Quake champions

Is it the lack of players that causes the poor matchmaking? I'm finding I'm coming across lots of crazy high level players. One I saw two nights ago level 86. :eek: I got obliterated by that player.

Some games are spammy while some I find very little action.

I see Youtube doesn't like 1920x1200.


Have to say personally I really like the music on lockbox it gives the gameplay on that map an otherworldly feel. There seems to be quite a lot of little secrets on that map, areas that are hard to get to, buttons, etc.

EDIT: Unless you put more wrist action into the circle strafe you'd be better with visor or anaki with that movement style as they pickup more speed from that more quake 1 like movement - sarge especially benefits from the full on quake 3 style beat/half beat movement.
 
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https://bethesda.net/community/topic/66265/patch-notes-for-6-27-update

Tomorrow (June 27) at 6am ET, we'll be conducting maintenance to deploy our latest patch. With this patch, we are expecting a longer than average server downtime, with an estimated reopen time of around 2pm ET. We'll keep you posted as soon as the servers are back up. Below are the full patch notes. One note in particular that we'd like to address is a fix we're implementing to greatly reduce latency in firing rocket/nail projectiles. To help illustrate the changes, we've included an image to show latency between Quake Live, CBT 11 (pre-6/27 patch), and CBT 12 (the 6/27 patch). We look forward to hearing your thoughts after the patch goes live with this change.

Patch Notes CBT 12

Tech:

Fixed the projectile delay, greatly reducing the latency between firing the weapon and the rocket/nail projectile appearing (image above)
Reduced frequency of pings in Datacenter Selection UI. This should help players who were seeing no available datacenters, or pings that were too high
We've made improvements to prevent player disconnects


Maps:

Burial Chamber: Fixed an issue where a section of the lava pool wouldn’t cause damage
Burial Chamber: Fixed an issue where you could get stuck performing a Rocket Jump into a wall in the Side Alcove
Corrupted Keep and Blood Run now available in Deathmatch and Team Deathmatch modes!
Corrupted Keep: Fixed various collision issues
Lockbox: Improved performance
Lockbox: Fixed an issue where users were are able to get stuck in the mega health room


Champions:

Anarki: Injection ability now gives an additional +1 hp to max health instead of 2%.
BJ Blazkowicz: Fixed an issue where the healing pool could be abused
BJ Blazkowicz: Fixed an issue where rockets were fired from only one launcher while using his active ability
Clutch has a new passive! Clutch can dodge when the player presses the strafe button twice. Works both on ground and in the air
Clutch: Press the ability key a second time while the Barrier is enabled to lower the shield and activate the Mining Drill, a 3-second laser
Clutch: Fixed an issue where projectiles could freeze in the air after hitting Clutch’s Barrier
Slash: Fixed her invisible trail DOT
Sorlag: Acid Spit reduced from 30 to 25 dmg


Weapons:

Shotgun: Changed pellet damage from 3 to 4, such that point blank shots increased from 60 to 80 dmg
Nailgun: Changed rate of fire from 100 to 70 ms, resulting in an increase of 100 to 133 dps
Heavy Machinegun: Changed damage from 9 to 10, but decreased the rate of fire from 75 to 100, resulting in a decrease of 120 to 100 dps
Heavy Machinegun (zoomed): Changed damage from 10 to 15, but with a greatly decreased rate of fire from 80 to 200 ms, resulting in a decrease of 150 to 75 dps, but with a much smaller more accurate spread. In summary: Zoomed HMG now does less dps, but is very accurate, making it less than ideal in the beginning of a fight, but great for finishing off weak opponents.
Super Nailgun: Changed damage from 12 to 20, and decreased the rate of fire 80 to 100 ms, resulting in an increase from 150 to 200 dps
Super Nailgun: Tweaked impulse values to make nailclimbing easier
Tri-bolt: Fixed an issue where the weapon didn’t show animated firing effects in 1st person when you’re being shot at after quickly swapping to the weapon
Tri-bolt: Explosion delay added for when projectiles hit an enemy
Tri-bolt: Direct Damage is now 10 dmg before exploding…
Tri-bolt: …and Explosive Damage is 40 dmg, for each bolt.


