#they would main the nailgun + the rocket launcher
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starheirxero · 1 year ago
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YES I’M STILL ON MY “BLOODMOON IS AN ULTRAKILL FAN” BULLSHIT. LOVING THE RED/BLUE THEME OF ORGINALS FUCKING UP THEIR REPLACEMENT’S ARM ‼️
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entryn17 · 29 days ago
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forgot to share what little thoughts i have on the characters i've Sort of figured out. decided mira would find it fun to zap the enemies so i can see her use the jumpstarter or any nailgun with the electric railcannon combo. also the screwdriver, she'd use it. she'd use mostly the feedbacker as her main arm in stead of a shield. only weapon i can think to give bonnie is the core-eject jackhammer mostly cause it's an incredible thingamajig ass weapon. alt piercer, timefreeze rocket launcher + sawblade launcher for odile.
i should assign ultrakill weapons to the ISAT characters (<- those two games have close to nothing in common)
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strafegame · 7 years ago
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STRAFE®: MILLENNIUM EDITION
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Hey Killers,
We’ve been quiet recently and it’s because we’ve been hard at work on the next update for STRAFE®. We’ve taken our feedback (both praise and criticism) and used it to shape the direction of this update within our vision for the game. You can read a bit more about that HERE.
This update changes the game quite a bit. We’ve added 2 new game modes, new enemies, updated AI, polished weapons, your run can now be saved (but only loaded once) and a persistent unlock system of game mutators along with a shit-ton of other changes. We’ve made sure to keep our vision of STRAFE® intact but worked to deepen the best parts. STRAFE®: Millennium Edition will be free for everyone who owns STRAFE®.
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We wanted to release this update in the middle of September but did not because it needed more time. Our team is currently 3 people so our speed is dictated by that. We feel it’s better to release it in a solid state then land on an arbitrary date so we’re psyched to say that we found a compromise.
If you’re interested, you can play the update right now and help us test it out. It is beta and you may run into bugs. It’s very helpful to us to document them and send us details. We can only fix what we know about.
You can find details HERE.
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When we feel that the update is ready we will roll the changes into the main branch for everyone to play! We feel it will not be too long, but who know what people will find.
Here’s a list of the major changes coming in the next update, we are still at work on fixes & balance so this list will get longer by the time we release the update. When the update is finished it will be coming to Steam & GOG first and then we will focus on bringing it to the PS4. (beta access only on steam, and a reminder that the SPEED ZONE and STRAFE ZONE are only available on steam as well)
Big Additions:
+Added StrafeZone (Daily Challenge)
+Added SpeedZone (Week long speed running challenge)
+Added ability to save runs
+Crashed runs can be recovered
+Added 20 new unlockable game modifiers
Big Head Mode
Rocket Arena
Hardcore Mode  
Hyperdrive
Enemy Blood Blasters
Scrambled Cache
Lil Chumps
Instagib
Traditional mode
Blood Lust
Threes Company
Near Sighted
Scrambled Baddies
Moon Walkin’
Get rich or die tryin’
Call me Lil Joby
Game of Guns
QB
Can’t Stop, Won’t Stop
STRAFE® Abridged
+Added 11 new room modules to ICARUS
+ Added 3 new enemies (with unique a.i.)
+ Added the traveling Merchant
Balance & fixes:
+Split soldier and Host into two enemy types each because skilled players only saw their initial behavior before their ai switches into melee mode
+Removed some rooms from ICARUS that were considered unfair
+Revamped enemy aggro
+Can no longer acquire multiple primaries by spending clip
+Fixed bug related to weapons switching when out of ammo in primary weapon
+Fixed issue causing inconsistent turning speed on glowbrites
+Fixed issue stopping Carriers from leaping at the player multiple times as intended
+Fixed issue that was causing more path calculations than needed
+Improved performance of enemies that fire multiple shots at once
+Lowered the time it took the Leper to transform into bomber mode
+Fixed issue causing some enemies to dry-fire when startled
+Made the different glutton skins more different from one another
    -Pale glutton is faster and lower health
    -Soldier glutton is slightly slower
+Fixed issue causing the host to aim unreliably
+Improved side to side aiming of Host
+Fixed black flash when quick restarting
+Fixed issue that would cause favorite weapon to always show as machinegun
+Fixed issue that would incorrectly show playtime in the post game stats
+Fixed issue that could cause save files to corrupt
+Reduced initial spread on machinegun and rebalanced rate of fire perks for machiengun
+Fixed bug resulting in enemies showing less blood impacts than intended
+Fixed bug causing frame drops when using the empty machinegun
+Fixed bug causing the nailguns bullet to become frozen in some instances
+Rebalanced HMG - Lowered warm up time, slightly lowered reload time, increased max fire rate
+Fixed global stat to correctly show total player deaths
+Fixed bug stopping the “Completionist” achievement from popping
+Reworked Richoshot - Pierces enemies and slightly increased initial damage.
