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Ematic

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Father, INTP, Fragdown.

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Ematic
Admin
Nov 14, 2021
In General discussions
Hello friends, I do not know if you also can smell it but CrossfireX is definitively closer to our hands than never before. Indeed, only 1 month and 15 days are remaining before entering 2022, and following the lastest news, CFX is still on track for this year. Today, I want to share a few thoughts about the in game physics, and more specifically collisions. If we have already discussed about why the jump mechanism should be fixed, we did not really brang the first subject. Indeed, players as much as objects collisions can offer many possibilities in term of strategies, and I had often repeated that but freedom matters. When playing the Beta, I have instantly tried something that was really common on CSX : body boosts. There were many ways to boost someone, but body boosts were an important part of the game and it is more generally useful even outside of this title. To avoid certain "abuses", Valve decided to bride it to 2 players only with making the 3rd one sliding. Let's be clear with that, restraining it was nothing more than annoying since there were differents way to access to most of the spots with run boosts, jump boosts and grenade boosts. To come back to CrossfireX, none of these things were possible, not even a single body boost, which really is the only real thing I am looking to. And to be honest, this is terrible for anyone at the research of original strategies. I do appreciate the shutters moving and head statues breaking when shooting at it, I do really think it's cool but going a bit further would be even cooler. Just to let you understand all of this, I have prepared a some images to present you a few things that can be done if the players collision is adjusted. Also, and I may be wrong of mistake with another game but every objects did not seemt "solid", which is also a problem as much for the boosts than for grenades bounces. Legend Blue models : Teammates Blue arrows : Teammates jumps Yellow arrows : Your jumps Yellow lines : Your Jump paths Red explosions : Contact points Green boxs : You Short-A strat 1 It's a very basic boost, your teammate simple has to crouch, once you are on his head you have to jump without moving to let him standing up, and then just do a crouch jump to go on the light. The light has to be solid, which was maybe not the case and the reason of this thread as much as for players collisions. The same point stands for other lights. Short-A strat 2 This one is little bit more complex but still nothing much too crazy : As for the previous one, ask you teammate to crouch to let you jump over his head. Once done, you will be directly able to jump on the column. Then a coordination effort will be needed to jump over his head while he is mid-air. It's going to give you some more height to reach the light. Wine cellar strat 1A & 1B The following ones would be the perfect exemple of why boosting should be do-able, more than a fun thing to do when you are up 5-0 or at the opposite the all-in strat to stay in the match when you are down 0-5, it is an important aspect of the game that I am personally looking for and so probably a lot of other competitors. Ennemy POV Wine cellar strat 1A The WC 1A is identitcal to the second step of the Short-A strat 2, you simply have to coordinate yourself with your teammate when jumping, it really is easy to get used to after a few tries. A smoke at the opposite team entry (between the crosshair and the A symbol) is nonetheless requiered in order to stay out of their sights. The smoke will also help force them to watch the botton windows so the surprise effect is guaranteed. Wine cellar strat 1B This one is a bit more complex. There are a lot of different ways to make it, but you will get the idea with these two : 1) Man crouch 2) Woman jumps over and crouch 3) You jump on the Man, then on the Woman 4) You jump again to let the Woman and the Man being able to stand up The second way is via using a 3rd teammate : 1) The Man crouch and the Woman jump on him 2) Your 3rd teammate also crouch and you jump on him 3) You jump to let him standing up then you jump the Woman (herself still crouched over the Man whom is also still crouched) 4) Then you jump a last time to make the Man and the Woman standing up in order to give you the visibility to B. It requieres at least one smoke for the bottom windows.
