Quake champions

I fired it up for a casual game last night to find that CTF has indeed been added. Nice. Unfortunately it seems to be a max player limit of 4 v 4 which really isn't enough in my opinion. 6 v 6 in the original CTF was perfect and allowed enough people to play defense, mid, attack, etc.

I'm also getting quite bored of the whole champions special powers thing. So I'm rarely playing the game again now. It's fine for a casual game now and again but my initial enthusiasm has waned a little.
 
@Hades The hit registration has gotten worse and there is only one symmetrical map. Plus CPMA champs dominate CTF.
https://clips.twitch.tv/FrozenSleepyPigeonRuleFive

https://clips.twitch.tv/PeppyCuteKoupreyDeIlluminati


Plus huge memory leaks are back worse than ever before. They also removed 2v2 TDM ranked which has cheesed off a lot of players.


For the past two days they've been pulling it for maintenance.

Makes me feel sad (genuinely). Quake has been a massive part of my gaming life. Seems like they have lost their way a bit. So much potential in QC but it feels like they lean towards what they think will be popular rather than 'keeping it quake'.

But then maybe the world has moved on from traditional quake.

Just wish they could get the basics right. Amost like id are developing in their spare time.
 
Oh it gets better.

I wanted to love this game but I guess it's not meant to be. I used to grind the game from June 2017 until December until it really went down the pan when they introduced client-side hit detection in January 2018. I've never enjoyed the game since and barely played because of it.

Broken sound engine, broken hit registration more so in this months patch. My rockets are barely killing people. LG is barely registering and railgun is pure RNG.

CONCLUSIONS (TL:DR): as usual, for every step forward in this game' s performance there have to be atleast 2 steps back... the "game hardening" phase that supposedly started in September until now, not only it didn't improve the overall framerates/frametimes of the game, but in some cases it even made them worse. Developers should understand that it's not the graphics which need to be optimized, because even with lower settings I'm not getting any higher FPS than before, it's the CPU code (and possibly server code as well) which needs to be profiled and worked on to avoid the choppiness that many of us are experiencing.

Thanks to anyone who actually took the time to read all of this, let me know your opinions and feedback in the comments down below!

See you in the arena,

- JackaL

https://bethesda.net/community/topic/305812/december-patch-qc-performance-and-frametime-analysis?language[]=en

It even says why Direct Input why it's bad from that thread that Quake Champions uses. It feels like I was playing on an old TV through satellite broadband.
https://gamedev.stackexchange.com/questions/55955/why-directinput-is-not-recommended


Apparently this is the best part. https://www.reddit.com/r/QuakeChamp..._10_differences_quake_vs_previous_saber_game/


I've simply had to uninstall it waiting on fixes. It aint happening regardless what some may say. The Saber Engine is so broken.

I'm going to wait and see what Diabotical offers.


Even Strenx has commented how bad the game is recently. http://www.esreality.com/post/2930302/strenx-testing-diabotical/

All the issues and problems are starting to make sense for so long now.
 
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