+Increased damage per tick on the shotgun gas
+Lowered damage on initial spin fusor upgrade
+Lowered max damage on nail gun explosions
+Fixed bug causing Airbud to be less powerful than intended
+Trappy robot appears longer before teleporting
+Made the blood bags easier to see on their way to secret doors
+Improved issue allowing turrets to get stuck inside one another
+Lowered ammo use per tick on the lightning secondary for the railgun
+Fixed issue causing an older version of the turret to be present rarely
+(possibly) Fixed issue softlocking burbs merchant
+Fixed specific issue causing levels to fail while generating causing an infinite load
+Added another fix for a case where train tracks could intersect level geometry
+Able to speed up end credits
+Fixed bug allowing the player to jump while credits rolled
+Fixed bug causing the black hole launcher to make zombie corpses
+Fixed bug allowing players to Kill the merchants defense turrets without triggering a robbery
+Fixed bug allowing fire to spawn too close to keycards
+More to come before this is officially live!
Thanks, Thom & Stephen
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thathomestar · 7 years ago
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i suppose i ought to do a little write-up on quake 4
out of the doom 3 engine games i’ve played (doom 3, prey, and quake 4), quake 4 was easily the weakest of the three. the level design was about on par with doom 3, but pretty much everything else was weaker.
first off, movement speed is a joke. in the first third of the game, you’re stuck moving around at a speed that i would describe as a “light jog”, and it’s not until the stroggification sequence that you’re finally able to move at a comfortable pace. that being said, that pace is still fairly slow, and only gets going if you’re constantly bunnyhopping everywhere.
but thanks to the doom 3-esque level design, you never really get any space to let loose and go crazy. the levels are fairly small and cramped, and they’re all pretty linear for the most part. you do a little bit of back-tracking now and then but for the most part you’re just running down grey hallways until you see an enemy to shoot.
now, the weapons. they all feel pretty awful to use. the shotgun is somehow worse than doom 3′s shotgun and feels like you’re sneezing on enemies more than blowing them away. the machinegun is okay i guess, though it’s the only gun besides the dinky infinite ammo pistol that has a flashlight, so guess what you’ll be using for 40% of the game. the hyperblaster wasn’t too bad, but the grenade launcher was a step back from quake 2′s. i really did not like the nailgun, i realize that they repurposed it since the machinegun does the job of the nailgun from quake 1 and 2, but it feels terrible to use and it doesn’t even do that much damage. the rocket launcher was... okay, i guess. the railgun, oh god what the fuck did they do to the railgun, it fucking blows. you have to reload it after 3 shots and the shots do absolutely pitiful damage. the lightning gun is alright but it still feels pretty weak. the dark matter gun, which is the stand-in for the bfg, isn’t very useful in regular combat since it takes 10 years to recharge after firing.
now, the enemies. a small handful return from quake 2 (spike-arm boy, railgun fucker, grenade launcher asshole, rocket lady), but most of them are new. most of them are also pretty uninteresting to fight, especially the low-tier grunts. the only one that really stuck out to me was spike-arm boy because he takes way too many bullets to kill for the type of enemy archetype he fills (rushdown melee). oh yeah, and the stroggified human enemies you fight deal an absurd amount of damage to you, way more than the regular strogg ever do.
alongside regular combat, there’s also an occasional vehicle section. two of them are just on-rails turret sequences, but there’s one bit where you get to pilot a hovertank and another where you pilot a mech. the mech sucks. if you want to change direction, you have to come to complete stop before actually changing direction, and this makes walking around sluggish. the hovertank is pretty nice, if a bit slippery, though not in a “impossible to control” kind of way.
compared to the previous games, the music was almost non-existent. quake 1 had ambient industrial tracks, quake 2 had in-your-face metal tracks, quake 3 had high-tempo background tracks, but i couldn’t tell you a thing about quake 4′s music. the one instance i recognized any music playing at all was when i was on an elevator and an orchestral score was playing. orchestra music, in quake? for real?
as a sequel to quake 2, it feels pretty disconnected from it, even despite references to the events of quake 2 and some of the same enemies returning. the characters are just kind of there, most of them are either cannon fodder or voiced by Steve Blum. the plot is kinda just standard sci-fi military stuff (we gotta blow up important alien thing! let’s devise a plan! plan goes to shit! new plan! plan works! main character saves the day!). i suppose i wasn’t expecting a whole lot considering the “plot” of quake 2 is literally a lone soldier just following orders and sabotaging shit by blowing everything up. the only interesting part of quake 4 is that your character gets turned into a strogg, which increases his overall health capacity, armor capacity, and movement speed. other than that, it’s boring and forgettable.
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lechevaliermalfet · 6 years ago
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Behind the Gun: A Look at Quake
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It's summer, and in summer I get nostalgic for two things, game-wise: old Playstation games, and Quake.
Back when Quake was still new-ish, we had a Pentium PC (a Compaq Presario Penium 150, to be exact).  This was just good enough to run Quake without breaking a sweat... as long as we ran it at 320x240 resolution).  A popular online argument at the time was whether Quake or Duke Nukem 3D was the superior game.  Considering this article is about Quake, I think we can all safely assume what side of that debate I would have fallen on.
As far as first-person shooters went, I'd played a lot of Wolfenstein 3D on my parents' previous computer (a Packard Bell 386 that originally came with 2 different floppy drives and no sound card, and had the CD-ROM drive and Soundblaster added in a couple years later).  And I'd sort of played the classic Doom, albeit only the shareware version, and that running like a slide-show unless we shrank the screen to postage-stamp resolution.  But Quake was the first first-person shooter that really hooked me, just got under my skin and grabbed me and kept drawing me back to it again and again.  I dreamed about playing it, I think.
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For a while there, it was a habit during the summer to play it for hours on end.  I'd retreat to my parents' basement (yeah, yeah...) to avoid the summer heat, and clock in time on Quake.
It's the first game I install on a new PC these days: Download from Steam, apply source port patches, and go.  There's a lot you can do with it nowadays to make it run at ridiculous resolutions with ludicrously detailed textures on everything, but for my money, I prefer not to do more than apply the anisotropic filter and make the water transparent.  It makes it clear exactly what the game is, which is to say a ferocious and fast-paced shooter from a bygone era.  
As much as gaming publications of the day painted Quake as the wave of the future, that's because at the time, it looked that way.  Hindsight suggests that Quake was less the vanguard of the new school of FPS design and more the beginning of the end of the old school.  But the publications of the day were mostly speaking in the strictly technical sense, anyway. Unlike every other FPS then on the market, Quake was the first to be rendered completely in 3D, from the environments to the enemies to the objects in the game world.  
From a design persepctive, the one thing this really changed about the usual FPS set-up was an increased element of verticality.  Given that most FPSes prior to Quake essentially faked 3D by way of programming sorcery, level design options such as having one room or area atop another, or having platform jumping, were off the table.  Aside from these additions, though?  From the arsenal of seven or eight weapons available at all times, to the firing of weapons straight out of the ammo reserves (with no magazines or reloading), to the very game-y level design, everything in Quake was familiar to fans of older games.
Which, just to be clear, is the furthest thing in the world from a problem. It takes a measure of getting used to after coming off a Halo bender, but it's old-school design at its finest.  
