expose all console messages to LUA (kinda risky but do want, enables custom console widgets?)

EDIT: few more...

  • support passing console commands via program launch parameters (dedicated server supports this already)
  • track player.stats and player.weaponStats during warmup
Edited by GoaLitiuM

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On 07/03/2017 at 1:01 PM, HaraldQuake said:

Matchmaking only works for duel. For other modes you almost never find players. Make seperate queues for each mode and display the amount of players in each queue.

yes, knowing if there is people queueing for a particular mode, could enable players who want to play multiplayer modes to decide to uncheck duel modes and wait a bit. Maybe a global chat-room for people who are in the game menus could be useful to set up multi-player games. People could indicate what game modes they are likely to play, that could be displayed with a small tag next to their names in the chat user list.

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The search feature for maps inside the game can be improved, for example if I write "reflex" or "train" it does not find the "Reflextrain" map. I need to write "reflextrain" in order to find that map, but it is just easier to remember parts of the map names and being able to search them that way.

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11 minutes ago, ZuLuuuuuu said:

The search feature for maps inside the game can be improved, for example if I write "reflex" or "train" it does not find the "Reflextrain" map. I need to write "reflextrain" in order to find that map, but it is just easier to remember parts of the map names and being able to search them that way.

that can be easily done with a workaround.

like i just put on my maps description keywords, that will also get used for the search.

like map furnace has dp5 in the description. if u search for dp5, u will see all furnace version of mine

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23 minutes ago, def said:

that can be easily done with a workaround.

like i just put on my maps description keywords, that will also get used for the search.

like map furnace has dp5 in the description. if u search for dp5, u will see all furnace version of mine

Then I would like to call out to all the mapmakers, please put description words to your maps so that they are easy to find :)

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I'd like to see some changes to how the GL functions. In it's current state, it feels more like a budget RL rather than an area denial tool - I think it's super gay that you can get collisionfucked by a freshly spawned opponent with GL and lose all of your health because they +forward into you and pray for lucky directs. Maybe it could have some sort of priming time, i.e. have it so that the nade can't explode on impact for the first xxx milliseconds but instead bounces off the player.

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4 hours ago, LKO-,- said:

I'd like to see some changes to how the GL functions. In it's current state, it feels more like a budget RL rather than an area denial tool - I think it's super gay that you can get collisionfucked by a freshly spawned opponent with GL and lose all of your health because they +forward into you and pray for lucky directs. Maybe it could have some sort of priming time, i.e. have it so that the nade can't explode on impact for the first xxx milliseconds but instead bounces off the player.

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.

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On 12/3/2017 at 1:03 AM, HaraldQuake said:

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)...

Plasma Rifle:

  • Increased box ammo from 30 to 50
  • Lowered weapon pickup ammo from 60 to 50
  • Lowered weapon max ammo from 120 to 100
  • Lowered low ammo warning (sound) from 30 to 25
  • Increased cell damage from 15 to 16
  • Increased projectile size for entities (players) from 1 to 2.5 units
  • Increased projectile size for world from 0.25 to 2.5 units
  • These projectile size changes make the weapon more consistent and now it actually matches the visual effect (you'd see plasma cells go through very tight holes before)

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