Why collisions should be a part of the game content media
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Ematic
Admin
Oct 20, 2021
In General discussions
Hello fellow fraggers, I would like to talk a bit about the character customization and more specifically it's talent three system. It is a subject that can divides a bit the player base but at the same time it has not been often brang once the beta ended. Nonetheless it remains interesting and an important topic in my opinion. What we had during the beta was basic but very functional. You earned a certain ammount of points each new level that you could spend (almost) where you wanted and modify at any time between games in case you miss clicked or naturally looked to try something else. There were a total of 50 points, and a maximum of 10 points per passive talent. (click on the image to expand) As you can see or remember, the whole system was splitted into 3 category : Attack (Ammo increases, Reload speed increases, Damage increases at low HP), Survival (HP recovers when out of combat, Armor efficiency increases) and Assault (Movement speed increases, Aim down sight speed increases). To go further in each category, let's take Attack for the exemple, you needed to spend at least 10 points in Ammo increases to unlock the possibility to boost your Reload speed increases. The same schema applied to Damage increases at low HP and to Survival and Assault. Before approaching the new ideas, we will go deeper to make sure everyone understand in details how it worked and why changes are needed all while having the possibility to keep more or less the same architecture that I personally like. As a reminder, here it was the bonus offered by each point spent in a talent : Attack Ammo increases: +10%, +20%, +30%, +40%, +50%, +60%, +70%, +80%, +90%, +100% Reload speed increases: +1%, +2%, +3%, +4%, +5%, +6%, +7%, +8%, +9%, +10% Damage increases at low HP: +5%, +10%, +15%, +20%, +25%, +30%, +35%, +40%, +45%, + 50% Survival HP recovers when out of combat: +2, +4, +6, +8, +10, +12, +14, +16, +18, +20 (HPs/sec) Armor efficiency increases: +1%, +2%, +3%, +4%, +5%, +6%, +7%, +8%, +9%, +10% Assault Movement speed increases: +1%, +2%, +3%, +4%, +5%, +6%, +7%, +8%, +9%, +10% Aim down sight speed increases: +1%, +2%, +3%, +4%, +5%, +6%, +7%, +8%, +9%, +10% To conclude on this part, there was only a limited number of viable builds in Classic which were : The Survival one which offered the highest survivability rate and the best overall in 1v1 situations. There was no real needs to have an extra damage buff to initiate the duel because of the efficiency of HP recovers when out of combat. I have personally used it from the start to the end of the beta. 20 Attack, 20 Survival 10 Assault : Ammo increases 100%, Reload speed increases 10%, HP recovers when out of combat 20 HPs/sec, Armor efficiency increases +10% and Movement speed increases +10%. The Attack one (30 Attack, 10 Survival 10 Assault or 30 Attack, 15 Survival 5 Assault) which could have provided an interesting damage boost at the first look with a huge +50% bonus was clearly a fake friend. To benefit of it, you would have to either remove all of your 10 Armor effiency increases points, or either 4-6 Armor effiency increases points + 4-6 Movement speed increases points. It's useless to say that even with doing it, the 20 HPs/sec provided are starting after only 5 seconds without taking any damages so this build is definitively not playable. It still can save your life in a difficult scenario but it's worth to notice that we are not looking for something that can saves us but something that gives us the possibility to avoid needing something to put points in just for the purpose to save our life because we have not managed to make a more consistant build. It seems nothing, and I am not sure that my english skills are not decent enought to express this thought but it's all what the optimization is about. There are so much more to say on this and I would truely by happy to find someone with who talk about this and enter further in details but we will now go to the objective of this thread : the enhancement of this system in the first time, and how can we make of this tool something competitive, in the second time. The Enhancement : The GPS (Growth Point System) brought by the development team has been intermediately well received by the community. Indeed, there were some complains because of it's unfair advantage that it delivers to older players and more generally because of it's intrasically uncompetitiveness. Which is true and an irrefutable evidence. I am part of those that will have all their points, but I fully understand this fear. But at the same time, we need to understand the devs trying to impact the global retention and reward their most active users. If you would ask me to pick between this, or a random box loot to unlock OP weapons or get them directly from the shop, I would pick the GPS anyday. The more you play, the more you have points, and we are not going to lie, only a few games were necessary to unlock all of them. I am trying to place myself, and it's a really difficult exercice between the players that want CLASSIC only without unfair features like this and the ones that are excited by it, all while also being one of those that like it but not enough to keep it as it is in it's current state. The system itself was not perfectly balanced so it needs in any cases some adjustements on certain valors : some people found the Aim down sight speed increases useless because of the few changes it brangs even maxed, some other found the Speed increases too powerful, same for the HP regen etc... If I found it as a whole relatively interesting and bringing a lot of dynamism compared to CS, it is still not enough to consider it as "the magic trick". I believe that the sense of freedom in a tool like is one of it's most important aspect, as much as for the beginners than for the older players that want to experience different combinations. On a competitive scale, it can also be interesting to see players in the same team using a mix of builds in order to be the more efficient, following players playstyles or different situations. To grow this feeling, we can logically start with adding some new variables to it such as a defuse time decrease, or a bomb plant time decrease. Also, we can remove the prerequisite of completing the Movement speed increases set to being able to unlock Aim down sight speed increases which is something that is not specially needed for snipers for example. That being said, that's only if we keep the pre-existing model, which I think will be case and not something we should be too angry toward the devs. Now, if we are still allowed to dream in this world, and that is actually a very personal opinion, having some sort of economy would be a plus. I am not saying that the game would be better, or less repetitive, or less boring to watch, I am just stating the fact that it would augment it's profundity. As explained above, I am not totally for the GPS (as it is right now) but neither a purist that doesn't want any changes. In my ideal world, there is an Economy system, yes, but something different than CS. And yes there is also a talent three system, but giving the same chances to everyone. I really believe than mixing both things should be a good compromise. To stay totally different from Shadowrun and it's ACTIVE perks and make it even more fair, we could assign our points before the first round start and at half time. To make it also different from CS, each players would receive the exact same amount of points independantly of frags or any individual stats which does not impact on the total credit. This is an original idea, and what I believe could make the most sense when thinking to a new Economy system for CrossfireX.