Duel:

Duels matches are now Best of 5 Rounds, instead of Bo3. (In the future this will be a customizable option in Custom Game.)
Lobby: There are now only two columns on screen before the start of the draft. After the draft starts, 4 more columns will appear
Fixed an issue when in the Duel lobby, the amount of players may overlap other UI elements
Nicknames and the map name will now persist throughout the draft and voting stages



Sacrifice:

Updated Sacrifice HUD integrated
New POI for soul integrated
Cooldown timer for the soul spawn point is integrated
Soul will now be placed in Obelisk when the soul carrier enters the capture zone. Players can no longer throw the soul in to capture an Obelisk!
Fixes for various issues where the soul could clip through the floor
Fixes for various issues where the soul could get stuck in a level’s geometry
On-Screen effect for soul carrier integrated
Blue soul effect removed from carrier’s hands (1st person)


Custom Game:

1-Champion limit (per team) in Sacrifice. Sacrifice lobby will now have a system where players can only choose unique Champions before the game starts. Champions picked by one player become unavailable to another. (In the future this will be a customizable option in Custom Game.)
Fixes for synchronization in custom game lobby: The game will react faster in a custom game lobby when a time-unlocked Champion expires, or when a player ups the amount of Champions to 3 while in Duel lobby
Champions that haven’t been purchased will not appear in a custom game roster
Fixed issue Missing Info for the map and game mode on Sacrifice Draft


Menu:

Main Menu music will become quieter when tutorial screen is opened
Dropdowns are no longer overlapping pop ups and notifications
Lootboxes: Fixed an issue where shadows of floor pieces persisted on the screen
Lootboxes: Fixed an issue where there were no zoom in option for lootbox dropped items
“Play Now” button now has “Launching Server” and “Connecting to server” messaging for better communication
Removed % from post-match scoreboard and battle report


In-Game:

Fixed an issue where the announcer countdown wasn’t in sync with the visual countdown
Fixed an issue where the player couldn’t pick up armor shards/soul before the bounce animation ended
The round time now counts up instead of down
Overtime counter is now red to distinguish it from the normal up time
Fixed issues with jump pad active zones misplacement
Fixed an issue where players could spawn facing the wall
Fixed an issue when players could move while TAB is pressed on the death screen
Fixed issue when firing lightning gun and moving through the teleport obscures player's vision momentarily
Fixed an issue where Rocket Launcher projectiles didn’t have end effect when hitting an ally


Sound:

Soul pickup/placement sound integrated
Obelisk explosion sound integrated
Railgun now has a charge sound while in zoom
Railgun zoom in/out sound integrated
Integrated teleport in/out sound
Sound radius for pickups decreased from 50 to 40 meters


Spectating:

Added toggle for “Follow Killer” cam
Added toggle for “Follow Player with Power-up” cam
Added toggle for “Follow Soul Carrier” cam
Hot Key hint for toggles panel integrated
Health/Armor bars integrated in Duel Spectator HUD
Fixed an issue where the spectator saw the ability icon instead of the soul icon when spectating on the soul carrier
Fixed an issue where the spectator saw Galena’s totems as red
Fixed an issue where the spectator saw a death screen while players were on the Champion selection screen
Fixed an issue where the spectator had no post-match sequence or final scoreboard
Fixed an issue when spectator could be left in a lobby for the second match
 
It definitely feels a lot better. Feels faster. Sadly I keep coming up against 4 - 9ms players. They're crazy with the rail.
 
Had a quick run around earlier definitely less delay - not had a chance to play and see if the "netcode" is any different though.
 
There is a map I've never played on last night. Lots of grey concrete. It was fun but a rocket spam fest!
 
Think I'm giving up on the game for good I really want to like it but down 3-13 against not particularly skilled players - loads of times trying to shoot like cheeky rails and just nothing would happen then I'd die almost out of sync with the game, hit reg all over the place and other weirdness.
 
Think I'm giving up on the game for good I really want to like it but down 3-13 against not particularly skilled players - loads of times trying to shoot like cheeky rails and just nothing would happen then I'd die almost out of sync with the game, hit reg all over the place and other weirdness.

I gave up trying with the beta. Im going to give it a fair crack of the whip once it goes gold and is released properly before I make my final decision though. I feel I owe it that much.
 
Gonna give it another go with V-Sync off as that got enabled again at some point but doubt that will make any odds.

It was most odd like the way people behaved and the feel was like everyone was playing their own little game and it was getting synced every 2-3 seconds or so - some people didn't seem to be reacting to where I was at all yet I'd die to them or vice versa didn't seem to react to what I was doing in the way I'd expect based on my experience of playing quake games :s
 
Crazy Noctis! Shinobi with Sorlag became a mid air rag doll with the lightning gun. Dam, the speed and twitchiness of these players.
 
Its good when you get two people paired up that go at it with speed and prediction, etc. rather than the extreme stack meta that has become more common these days :|
 
LOL Bethesda update pop up. Clutch is scary since the last update or two. The sheer speed and distance it can jump.
 
Yeah saw that popup - had it happen to me a couple of times mid game :( their launcher is a bit meh and can't seem to detect if a program is in use :s
 
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