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Speaking of old-school design: There's an interesting difference, which you pick up on pretty quickly, between how Quake handles combat compared to other games.
Most enemies in FPS titles these days tend to have behaviors and tactics particular to their type and situation.  Sometimes, as in the case of a game like F.E.A.R., the enemy intelligence is capable of surprisingly clever tactics.
Quake isn't one of those cases.  Enemies in Quake all basically have the same behavior programmed into them, which is to move toward the player in the straightest line possible, and attack once in range.  Which was par for the course with games of this vintage, really.  What was smart about the enemies was the way they were arrayed against you, with numbers, placement, combinations, and a level of aggression that kept players on their toes.  It means combat frequently occurs against groups of enemies, and occasionally hits a white-knuckled, breathing-heavy level of intensity that gives you a powerful rush when you come out alive on the other side.
There is overall a very game-like feeling to Quake that's hard to shake.  This may require some explanation.
More modern video games tend to occur in environments that feature at least a certain degree of realism (for a given value of "realistic"). Say, for instance, your game takes place in a zombie-infested mansion, a la Resident Evil. Modern game design (and Resident Evil is modern in this much, at least) suggests that the architecture should be at least a reasonable approximation of a mansion.  The number, size, and layout of rooms and floors should fit a realistic floor plan.  Helps with the verisimilitude.  An older game, from a time when this was difficult to impossible due to various technical limitations, would have the idea of "zombie-infested mansion" as less a guide to the layout and architecture of the level and more strictly a matter of its visual theme.
Between its inexplicable death-trap levels – whole castles built enirely with only one observable purpose, that being to kill anyone who enters – and its generously placed stashes of ammo and power-ups floating and spinning in midair all video game-y, it's difficult to say that the game is even remotely realistic in either its presentation or its environments.
And yet...
Those environments, thematically speaking, make the game.
Doom (just to contrast for a moment) sold itself by leaning hard into its over-the-top imagery of capital-H Hell.  You had fire and brimstone and demons of all descriptions with weapons cybernetically grafted to their limbs; you had pentagrams and skulls and inverted crosses and hearts on altars; you had legions of possessed soldiers; you had skeletons with shoulder-mounted rocket launchers; you had giant floating horned skulls who spat fire at you, and were themselves on fire.  And then all of it was amped up to a kind of comic-book excess that ultimately made it kind of hard to take seriously.  Not that this stopped it form freaking out the squares, mind you, but said out-freaking only wound up selling more copies of the game.  That was Doom: the distillation of a heavy metal album cover.  They went for that aesthetic, and they nailed it.
Quake tossed that aside and instead looked toward the sci-fi/horror fiction of H.P. Lovecraft.  Like Doom, Quake is fast, fierce, and in your face.  But its imagery, its whole aesthetic, is night-and-day from its predecessor.  Quake was cold, dispassionate, quiet, unsettling, turgid with implied menace.  Where Doom had Soundblaster-quality riffs on hard rock and metal songs for its soundtrack to keep you pumped, Quake gave you Nine Inch Nails.  The soundtrack never quite settled into being anything recognizable as music, per se.  It's perhaps better described as an ambient soundscape meant to layer a sense of dread and unease over everything.  It succeeded at this task, because it turns out that Trent Reznor is the guy you turn to for that.
Aesthetically, this is the difference.  Hell makes sense on a certain level, to the extent that any such mythological places and constructs do.  Hell cares, after its fashion.  It is a place of punishment, filled with beings who declare themselves your enemies, and who set themselves against you.  Hell (we are typically informed) is very intimately concerned with your thoughts and deeds; the horror and suffering it inflicts is always personal.
H.P. Lovecraft's mythos suggests a possibility more horrifying: That beings may indeed exist who move the cosmos, but that they do not care.  Not only do Lovecraft's monsters not care, they don't notice us in order to care.  On the off-chance that they do, it is to casually wipe us out because we are in the way.  Lovecraft's thesis, explored in much of his fiction, is that this was the true horror of existence, and that to understand exactly how little we mattered, was to be driven stark, raving mad.  His eldritch monsters were mainly symbols designed to express this idea, incomprehensible in order to express the utter incomprehensibility of the universe.  The main safeguard of sanity, Lovecraft contended, was human ignorance.  