Growth Point System (new ideas) content media
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Ematic
Admin
Jun 23, 2021
In Fragdown announces
Ladies and gentlemen, CFX Arena is hiring volunteers in several domains to develop it's platform and welcome members in the conditions they deserve. This is a huge project, and as every other huge projects, we need a qualified and motivated workforce to create an environment that will be attractive for the part of Crossfire X players we are aiming at, who can bring fresh approaches, ideas and skills to our development, and make sure we provide everything we have in mind. Without this high quality staff we are searching for, it will be very difficult, if not impossible, to successfully accomplish our mission or even reach half of our objectives. If you are interested in helping us, please have a look to our Jobs page and send your application on the dedicated link. Thank you for reading, see you soon! Ematic, Founder & Webmaster
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Ematic
Admin
Jun 15, 2021
In General discussions
Hello fraggers, If you are around the official Crossfire X Discord you could not have missed what occured on June 13th. I am not making this post to add fuel to the flames, but this is clearly the awaited result of 1 year of miscomunication, if there ever been one. I will be clear and concise : Smilegate has failed to communicate with it's fans to answers their fears. That being said, the rebellion against the CFX staff and the spam is not acceptable. Nothing ever been announced to be presented at any shows by any members of the company. The slow-mode has been activated and other members do not have to pay the consequences of this freaking out moment. I have always said that relying on your favorite journalist, youtuber, or game industry worker is useless, they have no clue on what is happening and you have one more example today. Your only source of information related to the development of the game should remains Xbox and Smilegate only. Also, a petition has been started and it's also a thing that will bring more frustration so please be careful on that. 90 signatures has been collected already, it's nice to see the community teaming up again and trying to make the things changes. But you will also read that "if we get enough people interested, Smilegate will know about it, and give us info". Nothing is less certain, Smilegate looks to be at the peak of stubborness, the final boss of the most obstinatate people. You can even read that they tweeted on November 19th because of the first petition. I was one of those launching it but assuming that it's the result of the petition is very optimistic. People at this period were as much if not more annoyed by the lack of communication, the release was still planned for 2020 and we did not heard anything from them since July. Some folks even modified the Wikipedia page. The year coming to it's end, they simply had to let us know they could not respect the release window. I do share the same sentiment, or even the frustration but you can't bully people for month for theories about the ETA even when they left the server and being this sure to see the game at E3 and then acting like this. It's maybe a lesson to take. What to do now? Just try to stay as hyped and active to show how motivated you are to play this game, you can also practice with playing it's PC version or "similar" games on your Xbox. You can also play any other games. You can also post your feedbacks to let the devs know about what you liked or did not. You can even take your dose of sun before CFX actually comes out. There are plenty of things to do. If you were there on 13th, you also very probably noticed a message from xavz, one of the official team member saying "be patient, follow the rules and stop the spam". That's sound like nothing but this is already really encouraging to see someone else than Crow posting a message. Be patient means "the work is under progress" so don't panic. This was a very personal message, not related to the competitive nor classic but it had to be said.
E3 drama content media
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Ematic
Admin
May 21, 2021
In General discussions
Ahoy fellow fraggers, Other than the release date, some other subjects are sometimes brang into the official Crossfire X Discord and this one is frequently coming back. It's a good sign to see the rest of the pre-community interested by other things than debating on something they don't have their hands on. I am here today to express my vision of all of that, as much as a player than a fan wishing the game doing well on the long term. The K&M native support and the crossplay are two differents subjects joining themselves on some of the points but I do think they need to be threated separately since they are not bringing the same problems. Keyboard & mouse The principal question that we should first ask to ourselve is the following one : Does this device have the possibility to have an impact on both casual and competitive player-bases and if yes, in what way? It's a neutral question that will permit us to weight the pros and the cons. Not surprisingly, that is yes ; Each action provokes a reaction. Allowing an external device to the game which is without any doubts today way more efficient than a controller does have a negative influence on the traditional and the larger group of people : the one using a pad, the default tool to play on console. FPS players on PC compete with a mouse for 2 decades because they are maximizing their rapidity and precision with it, and FPS players on console are not allowed to play on LAN / Internet with XIM/XFPS to give equal opportunities exactly as in the sport competitions where some equipments or substances are simply forbidden. Saying you can beat mouses users with a controller so it's fair to allow mouses is a sophism and does not prove anything : Any more skilled people using an handicap can win against a begginer in any domain. Put a maimed and a 2 years old kid on a 100 meters racing line and guess who is going to reach the final lane first. That is what is called a power relationship so it is not more longer a question of device. We are not going to enter too much in the details and explain why is the mouse far better on FPS because this was a debate you could have in the early 2000s but we can obviously discuss about it in the commentaries. Returning to the specifics of what we've been talking about, let me develop why MnK would without any doubts a negative impact. It's superiority in term of possibilities and effectiveness would force the developers to make a separate playlist for them, and that would be prima facie the logical response if they are searching to make the both types of users enjoy their game and happily play each others on their sides. This idea is wrong, childish, and naive. Players using mouses and keyboards on Xbox are mostly console players looking to get offered the various advantages of playing this method. You will say, yes, and so what if they are only allowed to play in the specific playlist that developers made for them? I will once again tell you that you are naive, and that is very likely because you are a good person. The people using KBM will obviously want to play with their friends and to do that they will have no other choices to buy one of these adaptaters and come over the Controller servers. Other will have bad intentions and only do this to camp the leaderboards or reach the top ranks much more easily. Do absolutely not believe that the controller players will want to join them over the MnK servers either with their controllers or plugging their mouses as long they have the choice to play with the tool that make them playing on console = a PAD. Making a KBM playlist will only democratize the different adaptaters and making the problem even worse. Crossplay This topic is also being brang on the Discord, either before talking about the native MnK support, or later in the discussion. As long as we know and if we refer to the lasts posts from Crow (CM), there is, today, no PC release planned for CFX. It is therefore necessary to remember that we are going to open a subject that is actually even more abstract. Since once is not the norm, thinking that giving the possibility to a bigger window of players to enjoy the game is without consequences to the part that was initally in the plans (there is certainly no needs to remind, Xbox + PAD players) is again a wrong good idea. And we have several exemples to prove this point : Shadowrun, Bleeding Edge, Spellbreak and Rocket Arena to only quote them. Every games aiming to put their focus on the competitive aspect at a big or lesser degree as the ones mentioned above ends to die faster than it have been to the devs to mind about the question of bringing the crossplatform to the titles. The sales representative will obviously believe that making a game playable on different supports and letting friends to play with each others is an absolutely genius idea, but this guy also stayed in the 2000s or isn't someone planning to play the game for the years to come / knowing how the reality is on games that aren't called Call of Duty or Fortnite, which represent a minority. PC/Xbox Crossplatform titles usually offer the following solution : a mixed server allowing everyone to play together, a console server (and maybe also a PC-only one). When the game comes out, everything is beautiful, players wanting to stay on the Xbox server because they hardly can compete against a mouse are happy because there is enough people. The players wanting to stay on PC-only servers because they won't be handicapped by controllers players on their team or seeking a better challenge are happy. The players wanting to play with their friends on the mixed server are also happy because the game is new so the playerbase is consequent. Beautiful. In fact, the competitive scene always makes it on PC (once again because of the superiority of the mouse, and the possibilities/freedom that a PC offer), which gives a wider audiance to the computer and attract the console ones. But this is all very relative because mixed servers very quickly cannibalize the one dedicated to the Xbox players, making quit a lot of players that are never jumping onto the mixed ones. It's a loss-loss for both communities because a game marketed as crossplay that doesn't offer any other choices to PAD players to not getting stomped is doomed to fail. You never can be appealing again to the majority of players using a controller if they can not have fun or being competitive. I am certain that if Smilegate wants to enter the console market and wants to subsist on the long run, all while pushing the Crossfire brand as a serious concurrent to AAA titles on the competitive aspect, they will make the right choice. The only viable crossplatform system is between Xbox and Playstation machines. To conclude this post, I would like to add a quote from Albert Einstein saying "Insanity is repeating the same mistakes and expecting different results." We have seen by the past that every new IPs taking the decision to include one or two of these features either died in a few months or didn't made good on the long term. "Exceptio probat regulam in casibus non exceptis", or more commonly shortened in "Exceptio probat regulam" meaning "the rules does proves the exeption". Picking Fortnite as an exemple of success is a drop in the bucket and making it meaningless. The closest game we can compare Crossfire X to is unquivocally Counter-Strike: GO, which has been sold pretty well on both platforms. But one did better than the other one, firstly because there was a community based around on the Xbox version, but also because there was no native support for the mouse and keyboard. Today, you still can play it on the Microsoft consoles but they closed their servers on Playstation.
