Elabor8 pl0x!
...no seriously, I'd like to know what about this game you seem to dislike so much. Lack of new mechanics? Just not a fan of cpm physics? Item timers? (They can be turned off now and won't ruin/fundamentally change competitive play afaik.) I'm really curious.
Now that the new knockback is implemented, what do you guys think?
Some people say that the gameplay has "slowed down," but I think they're looking at it wrong.
Before, you were able to get away with some pretty unintelligent plays. And a lot of the time, you were rewarded (because there was nothing to counter your 'dumb' play).
Now, with the new knockback (the counter), you cannot get away with a lot of those plays. It didn't make the gameplay slower, it decreased the amount of unintelligent plays that you can make.
You can still make the same amount of plays as before, they just have to be a bit more sensible.
Just my thoughts.
I played with it last night and its pretty good. The gameplay doesnt feel slower to me. There is still a fair amount of knockback, it seems like more than QL. I like that its knockback rather than knockup
Fights now seem to be less about who can hit the first good rocket which is the most important reason for this change
I agree.
Although I just played a few games (and spectated some), and if you're able to hit a good rocket, or just a decent one, there's a considerable amount of pop-up (more than there should be). So I think it still needs some tweaking. Like decrease the vertical, and increase the horizontal.
Maybe the knockback could simply be something that sets reflex apart a little from other arena fps games. The new knockback is more than QL but not as ludicrous as the old reflex so I think its quite a nice balance
Though if they are going to tweak it I'd rather see more horizontal than vertical knockback like you said
I would rather have the gameplay tweaked to near perfection (which is definitely something that will set these aFPS games apart), than have something be different for the sake of being different.
There are a lot of things that CPM, Quake, and other aFPS' have done very well. But I haven't seen enough variety (in the form of playstyles). A HUGE reason why these other eSports games have much larger competitive scenes and player-bases is because there are many playstyles that work effectively and (most importantly) are needed in a team-based environment.
A player can basically create their own style of play that suits them, you might not have all the freedom in the world to play the game "your way", but there is enough variety for you to feel comfortable.
There are many ways for games to achieve this, which I'm sure @ReflexDev are aware of.
I also dont want to see it being changed for the sake of change. I think having some kickback is pretty fun. The old kickback was just waaaaaaay too much and way to vertical.
A reasonable amount of horizontal+vertical kickback makes fights more dynamic and promotes more weapon combos without being as op as reflex kickback used to be.
Its fun to have players being bounced around or accidentally onto ledges or really far back, it makes you have to aim your second and third rockets a lot better or creates a new dynamic for the fight where space has been created and you need to switch gun or something like that.
That was the good thing about the old reflex knockback, the bad part was that you just went straight up into the air like a sitting duck.
Just an FYI, I think a few people complained of the much smaller RL splash radius, it'll be increasing a bit, with some fall-off damage tweak in the new patch. Coming soon B>
Yeah, I guess it's slightly too small. This will take us back a step when it comes to variety (if the other weapons don't get any buffs to balance it out).
...no seriously, I'd like to know what about this game you seem to dislike so much. Lack of new mechanics? Just not a fan of cpm physics? Item timers? (They can be turned off now and won't ruin/fundamentally change competitive play afaik.) I'm really curious.
Some people say that the gameplay has "slowed down," but I think they're looking at it wrong.
Before, you were able to get away with some pretty unintelligent plays. And a lot of the time, you were rewarded (because there was nothing to counter your 'dumb' play).
Now, with the new knockback (the counter), you cannot get away with a lot of those plays. It didn't make the gameplay slower, it decreased the amount of unintelligent plays that you can make.
You can still make the same amount of plays as before, they just have to be a bit more sensible.
Just my thoughts.
Fights now seem to be less about who can hit the first good rocket which is the most important reason for this change
Although I just played a few games (and spectated some), and if you're able to hit a good rocket, or just a decent one, there's a considerable amount of pop-up (more than there should be). So I think it still needs some tweaking. Like decrease the vertical, and increase the horizontal.
Though if they are going to tweak it I'd rather see more horizontal than vertical knockback like you said
There are a lot of things that CPM, Quake, and other aFPS' have done very well. But I haven't seen enough variety (in the form of playstyles). A HUGE reason why these other eSports games have much larger competitive scenes and player-bases is because there are many playstyles that work effectively and (most importantly) are needed in a team-based environment.
A player can basically create their own style of play that suits them, you might not have all the freedom in the world to play the game "your way", but there is enough variety for you to feel comfortable.
There are many ways for games to achieve this, which I'm sure @ReflexDev are aware of.
At least that's what I've noticed. Your thoughts?
A reasonable amount of horizontal+vertical kickback makes fights more dynamic and promotes more weapon combos without being as op as reflex kickback used to be.
Its fun to have players being bounced around or accidentally onto ledges or really far back, it makes you have to aim your second and third rockets a lot better or creates a new dynamic for the fight where space has been created and you need to switch gun or something like that.
That was the good thing about the old reflex knockback, the bad part was that you just went straight up into the air like a sitting duck.