Reflex Arena cover
Reflex Arena screenshot
Genre: Shooter, Indie

Reflex Arena

Reflex 0.49.1 - Point Release

Hey Lads,
 
This update includes several bug fixes + optimisations. It also includes the addition of a time penalty for leaving matchmaking games early.
 
We've had some feedback recently with regards to people leaving matchmaking games early. This ruins the experience for the other player. To combat this we've added a time penalty if you don't play your game the whole way through. The forfeit option is still there and should be used if you concede defeat. If you forfeit there is no time penalty.


Matchmaking Improvements:

 

Improvements:


 

Bug fixes:

Optimisations

 

 

Cheers,

-- Shooter

Reflex 0.49.0 - Matchmaking remix disc vol 2.

Matchmaking was released with a blast. We've had over 10,000 games played in just 2 weeks!

The focus of this build is to directly improve on our first pass matchmaking implementation with our observations made the community feedback we have received.

 

    Matchmaking: Vote system



      Matchmaking: Spectate games



      Matchmaking: Party support



      Matchmaking: Lobby now optional

      Matchmaking: Backend changes

      Matchmaking: Servers

      UI improvements:

      Art improvements:

      Game improvements:

      Lua changes:

      Bug fixes:

      48.3ish Hotness fix


      Hey guys,

      Today we have a hot fix to address the Steam Inventory changes which have happened in the Steam Client. It's causing people to get disconnected when they attempt to join a server with a large selection of custom inventory items selected.

      Bug fixes:

      Reflex 0.48.1 - Immediate fixes + Gameplay balance adjustments


      Today's point release contains a couple immediate bug fixes as well as a big cleanup on game balance settings. 

      Note: Very aware of the issue where MMR is not being awarded correctly after some Matchmaking games, we are looking in to this.

      Generic Fixes:

       

      Ironguard fixes:

       

      Gameplay:

      We've done a big cleanup pass on game balance. Competitive/Casual are the core rulesets we have as they are the rulesets used on matchmaking. All experimental settings (with slightly modification) have been pulled into casual/competitive (see full list below). There are a lot of changes including splash, timelimits, weapon respawns and weapon damage / knockback.

      Splash knockback:
      We've pulled our recent splash changes from experimental into competitive/casual. The differences you'll see in competitive/casual (from before) are: The splash should now be more linear based on distance from impact. The knock-up is also fixed.

      Matchmaking changes:
      CTF is now 4v4
      Doubles now correctly uses 2v2 gamemode (will have lower timelimit)

      Time limits:
      mode: casual / competitive
      ffa: 5 / 10
      1v1: 5 / 10
      2v2: 10 / 15
      tdm: 10 / 20
      ctf: 10/ 20

      Power-up drop:
      OFF in 2v2 + TDM only

      Weapon respawn time:
      20 seconds in 2v2/TDM, 10 seconds in all other modes.

      Armor & mega pickup sounds:
      We've increased the distance armor & mega sounds can be heard from 1340 -> 2200 units.

      Burstgun
      burstgun_ammopickupammo 5 (was 10 in competitive)
      burstgun_lowammo 5 (was 10 in competitive)
      burstgun_maxammo 30 (was 40 in competitive)
      burstgun_startammo 20 (was 40 in competitive)

      Shotgun
      shotgun_reload 950 (was 1000 in competitive)
      shotgun_ammopickupammo 5 (was 10 in competitive)
      shotgun_pellet_knockmult 1.6 (was 2 in competitive)
      shotgun_pellet_knockmult_airbourne 1.4 (was 1.25 in competitive)
      shotgun_pellet_trace_radius_entities 0.5 (was 0 in competitive)

      Grenade
      grenade_trace_radius_world 1.0 (was 0.5 in competitive, 0 in experimental)
      grenade_trace_radius_entities 0.25 (was 0.5 in competitive, was 0 in experimental)

      Plasma
      plasmarifle_lowammo 30 (was 40 in competitive)
      plasmarifle_maxammo 120 (was 200 in competitive, 150 in experimental)
      plasmarifle_weaponpickupammo 75 (was 60 in competitive, was 75 in experimental)
      plasmarifle_ammopickupammo 30 (was 50 in competitive)
      cell_knockmult 0.85 (was 0.428 in competitive, 0.425 in experimental)
      cell_knockmult_self 2.0 (was 2.22 in competitive, 2.0 in experimental)
      cell_knockmult_airbourne 1.0 (was 2.14 in competitive, 1.0 in experimental)

      Rocket Launcher
      rocketlauncher_maxammo 25 (was 30 in competitive)
      rocket_damage_splashmult 0.85 (was 1.0 in competitive, 0.85 in experimental)
      (this means a direct rocket does 100 damage, if you JUST miss the max splash damage you can do is 85)
      rocket_explosion_radius 116 (was 112 in competitive, 112 in experimental)
      rocket_knockmult 0.85 (was 1.0 in competitive, 1.0 in experimental)
      rocket_knockmult_airbourne 1.0 (was 1.5 in competitive, 1 in experimental)
      rocket_trace_radius_world 0.25 (was 0 in competitive, 1 in experimental)
      rocket_trace_radius_entities 1 (was 0 in competitive, 1 in experimental)