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Ematic
Admin
May 18, 2021
In General discussions
Hello friends, One of the things that surprised me the most when we had the opportunity to try Crossfire X during it's beta approximatively a year ago was the fact that hitmarkers were a part of the game. This was unfortunaly but honestly a turn off. I completely understand the fact that Smilegate wants to successfully enter the console market and to do that they need to adapt their game in a way to attract the biggest pool of players (= casual ones). But a game doing too much concession is usually ending to disappoint as much the casual players because it's never too "noob-friendly" as the most hardcores ones because it's still too "noob-friendly" or not enough hardcore. I am not here to whine about the devs trying their best to make their game enjoyable to the maximum of people because that is in fact their job (which is not an easy one) and how runs the world but sometimes you just should stick to traditional / original / simple things. We had some examples in the past proving that a few adjustments that doesn't look to be a big deal for many players can have a lot of impact, and especially against the ones that are the most interested by the game or the first hour players. I get that, we have been told that CFX is "another game", a "separated game" but I am not certain that developers, at this present time, and I do not blame them for that, look to understand how much hyped by this title are some of the older players. I also know that I am one of ten thousands of FPS players that have never touched any Call of Duty, Battlefield, or R6S but this game is a big hope for us and if we see a mode called "classic", we want it to be classic. That being said, I will go into the details of these (s)hitmarkers and why I believe they should not belong into Crossfire X, or at least into the classic mode. It's safe to say that CF is placed on the "strategic FPS" list and what makes it strategic are the few following points : the grenades Holy Trinity (explosive, smoke and flash [which needs to be added]) the diversity of useful weapons the slow walk (which also needs to be added) no respawns / no health regen During the beta we did not get the entire Holy Trinity so that is -1 point, we also could not slow walk so we are already at -2 points, and we got an health regen crossing out 3 of the 4 points mentioned above. Once again, I understand this is a separated game, and this is subject to change but I ask the devs to understand our fear. Adding to that an hitmarker which will completely render obsolete the smokes and encourage / favor / help people to spray on long range instead of playing smart or aiming the head makes me feel a bit anxious. Not to mention that throwing a nade will help you to spot the ennemies even faster which will be an huge advantage, especially for the snipers letting them pre-aim. The explosion if the grenade is well lauched will also impeach the opponent to see throught the little smoke but you (as the thrower) will benefit of a better vision, the hitmarker, plus the different sources of damages. I do not remember if it's also working throught wallshots but if it is the case, it is just another reason to remove it. A lot of things are going to change, but I am not certain about the hitmarkers so what is your opinion on this? Should they keep it or remove it, and why?
Opinions on Hitmarkers content media
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Ematic
Admin
Mar 28, 2021
In General discussions
Hello fellow fraggers, If you have played the Crossfire X beta during the time allowed by the developers team in June 2020 and you are still around, I can bet you have very probably enjoyed it. However, we will almost all agree to say that everything was not perfect, which seems a correct statement since the game was still being developed. Besides the fact that there was an evident problem concerning the hitboxes, fragging did not felt very rewarding because of the fast TTK divided by the effort to do, and it can be explained very quickly. The dispersion when moving or jumping has to be significantly increased. I am not against having a faster or more dynamic game than Counter-Strike and especially it's PC version because I am convinced that Crossfire needs to keep it's DNA and resolutely affirm itselfs as a different game, but the diminish return on the ammount of damage dealt while you are strafing is undoubtedly too low. Also, there is a very minor difference of recoil pattern when standing compared to crouched (as you can see in the following video) and on this point I am not so certain that it something absolutely needing to be nerfed since crouching can be used as an important defensive technique to dodge the ennemy fire instead of an offensive one to strenghten the firepower. What is your opinion about the recoil during the beta or more generally the global feeling you got while using your weapons, and do you think anything need to be modified?
Recoil pattern (beta) content media
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Ematic
Admin
Mar 25, 2021
In General discussions
Introduction : First off, please excuse me for the intermediate level of English but I will do the maximum to be as clear as possible. Secondly, this is not a guide that will help you to get better (intrasically speaking) but some tips I am glad to present you backed with the experience I have acquired through fourteen years playing on non-AAA games in order to make you more efficient and facilitate your start if you are aiming to compete and impose yourself as a solid opponent. Once the game is finally here, you will need a lot of gametime. When I say a lot, take it at the true sens of the term. When a game is dropped, there are hundred of thousands if not millions of players wanting to frag around for months, and some will naturally have the same objective as you : becoming a predator at the top of the food chain and chase all the weak players hiding behind the same box all the round, every rounds. Having a general knowledge of the different maps with knowing the main choke points, "noob-spots", shortways and timings is what makes the difference on first days. A casual player does approximatively play two hours a day, but some of your rivals will easily be on the game twice as long. All depends where you do you place your objectives, but I would say that playing six hours a day is a minimum if you want to catch up with people that will play ten, twelve, or fifteen hours a day. More experienced you are, the most you will be able to make benefits from this time. I also recommand you to divide your game period into shorter shifts in a way to diminish your eye strain, muscular fatigue and your lassitude. Making breaks every X games, wearing glasses if you need to, and having the screen placed at the correct height are also some things I heavily suggest you. Playing a lot is important, but playing in an effective way is at least as much crucial. If you already have a team, or some friends aiming to grind the game : play with them as much as you can and do not hesitate to ask about the time they go online and make a planning to set up "team hours". Knowing how does your teammates moves / act on the map and a few basic strategies is a big advantage especially when other players are still learning the name of the weapons or figuring out how did you killed them the previous round. If you do not have a team ready by the release of the game you can use this forum to check if people are hiring or you can make your own thread and ask for what you are looking for. Also, being "social" and active in game and over the different platforms related to Crossfire X is a point you will absolutely need to work on. I am not saying that it is necessary to talk about how good the cookies your mom made the last sunday were, but if you want to be invited to customs games your mic will have to be open and your communication / call-outs simple and useful. A big part of the playerbase will look for friends or teammates in order to play ranked or private games to practice before and between tournaments. If competing is also what you're searching for, take care of your reputation. Avoid talking to not say useful things publicly, avoid trashtalking to your teammates but also your opponents, you may see them again so you do not want to embarass your friends, and the opponents of today can become your mates of tommorow. Rivalties are often created really quick and that is something that can push your limits to become better but it need to be a healthy one. A T-bag here and there is not forbidden but keep in head that the more focus you are, the better you will be. And the better you will be, the most people will enjoy playing with you and inviting you to fill a spot if a slot is available. You also need to keep in mind that even if your group of players does not have a tag or clan name and you frequently play together, people will put a sticker on your heads : Your team have a lot of numbers in your gamertags? You will now be called the "ZIP codes". You players have some mangas character names in their names? You will now be "The Japaneses". Got the idea? We will go further in details. Methodology and relations : Natural capacities are obviously something to consider, but I don't believe that much on "talent", especially in video games. Once you have the methodology to understand how to improve, you have it for every games. Some games will more fit to you (because of mechanics, because you enjoy it, because you understood things before others) and some will simply not match with you. But if you really want to be a good player, especially at start of a new game, there is no secret : gametime, gametime and gametime. You need to use this gametime not simply with starting matchmaking games but to create links with good people you meet, playing a lot of privates games because it's where you will face best players, learn new strats from them or even discover some yourself. Grinding matchmaking just to have a high grade will not bring you a lot. You will for sure know how noobs plays, what is the quickest / most efficiency way to win games, but it's totally different from big men games. One thing is certain : if you're serious, don't rage, being a positive element in games with your frags, assists and communication, you will achieve what you want. It's a lot of work, especially when you start from nothing or almost, but if you give your best to elevate yourself you will meet other people with the same state of mind. You will also have to make choices as playing with friends or playing with good players. The thing is to make friends that are actually good and have the same aim than you. You will never become good if you just play with bad friends or if you play with good people but don't enjoy gaming with. You really need to find people that fit with you and with the same aim. Relationships, at the start of a new IP is really important. If you find the good persons quickly, it's a huge step in the quest of becoming better. If you don't succed to make relations that can help you in the future and in the early grind it will indeed being harder. Stay hungry, each days more than the previous one, keep asking yourself everytime you died or lost a round what YOU should had do right and what your teammates should have do too. This way, of always questioning yourself in bad rounds or good rounds is honestly an immortant key. Don't just play to play. Play to improve. Everytime. Relations is a major part of the grind. It's better to play 1 hour with and against good players than 5 hours against randoms daddies or school kids. Also, it is as good to play with good players than against. Winning easily everytime doesn't teach a lot, and losing everytime by an huge marge doesn't bring a lot neither. I would dsay that balanced games, with people a little bit better than you is the good compromise. Also, you do not have to be afraid to try some new things. Inspiring yourself from other players can be good but the ultimate goal is to have your own way of playing. Imiting others will never give you the possibility to be as good as them, simply a bad copy. It doesn't mean you shouldn't hear other tips at all, it just means that if someone do something but you notice that it have only 30% of being successful or useful, don't. Make friends, try to stay in a good contact with other teams, try to understand your errors and good points and all will be fine. Relations Gametime In that order. Both are very important, but it's less damaging to play a bit less than the average if you play with better players. Playing 10 hours a day against casual players will obviously give you some basics and a little advance compared to others but on the long run, if you "only" play 7 hours a day, or even 5 but mostly in scrims or against the best/good comp players, the end result will be better. Firstly because you will improve yourself, but also and it's a very important point, you will remember other players habits. With playing with / against the same players every days, you will remember (if you work to) how everyone plays, if player A is passive, where player B use to push etc... You will also have to remember that player A knows that you like this certain spot at a certain moment so sometimes you will have to mislead him by playing elsewhere etc... Most of the people think that reflex is the most important thing in FPS. But the memory is as if not more important. At a high level, very honestly, the memory is the most important aspect in game. By playing several games, it will be automatic if you previously worked to keep that in mind. You will know if it's better to go this way with 20% hp, or the other way. In a clutch situation you will remember if picking an AWM on the ground to make the first frag is a good choice or not, then switching back to your rifle to fake the other players, etc... Mindfucking opponents is a thing you need to place at the center. You can't just rush 1v2 or 1v3 with thinking it will do it because your aim is powerful. No worries, you'll get all of this very quickly. Just play efficiently, look to improve, look for people with the same vision, and try to put yourself in the competitive community on the battleground. Internet is internet, but at the end only things you show in game have it's interest. What you also need to know is that a lot of people will try to play like they do on PC, but that's not something to do on console and especially with a pad. On CSX, a lot of people just watched pc streams, strats etc and tried to apply this on Xbox. It's just curbing yourself. You can't do the same thing with a controller, so you have to take the game with a completely different angle. Once again, learn what's working, what's not, what is possible to realise with a controller and what is it's limit. Roles : Do not put yourself in a specific case as soon you have the game into your hands. You should be polyvalent, shortened in "poly". It means that you need to play with rifles and snipers as much as you can, do some entry, some lurks, some bomb carrying and fully understand specificities of eachs ones. Unless you quickly have a full team and played a few scrims with it, do not specialize in a thing. You need first to become a good overall player and know how every roles are played if you want to counter them. Putting you in a case and say you're a "sniper", a "rifle", an "igl", an "entry", a "support", or anything will block your progression and you may miss so fun or interesting parts of the game. You better should learn particularities of every types of players / roles. You will naturally move yourself in a specific role with the time and at which tasks you perform the better. At the very start of CS, I was a slayer / entry / sniper, but since I also was the IGL, my role slowly changed to poly and then to support, keeping the IGL role but with letting entries frags and awp to my friends. My role was precisely to give calls between each frags and keeping the bomb safe. Since I also was the last alive in most of the rounds, also had a large ammount to clutch to play and became very scaring because of the XP accumulated. You can't just say, "ok I like sniping so I will become the main awp" when other players fit the role better. But you can also be one if other people prefers to take less risks, doesn't like to open, etc... The support role is underrated, needs a very good game knowledge and is definitively very interesting to play if you want my opinion! That's not up to you to choose the role but it's the role that will choose you and in comparison to the players you play with. Let's say you play on monday with very aggressive players. On this day, you better play passive if you're used to play slower than them, hold certain positions etc... But if on wednesday you're playing with very passive players, and are used to take more risks than them, then prefer playing some entries frags or taking risks. It's a whole thing, you need to see the force and the strenght of your team after a few rounds only. If you are used to play with the same players days after days or in a team, things have to be done naturally once again. If one is very strong with the snipers but another teammate also likes it he should take his ego off and says ok this guy gonna awp no problem, and I will be the second when needed. If one people wants to play support but he always try to make first frags, doesn't sacrifice himself when needed, never throw supportive stuff etc, then this role doesn't fit him and he will have to accept to play slayer or whatever you call it. Things must be done naturally and every players must know their forces and skills. Practices and state of mind : To find scrims, you shouldn't be shy or scared of anything. If you know some people in a team just ask if they're up to play some friendly games against your squad to practice, whatever the result is. If you see some people in the discord with a team or in game with the same tag or playing a lot together, also just ask. You can also use CFX Arena forums. At the very start finding scrims if you don't know comp players from other games may be hard, but more you will be implied in the community and playing customs games / top ranks games, the more you will be known from other players. Days passing, you will have a global view of who is who, who play at this time, who play in what team etc... It's really not a hard work, if you want to CFX being your first game where you dominate 99% of players, it will mainly requiere some motivation, focus and game time. You will also need to get better days after days because if a gap is made between the players you're used to play with / against, you'll "step down". At the moment of making teams, people will be less interested in you and at the moment to make mixs they will have no regret to put you on the bench. The thing is as previously said, your social skills will have to be used well in order to always have customs games when you get online, picking a sub or being a sub if neededfor ranked matchs, knowing what's happening around in the community (if there is a spot in a team, if a team is actually doing good / bad, if people are interested in