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Quake Champions


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This game is damned because of bad RL and RJs. Personally I don't like gunplay in QC, feels weird and graphics is not good to doing best.

Edited by qdash

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After playing the beta, my feeling is that though QC is reasonably faithful to the aesthetics and gameplay of the franchise, I'm not overly impressed by it. Generally speaking, it's a toned down Quake III. It's got the strafe-jumping, rocket jumping, pick-ups etc., but with all of it slightly diminished in significance. Your max health and armor, for example, is limited by the champion you pick. Picking someone with a higher max usually means having less speed. The effect is to level the playing field. No matter how good you are about picking up health/armor, the advantage you will get over someone just spawning is less because you can't have both the fastest movement possible and the greatest amount of health/armor possible at the same time in QC.

 

Lots of other things seem to go in this direction. The maps, at least the one's shown thus far, just aren't as maze-like/convoluted as Q3 maps, and probably smaller. There also aren't any hard-to-get items that I noticed (if you can move, you can get it basically). The maps don't seem to be designed to give special advantages to people who have mastered the more advanced movement mechanics. The starting weapon seems to be slightly more lethal, possibly just because of the lower caps on health/armor. This tends to encourage people to jump right into the fray from spawning, which often results in clusterfuck battles.

 

As for the champions aspect, it just isn't very deep. Most of the abilities aren't interesting and feel like after-thoughts in relation to the core gameplay, with the exception of maybe Galena's totems. The most significant effect of having champions is just the differences in health and speed (and different hitbox sizes).

 

None of these things are inherently bad of course. Most of these changes make the game more "noob friendly." You get to feel somewhat effective from the get-go and don't have such a mountain to climb before becoming semi-competent. But the trade off is that the game is less sophisticated, less elitist, and more bland.

 

 

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I'd like to see Doomguy in Quake Champions.

 

Figuring out his passives was easy but really don't know about his abilities.

 

Passive 1: Double Jump. You use space to jump but right click to Double Jump. Imagine Double Jumping and then Rocket Jumping right after!

 

Passive 2: Instant Melee Kill. Inspired by Glory Kills.

 

Ability: ???

 

Skins: Praetor Suit, Classic Doom, Doom 3, Doom 64, Medieval-ish Night Sentinel armor.

Edited by DooM_RO

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40 minutes ago, TheGamePhilosophe said:

After playing the beta, my feeling is that though QC is reasonably faithful to the aesthetics and gameplay of the franchise, I'm not overly impressed by it. Generally speaking, it's a toned down Quake III. It's got the strafe-jumping, rocket jumping, pick-ups etc., but with all of it slightly diminished in significance. Your max health and armor, for example, is limited by the champion you pick. Picking someone with a higher max usually means having less speed. The effect is to level the playing field. No matter how good you are about picking up health/armor, the advantage you will get over someone just spawning is less because you can't have both the fastest movement possible and the greatest amount of health/armor possible at the same time in QC.

 

Lots of other things seem to go in this direction. The maps, at least the one's shown thus far, just aren't as maze-like/convoluted as Q3 maps, and probably smaller. There also aren't any hard-to-get items that I noticed (if you can move, you can get it basically). The maps don't seem to be designed to give special advantages to people who have mastered the more advanced movement mechanics. The starting weapon seems to be slightly more lethal, possibly just because of the lower caps on health/armor. This tends to encourage people to jump right into the fray from spawning, which often results in clusterfuck battles.

 

As for the champions aspect, it just isn't very deep. Most of the abilities aren't interesting and feel like after-thoughts in relation to the core gameplay, with the exception of maybe Galena's totems. The most significant effect of having champions is just the differences in health and speed (and different hitbox sizes).

 

None of these things are inherently bad of course. Most of these changes make the game more "noob friendly." You get to feel somewhat effective from the get-go and don't have such a mountain to climb before becoming semi-competent. But the trade off is that the game is less sophisticated, less elitist, and more bland.

 

 

There's no way a game as monstrously difficult as Quake III with the modern metagame will ever get made by an AAA studio. It's just not going to happen, it won't make back its budget, people should stop asking for it and just go back to playing CPMA if that's what they want.

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It's not even an AAA thing. People in general just aren't into arena FPSes anymore, and those that are are already attached to their favorites. It's a hard sell, no matter what, because the genre is actually pretty niche and already has that niche filled.