      Ion Cannon
      hum is now enabled (was off in competitive, on in experimental)
      hum far atten changed from 1340 -> 1250 (travels less distance)
      hum 3d volume changed from .7 -> .6
      hum 2d volume changed from .7 -> .2
      beam_knockmult 1.4 (was 1.8 in competitive, 1.7 in experimental)
      beam_knockmult_airbourne 1.6 (was 1.3 in competitive, 1.7 in experimental)
      beam_trace_radius_entities 0.5 (was 0 in competitive, 0.5 in experimental)
      ioncannon_reload 46 (was 44 in competitive, 46 in experimental)
      ioncannon_lowammo 30 (was 60 in competitive)
      ioncannon_maxammo 150 (was 200 in competitive)

      Bolt Rifle
      bolt far atten changed from 1340 -> 1250 (travels less distance)
      bolt 3d volume changed from .8 -> .6
      bolt 2d volume changed from .8 -> .2
      boltrifle_weaponpickupammo 5 (was 10 in competitive)

       

      As always, open to _constructive_ feedback. Let's be nice to each other lads <3

      Have a great weekend!

      Reflex 0.48.0 - Matchmaking





      Today we're releasing Matchmaking, our new 2v2 Ironguard from our previous competition, and many other small fixes!

       

      Matchmaking:

      So how does it work?

      Under "PLAY" in the menu, you will see "Quick Play" which is the new Matchmaking, "Find Match" which is the server browsers, and "Create Match" which is the old Start Server.

      Under Quick Play you can select all the "playlists" you want to queue for, and hit start.

      At this point, you're put in a lobby server, here you can run around / practise etc while your worked through the queue. If you leave the lobby, you will be removed from the matchmaking queue.

      Once a match is made, the players for your game will be sent off to another server to play your match. After this match that server will turn into a lobby server at which point you'll be automatically re-queued to matchmaking.

       

      Is it ranked?

      Competitive modes are ranked. After your first 10 placement matches you'll be able to see which division you have achieved. We also display a progress but which shows your progress through the division.

      At the end of a match you'll see your division progress change due to the match results.

      Casual modes are internally ranked, but the user is presented with XP, as the focus is on fun + gaining XP.

       

      What ranks are there?

      There are 7 ranks to work through:

       

      Where are the servers hosted?

      We'd like to pass a huge thanks to Linden from Swiftnode, who is our official server host. We have servers hosted throughout US, EU, AU, Russia and Japan. We'll be watching server load and adjusted server numbers as required. If you select "Region" in the "Quick Play" screen you can see your ping to each region. If there's demand for another region please reply and if it's popular enough we'll look at adding servers there.

       

      Further Notes:

      We don't have the resources to test matchmaking on a larger scale, so please be patient if it's a bit bumpy over the new few days/weeks as we tweak the system as players start to use it.

      The playlists are not set in stone. We're interested to see which ones are popular, and open to any changes / suggestions people have on improving them / adding new ones. Update: I'll put a post together later day listing all playlists & map pool selection

       

      Iron Guard:

      Iron Guard our recent 2v2 competition winning map has been release with an art pass. We've added several new supporting art meshes which now can be used in your own maps.

       

      Bridge Tool:

      The bridge tool is a new map editor tool, this allows you to more easily create smooth geometry with brushes.


      New Cosmetics:

       

      Mapping changes:

       

      Server Improvements:

       

      Gameplay improvements:

       

      Bug Fixes:

      •  

      Reflex 0.47.6 - Merry Christmas


      We've enabled the Christmas build for your holiday season. Including the famous robot Santa hat, plasma rifle snowballs & your the candy-cane melee weapon -- We've also added a familiar sneaky eggplant launcher 

      We're hard at work on 48 which is turning out to be one of our largest updates yet, this is expecting to drop sometime in January.

      Merry Christmas to all, enjoy your holidays

      - Turbo Pixel


      Changes:

       

      Reflex 0.47.5


      Another quick point release, about time to start on 48!

      Bug Fixes:

      Reflex 0.47.4

      Quick point release to fix a last minute wall clipping issue!

      Bug fixes:

      Art:

      Reflex 0.47.3


      Hi guys,

      Getting towards the end of 47 point releases. This one adds extra info to the server browser, and sets the bullet hitbox & wallclipping to be used in all rulesets. There are also a few bug fixes.

       

      Changes:

      Bug fixes:

      Improvements:

      Experimental plus:

      Reflex 0.47.2


      Hi guys,

      Another quick point release. This point release's main features includes the infamous wallclipping (which is enabled in experimenal ruleset). We're really wanting to hear feedback on this and whether people would like it to stay.

      We've also been working with the experimental plus guys and adding a bunch of vars to assist with their experimental play.


      Improvements:

      Lua:

      Experimental Plus:

      Bug Fixes: