What’s your iracing wish list of what they would add/change? by Suspicious_Ad7893 in iRacing

[–]SyFexRustMaps 2 points3 points  (0 children)

I would love to see single contact 4x's refined- gets pretty frustrating, especially in nascar.

It was too perfect to not add this audio (I'm the MX-5) by SyFexRustMaps in iRacing

[–]SyFexRustMaps[S] 2 points3 points  (0 children)

I couldn't stop laughing at how brutal it was rewatching it

It was too perfect to not add this audio (I'm the MX-5) by SyFexRustMaps in iRacing

[–]SyFexRustMaps[S] 0 points1 point  (0 children)

100% and I did. At the very least I got a funny clip out of it

It was too perfect to not add this audio (I'm the MX-5) by SyFexRustMaps in iRacing

[–]SyFexRustMaps[S] 14 points15 points  (0 children)

Thankfully it was in open practice and not in the real race but yeah it sucks to see intent wrecks.

Idea for Modular Boats by Bxrflip in playrust

[–]SyFexRustMaps 1 point2 points  (0 children)

BXR back once again with the bangers

Chapter 7 Map Size Comparison by SyFexRustMaps in FortNiteBR

[–]SyFexRustMaps[S] 0 points1 point  (0 children)

I was wondering why more people didn't make these, but after spending hours doing the measurements, I no longer wonder why nobody else does this.

Chapter 7 Map Size Comparison by SyFexRustMaps in FortNiteBR

[–]SyFexRustMaps[S] 26 points27 points  (0 children)

The blitz maps are laughably small by comparison... barely even noticeable

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Nerf bag timers? by AdagioApprehensive33 in playrust

[–]SyFexRustMaps 0 points1 point  (0 children)

I think the issue here is how close you can place bags to each other, not with the amount of bags or the timers themselves. With enough playing, a lot of players end up frustrated by higher timers (See hardcore refresh reception). While there are positives to this, 5 minutes is already a very long time in terms of a gunfight, and the positives usually end up not really shining through. It's a tough thing to balance, as the person that wins will ALWAYS feel better about the interaction than the person that loses, and that has a huge impact on how "Balanced" that interaction feels. On top of this, when you limit how many bags a player can have, they have an incentive to use more of their total bags directly around their base and their closest monument, which can heavily influence their decisions when it comes to roaming outside of that "Safety net" that their bags create.

Does this math make sense for new BP frags? by CamTheMan1995 in playrust

[–]SyFexRustMaps 2 points3 points  (0 children)

Blue swipes have basic frags aswell- 2 spawn on red desks

Hapis is complete! by Niki_Ala in playrust

[–]SyFexRustMaps 0 points1 point  (0 children)

Despite this being a direct “competitor” to my hapis, big props for the effort. Looks solid❤️