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12 hours ago, DooM_RO said:

I'd like to see Doomguy in Quake Champions.

I'v a hunch we'll see him in the the final release of the game.

Edited by MrGlide

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14 hours ago, TheGamePhilosophe said:

After playing the beta, my feeling is that though QC is reasonably faithful to the aesthetics and gameplay of the franchise, I'm not overly impressed by it. Generally speaking, it's a toned down Quake III. It's got the strafe-jumping, rocket jumping, pick-ups etc., but with all of it slightly diminished in significance. Your max health and armor, for example, is limited by the champion you pick. Picking someone with a higher max usually means having less speed. The effect is to level the playing field. No matter how good you are about picking up health/armor, the advantage you will get over someone just spawning is less because you can't have both the fastest movement possible and the greatest amount of health/armor possible at the same time in QC.

 

Lots of other things seem to go in this direction. The maps, at least the one's shown thus far, just aren't as maze-like/convoluted as Q3 maps, and probably smaller. There also aren't any hard-to-get items that I noticed (if you can move, you can get it basically). The maps don't seem to be designed to give special advantages to people who have mastered the more advanced movement mechanics. The starting weapon seems to be slightly more lethal, possibly just because of the lower caps on health/armor. This tends to encourage people to jump right into the fray from spawning, which often results in clusterfuck battles.

 

As for the champions aspect, it just isn't very deep. Most of the abilities aren't interesting and feel like after-thoughts in relation to the core gameplay, with the exception of maybe Galena's totems. The most significant effect of having champions is just the differences in health and speed (and different hitbox sizes).

 

None of these things are inherently bad of course. Most of these changes make the game more "noob friendly." You get to feel somewhat effective from the get-go and don't have such a mountain to climb before becoming semi-competent. But the trade off is that the game is less sophisticated, less elitist, and more bland.

 

 

In Burial Chamber there's a teleporter you have to rocket jump to.  Never had the chance to successfully do it.  You can see it in this video at 38 seconds:

 

 

It's a good thing the Champions aren't deep, otherwise QC would be fucked.

Edited by Flesh420

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2 hours ago, MrGlide said:

I'v a hunch we'll see him in the the final release of the game.

I hope he's a little closer to his Q3A skin than D16.

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On 5/1/2017 at 10:34 PM, DooM_RO said:

I'd like to see Doomguy in Quake Champions.

 

Figuring out his passives was easy but really don't know about his abilities.

 

Passive 1: Double Jump. You use space to jump but right click to Double Jump. Imagine Double Jumping and then Rocket Jumping right after!

 

Passive 2: Instant Melee Kill. Inspired by Glory Kills.

 

Ability: ???

 

Skins: Praetor Suit, Classic Doom, Doom 3, Doom 64, Medieval-ish Night Sentinel armor.

Forgettin the Q3A/QL model.

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4 hours ago, DoctorGenesis said:

Forgettin the Q3A/QL model.

Well. it's pretty much just an updated Doom 1 model.

 

But seriously now, what kind ability would the Doomguy have?

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1 hour ago, Dragonfly said:

How about no ability? Just marginally higher stats and the previously mentioned passives? :P

 

I've though about that and concluded that if there was any champion that would make sense with no abilities it would be Ranger since he is the "default" experience of the game and the link between Quake Champions and Quake 3.

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2 hours ago, Averagewalrus23.9 said:

1. I got an E-mail that gave me extra beta keys and told me to give them to my friends and only one friend was interested.

2. Is anybody interested?

 

3. Am I even allowed to give keys away or does that break DW rules?

 

Honestly, I don't know what to do with the things either, the only people I know that would like this game don't even have PCs that could run it.

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9 hours ago, Averagewalrus23.9 said:

1. I got an E-mail that gave me extra beta keys and told me to give them to my friends and only one friend was interested.

2. Is anybody interested?

 

3. Am I even allowed to give keys away or does that break DW rules?

 

I don't understand that if it's going to be f2p why the beta's so secret?  If they're testing back-ends it seems a little ridiculous for all the nda nonsense.

Edited by Flesh420

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10 hours ago, dmg_64 said:

No "Huh" when jumping :/

 

First mod ever made for this game will be the original constipated Trent Reznor sound.

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  • 2 weeks later...