you, etc...). If you're willing to dominate, the very first advice I can give you is to aim for the number 1 spot. Not satisfying you of being in the "top 10" or "top 20" players, but being the BEST. It's a lot of sacrifices (IRL, hobbies, etc...), but if your goal is to bring your domination over a scene, and do your possible to achieve it then it's possible. You can clearly suck during a week or two, even more and it's not a problem. As previously said, the thing is to always play and see what / where you can improve. Every times you're dying you need to ask your mind "why am I dead, was my death worth, what could I have done If I wasn't dead, etc". You also need to think that for your teammates, "what could he have done to help the team more, where should he have throw his grenade, etc". Try to always keep a positive mindstate, play with people you enjoy (if they're actually good and with the same vision), and always prefer tough games than easy ones. You will usually improve after a slight defeat, or even a big one. But with kicking people 10-0 every games it will take you longer. Playing with people of your level at the minimum, and seeking games where you can improve is a recommandation. Better play 1 game of custom with competitive grinders aiming to stay on the game for months or years than playing 5 games with randoms that just intalled Crossfire X or doesn't have any competitive ambition. Remember that as long you will not open your mouth when it's not needed, respect better and less skilled players, you'll be liked and things will go smoothly. Want to practice but the game is still unvailable? It's always good to find a similar game to prepare you before the d-day. I did it with playing ET:QW before Brink (same devs, "similar" gameplays) and it brang a lot. Also found my old Counter-Strike disc from OG Xbox and played a bit on the 360 before the release of CSX. It also helped a bit even if it was in a lesser degree. Breakout is probably the second best choice after Counter-Strike Xbox if you want to practice for CFX and it will definitively bring you a little something during the first 2 or 3 days. You have to know that playing without a sprint and an ADS is a different approach so Breakout can be useful (especially if you're not playing alone) but that will certainly not gives you an unbelievable advantage during weeks! Playing a "similar" FPS you never tried before will for sure help you a bit at the release of Crossfire X (if you do it seriously). The work you need to accomplish is to find the main keys to become a better player as fast as possible. Becoming a good Breakout player will not necessary help you to being a good CFX player at it's release but the work you put to achieve that, will. If you quickly find the important mechanisms of the game, what fight to take or not, how playing this site, when to pick your duels will help you a lot to do it also on CFX. To resume, being the best Breakout player will not magically tranform you in the best Crossfire X player but remembering all the questions you asked to yourself to become better will definitively gives you a plus. Take this for a "mental" practice instead of a "thumb" practice if you get it. Doing things, even if you're only going to be 1% more "ready" or less rusty than other players is the way to go. We are coming to the end of this topic, I did not went too in deep for everything related to teams but it will be the object of a future guide. If you have any questions or need me to develop certain points, I would be happy to reply you! Thanks for reading and do not hesitate to let me know about the mistakes I made on the writing.
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Ematic
Admin
Mar 16, 2021
In General discussions
When the competitive thread is brang by friends or people planning to play this game, there are always some topics often coming back and this one is especially frequent. I clearly also remember having this discussion over the CSX forums before the game came out and the ruleset that have been used for years were not too far that the one established by the community one month ago, so you can imagine that this is an important conversation to have. Most of the people aiming to compete on this title haven't tried it yet because they were not aware of the beta but it is still really possible to have a general view plus the game is subject to change. There is an important point to get, since Crossfire X is an Xbox Exclusive, we can imagine that developers will be able to hear some of the opinions so it's not only about a ruleset that we will talk here but also about some parameters that are not necessary only linked to CFX Arena but the game itself. Please note that this is not a general suggestion / feedback topic, we are here only talking about the competitive elements (ranked / tournaments / custom games). From my point of view, adding a number of snipers per team max limit is needed, especially seeing how powerful they were during the beta. If they are not nerfed : allow 1, if they are : allow 2 Passive skills were well designed but the life regen speed must be divided by more or less 50%, it would even be better to swap it for a life steal to encourage people picking the fight when they're low instead of hiding. This game have also no other choice to be 4v4 or 5v5 instead of being 8v8 but it is very probably what is planned. Most of the people would like to see an economy system ; I am all up for that if it's something unique and original. Rounds to win must be increased but it's also very probably planned. An ELO should be attributed to each players based on his contribution to the game, taking into account damages per rounds dealt, deaths per rounds, frags per rounds, and clutchs. Assists, MVPs, bomb defused / planted are far from being a valor to evaluate the influence or the impact a player had during the round. That is a none exhaustive list I will further complete. What are the things you personally want to see in competitive CFX?
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Ematic
Admin
Jan 27, 2021
In Fragdown announces
Hello everyone and welcome on CFXArena.com forums! We are glad to see you interested in the project and hope to hear from you very soon. But as everywhere, you will be asked to respect some simple rules: Racism, sexism, xenophobia, adult contents and threats will not be tolerated and will result to a permanent ban. Politics is not welcome here. What is sent to you in private messages by other members is meant to stay private, please keep it to yourself. Alternate accounts or fake profils will be deleted if we have no way to verify it via your gamertag. This board is including people with a wide range of skills level. Please ever be respectuous to the people with a lower level or beginners. But never forget the Tbag! Any other things are authorised, you can feel free to post about your biggest shame at the college, what game you enjoyed the most, or your favorite food. Do not forget to present yourself, it's always a good thing to welcome and know more about new members. The team
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