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Hmm I’ve had plenty of successful kills with my melee weapons. But you’re right about the speed thing. But again we want it to be a last resort. Increasing the range even more might create situations where it looks like someone is hitting you from a 10 stud range from your POV, which we don’t want. But we’ll consider it.

Do you use the mousewheel or Num123 to switch weps? That’s a bug.

Obvious one, will fix that.

Yes I agree.

I’m not sure. Guess we were used to this? Might be because Owen has lifetime OBC? I’m honestly not sure.

Mouse wheel. Also sometimes the mouse wheel would get reversed and switch in the opposite direction. Couldn’t reproduce it reliably though.

I am really bad at it. I can never land shots especially when shotgun is default. The maps are made quite weird so they are hard to navigate.

I haven’t been able to experience much more cause I’m so bad haha

@Crykee

Interesting. You know you also have the Submachine Gun too. It’s an automatic gun so I think you’ll like it better.

@Sharksie

That’s odd. I can’t replicate that issue for myself. I wonder if it differs from mouse to mouse.

It put in me a match with a shotgun, I walked down to the enemy spawn and killed them as they walked out

7 kills later they finally got me

Shotgun is the bomb. I don’t think it’s OP though. Maybe a little less accuracy. Right now if you don’t go shotgun/flare then you’re doing it wrong.

Depends hugely on the map too. On Resort the shotguns and autos dominate but on larger maps you see more snipers and phaser rifles.

Switching weapons and jumping whilst sprinting is something I’ve found happens in Solo where Roblox doesn’t accept the input when shift is being held down.

100% with you for the removing conformation for purchases.Thanks for pointing that out!

I have been having a ton of fun playing this.

A few things:

A different default melee weapon, I find that I am the ONLY person in the game that knows how to use the backstab mechanic of it. This is mainly because I play lots of spy on TF2. (Trickstabs are fun!)

Bunnyhopping is a major problem, especially on CTF, as the enemy just bunnyhops the flag across the map, also using energy drink with the flag can be powerful.

Thunderpunch can spawnkill (in protected spawn) on resort, it may be theoretically possible for other spawn killing, 6x combo kill :smiley:

Weapon damage timeout, something that Phantom Forces does. Where each time you fire, you send a time with it, if the time is x seconds old, then it it ignored. (Phantom Forces uses 0.5 sec)

Players don’t seem to know the keyboard layout.

MVP isn’t the best system, I had 24 kills with 4 deaths, but this guy with 8 kills and 1 death got MVP.

More taunts and taunt kills plz (I need my Killer Solo for my sniping)

Thanks for your feedback man!

1: Default melee weapon - Solid idea
2: We may consider slightly increasing the bunny-hop debounce
3: Thunderpunch, yes that 100% needs to be fixed!
4: Weapon damage timeout, very good idea that I haven’t thought of yet. What threshold would you recommend?
5: We’re going to add a tutorial soon
6: Agreed MVP needs overhaul
7: Definitely happening yes!

I love the game and it’s fun and all, but there was a lack of preloading. I had to wait ages for assets.

Also, the map layouts are extremely weird. I liked the cartoony feel, though.

Thanks for your feedback. We found in Hex the majority of players simply chose to skip asset loading and let it load in the background.

For this reason we decided to preload assets in the background. Could you say which assets this was most noticeable for?

We’re working on new maps :smiley: Any particular comments about the layouts?

I’m not sure but it was definitely most noticable for the gun animations and audio so I had a very stale and boring first few minutes. If some players want to load all of their assets before playing then definitely make an option for it, but many players including myself don’t have very good computers or internet connection. Making it wait and preload by default is your best option.

I can’t remember much about the map layouts now. I remember them being hard to navigate and a bit too closed. I’ll play later and give you more information then.

  • Packages that overwrite a person’s appearance make it confusing to identify who’s on what team (edit: people wearing blue or red packages confuse me the most)
  • When you level up while in the middle of a match, your vision is obscured by the level up gui
  • The shop is SUPER CONFUSING at first glance, a lot going on!! it should either put equipped items at the top or only show unowned items in the shop
  • y u allow headless horseman
2 Likes

It depends how much you want to favor the laggy clients. If you are playing against one, how long after you killed them do you want them to be able to do the same to you. I have experienced a random knifing once I spawned while the other guy was in spawn (I should start recording my sessions.) I think that half a second is fine.

Also, how much do you want to keep to TF2? What elements are you planning to incorporate? Here are the list of basic elements that TF2 has that you don’t currently have, for classes.

Item/Note

  • Sandman/Ranged stun
  • Mad Milk/ Heal on soaked target hit
  • Rocket Launchers
  • Rocket Jumping
    ** Market gardening please :3
  • Flame thrower
  • Grenade Launcher
  • Sticky Bombs/C4?
  • Shield Bash
  • Minigun
  • Permanent reduced walkspeed?
  • Sandvich
  • Engineering
  • Sentries
  • Dispensers
  • Teleporters
  • Jarate/Mini-crits on soaked targets
  • Huntsman/Bow and arrow
  • Medigun
  • Ubar
  • Crusaders Crossbow/Heal friendly target on hit
  • Disguise Kit
  • Cloak
  • Dead Ringer

This is just a list of weapons and basic mechanics that I can list off the top of my head. I completely understand and expect this not to be a TF2 copy. In bold are the things that I would LOVE to have in the game.

If weapon cases are played out nice, I may buy tons.

I abuse this a lot
Tiny-28456389.png

1 Like

Why do some guns headshot and others don’t?

Guns deal critical hits differently. It’s generally explained in the item shop.

I would argue we need to convey information about how guns work more clearly though.

Working to get the word out about the game is quite hard!

For Hex the Top Paid Access category was still around so we could use that to slingshot onto the front-page. This is going to require some more thought.