So I wonder if this will have better cheat detection then they do now? Does QChampions even have cheat detection yet? Or are they going to go the Doom route. So considering I'v faced more aimbots then I'd like tonight I'm really reconsidering spending any money on this. There is nothing that kills an mp game faster for me then aimbots. I know the difference between a good player and a cheater, and some of these guys don't miss a single shot of nothing, and B-line it for Rail/lighting gun everytime.

 

Considering this is going to be free to play, it's not like they can actually stop these people from just making new accounts and running a vpn. I might just end up going the free route and play with friends every once in awhile.

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This is nitpicking, but I find the voiceovers to be completely intolerable. They make the game sound like a Saturday morning cartoon.

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needs more vadrigar

 

IAS, I'm actually pretty much sold on the game. It does need work, particularly in the class balancing and hitbox/splash damage department, but AFAIC, it's Quake. It's more Quake than DOOM was Doom, if that makes sense. But we need Sarge, Grunt and Doomguy. And Klesk.

 

Now, if we can just please have a single-player Quake, that'd be great.

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So far it seems like I'm instantly exploding while it takes three rocket explosions to not kill a guy on my end.

 

It really doesn't help that there's no indication of how close you were to killing someone, I think. Even a CS:GO style "you / your killer did x damage in y hits" damage log while you're waiting to respawn would be a major boon in that regard, I'd imagine.

 

EDIT: The fact that taking damage has the same exact reaction doesn't help either, no matter if you took 5 damage or 500 damage. It's actually really hard keeping track of your health in combat because you just don't get feedback on how much damage you're taking unless you keep your eyes on your health bar, which is ... not exactly what you want to be doing in this kind of game, to say the least.

Edited by Arctangent

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1 hour ago, Arctangent said:

So far it seems like I'm instantly exploding while it takes three rocket explosions to not kill a guy on my end.

 

It really doesn't help that there's no indication of how close you were to killing someone, I think. Even a CS:GO style "you / your killer did x damage in y hits" damage log while you're waiting to respawn would be a major boon in that regard, I'd imagine.

 

EDIT: The fact that taking damage has the same exact reaction doesn't help either, no matter if you took 5 damage or 500 damage. It's actually really hard keeping track of your health in combat because you just don't get feedback on how much damage you're taking unless you keep your eyes on your health bar, which is ... not exactly what you want to be doing in this kind of game, to say the least.

There's damage numbers, all you have to do is count. So if you rail a dude for 80, you know that more than half their hp is gone and pull out the MG or Lightning or shotgun to finish them off.

 

7 hours ago, GoatLord said:

This is nitpicking, but I find the voiceovers to be completely intolerable. They make the game sound like a Saturday morning cartoon.

Anarki is terrible. His lines are beyond bad.

Edited by Flesh420

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7 minutes ago, Flesh420 said:

There's damage numbers, all you have to do is count. So if you rail a dude for 80, you know that more than half their hp is gone and pull out the MG or Lightning or shotgun to finish them off.

I've noticed. I've also noticed that damage numbers aren't cumulative, so if you're using a rapid-fire weapon you've just got a bunch of 7s to work with which isn't exactly easy to add up in your head while you're trying to do a bunch of other stuff. Same deal with the shotgun and the rocket launcher, which do heavily inconsistent damage, meaning you're having to add 54s, 4s, 43s, etc. all at once. And that's all if you catch the numbers instead of just vaguely glaze over them.

 

Of course, 80 + shotgun doesn't help either, considering I've actually dealt 108 damage with a shotgun meatshot and the guy still didn't die.

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4 minutes ago, Arctangent said:

I've actually dealt 108 damage with a shotgun meatshot and the guy still didn't die.

Totally dependent on the class. That would OHKO some people, while others it's a mere dent (Scalebearer, for example.)

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even then, if the opponent has overcharged health and/or armor to compensate, they can still survive a 100 damage attack. I think the tankier guys are a tad op right now honestly, with the ammount of armor the can have plus overcharged health can make some ungodly effective hp.

Edited by MrGlide

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The differences in health total is kinda silly, yeah. It'd work better if the weapons did less damage, so that they couldn't instagib the lower health classes, but it just feels really crappy to get a glorious meatshot only for the guy to turn and blow you up because he had 200 health when you only had 100.

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