Quake champions

Ghost walk ability has no place in a Quake game. It seems impossible to counter too.

Anyone else finding this a bit of a step down in sound placement/quality? The arena seems fuzzy somehow and there isnt the kind of clarity in footsteps and overall sound that I am used to. Even with music off im finding the sound strange somehow. Maybe its just me?

Not really that different to the invisibility pickup - not that I was a fan of that mind. Think I've only died once to ghost walk - bull rush is the only one I'd really change.
 
While not the most useful (and looks like its going to be removed) zoom increases damage substantially :s you have to play quite defensively as well or you'll likely get wrecked.

EDIT: Kind of surprised how well I'm doing but then I'm probably for the most part beating up on people who don't have 20 odd years of experience of quake :s
 
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I haven't played quake in a very long time and I'm not doing too bad.

Just came across this for their NDA

Just a friendly reminder that the NDA for Quake Champions is in place and streaming or sharing of game content outside of the private forum area is prohibited (this includes sharing images of the game, the launcher, or talking about the game). We will absolutely be sure to tell you as soon as the NDA has been lifted.

Thanks guys!

are we really not allowed to talk about the game?? lol
 
I haven't played quake in a very long time and I'm not doing too bad.

Just came across this for their NDA



are we really not allowed to talk about the game?? lol

Doubt they'd do anything if spotted talking about it, but it's definitely bizarre. :rolleyes:

Oh wait, typing, so we're safe! :D
 
While not the most useful (and looks like its going to be removed) zoom increases damage substantially :s you have to play quite defensively as well or you'll likely get wrecked.

EDIT: Kind of surprised how well I'm doing but then I'm probably for the most part beating up on people who don't have 20 odd years of experience of quake :s

In my view it would be silly to add what amounts to ADS malechanics into an arena shooter like Quake. It basically adds ADS mechanics to fighting/flow which I dont think Quake should have - it isnt a military style shooter. It also makes a cfg difficult and clunky for a huge number of players that use RMB for jump, particularly if they were to make the zoom key hold not toggle.

Im wondering, though, that if you were making a Quake game if you would add a 'miss' algorithm on the rail when used no scope to try and force people to use it like a sniper rifle? It would certainly make no scope hitreg seem flakey.

I genrally do OK in Quake these days but as it has been so long I need to brush up on my aim and my FFA mentality. Recently when playing Quake I have won a couple of matches. Lost a few by 1 kill. Been totally trounced in the odd one by 20 kills. I will get back into it but Im noticing my reactions are laggy. Just age I guess! Just got to modify my approach.

I do seem to land a lot of hits without getting kills though. On some maps even though I lose I have done more damage than anyone. Not sure why that is - but I am struggling with getting rockets to work. Its like splash is so much lower than I remember it pretty much has to be direct hits to work. It makes it require more skill but makes it less versatile.

I think LG is OP. OP OP OP.
 
While not the most useful (and looks like its going to be removed) zoom increases damage substantially :s you have to play quite defensively as well or you'll likely get wrecked.

EDIT: Kind of surprised how well I'm doing but then I'm probably for the most part beating up on people who don't have 20 odd years of experience of quake :s

Lpb!
 

lol - its kind of funny in a way you'd get the odd laggy player back in the day coz of dialup, etc. but most people took some pains to optimise/dedicate their connections, etc. playing QC its obvious despite the low pings that many are sharing the connection with people streaming netflix or whatever and/or on 4g tethering and not really suited to this kind of game.

I'm quite impressed with myself though - albeit as above a lot is probably beating up on inexperienced players but I'm running around 3:1 KDR most matches and when encountering former highly ranked/pro players getting very close to their scores i.e. they'll end a match with say 25 kills, I'll be on 21 and then everyone else on like 6 kills. I've not really played in years aside from dabbling in quake live for a week or so a couple of years back but its like riding a bike.
 
cl_maxpackets 40 back in the day or was it 60 and there was something else... There was r_swapinterval. I remember snaps and rate from the ISDN days. Or was it snaps 40. We were all trying to squeeze every frame and packet out of it.
 
Net settings were snaps, maxpackets and rate.
/snaps
/rate
/cl_maxpackets

A later setting was cl_packetdup.

Most servers ran at 25 fps (sv_fps) so no need to use higher than 25 snaps. Most players used 100-125 maxpackets and 25000 rate. HPB's would need to lower as required.

The other client based setting for HPB was timedudge (a kind of clientside server extrapolation) but even 40 pingers used to use it. Was capped at -20 by punkbuster.

Then there was p_move which allowed fps related moves like jumping up to the mega on dm13.
 
Always surprised me with how good the netcode generally was in quake 3 that they didn't use a history buffer for lag compensation to a small degree - I guess it grew out of a time when so many people were >150ms though that it wasn't really as useful as it could be today.
 
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