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This is the environment in which Quake takes place.  And, sure, maybe I'm overselling it a bit.  It is, at its core, a game about shooting extradimensional chainsaw-wielding, grenade-throwing ogres with nailguns repeatedly in the face until they die.  But these are the trappings that it uses in the service of that goal, and in that sense, they succeed.
In service to this aesthetic, the game features a dark, moody color palette that serves two purposes, I think.  One, of course, is to set the mood.  The other is to subtly obscure the sharp edges of the game's world.
As the first real fully 3D first-person shooter, Quake's 3D is really rudimentary.  As impressive as it was for its day, it hasn't necessarily aged very well.  But I suspect that the level designers at Id Software knew this going in, and they did what they could to future-proof it.  
The darkness of the game's lighting and its color palette hide some of the sharp edges.  For the rest, the game actually leans into is blockiness.  The hulking piles of stone which comprise the castles and keeps, dungeons and mazes, the rough-cut caverns in which the game occurs loom and oppress with their size and solidity, their rough and heavy blockiness.  The unnatural rigidity of the art design is actually bolstered by the simple polygonal shapes that the engine is capable of producing.  It would probably have difficulty creating more naturalistic environments without visibly falling short, as was to some extent demonstrated in Hexen II, made in the same engine by Raven Software.  But Id's heavy, menacing, oppressive architecture is a natural fit for the engine's capabilities.
The story, meanwhile, is almost nonexistent, partly as a result of Quake's trouble development.
The game was originally supposed to be an RPG of some variety, with the player being an axe-wielding barbarian (hence the presence of the axe as the player's melee weapon).  Somewhere along the way, this changed.  I've never heard an explanation as to why.  Maybe Id just felt more at home making an FPS.  The story I've heard most often about Quake's development is that they didn't really have a story for a long stretch of time, after they'd scrapped the idea of it being an RPG.  They just kept creating assets and building levels, because they had to do something. This is part of why the level progression is so arbitrary with little narrative or thematic flow.
Eventually, it occurred to someone that they were getting close to the finish, and no one had really put together a story yet.  And while Id Software had never been big on stories in their games, they realized that they had to have something to explain what the player was supposed to be doing, and why.  So they wrote a story that was basically Doom all over again.  Humankind is experimenting with teleportation technology (only the tech is referred to as Slipgates this time), which draws the attention of an enemy or enemies (extradimensional horrors this time instead of demons from Hell), and said enemy (code-named Quake, hence the title) sends its minions to attack. From there, the player goes on a rampage, tearing a bloody swath through the enemy's forces on the way to capture four runes which, together, will grant access to the enemy's lair.  Each rune is hidden in a different dimension, and each dimension is its own episode of the game.
This is a plot that you could fit on one side of a napkin, and when you were done, you'd still have most of the napkin left.
It doesn't matter.  Quake is awesome.
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Playing is as easy as breathing.  Winning is considerably more difficult, of course.  But the act of maneuvering through the game's challenges is perhaps the easiest it has ever been in an FPS.  For whatever reason, Id decided to remove every extraneous element.  You no longer have to press buttons or throw levers; they activate automatically when you collide with them. Doors open on their own as you approach.  Your interaction with the game world and everything in it is stripped down to the absolute essentials.
Run. Jump.  Shoot.  Destroy.
Quake is in a relatively unique category of games for me.  I can pursue it as comfort food, but at the same time, it has real substance to it. Thin as its story is, its atmosphere is thick enough to cut.  As simple as its gameplay mechanics are, its levels and enemy encounters are designed to test the player's skill.  As much as it pays mere lip service to the work and ideas of H.P. Lovecraft, it nails the aesthetic of crushing, oppressive insignificance.  
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barbosaasouza · 7 years ago
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Quake Champions March Patch Adds Instagib, 2v2 Deathmatch, & Custom Game No Abilities Modes
Quake Champions has been puttering around Steam for the past year in Early Access, but the developers at id Software hope to add some pep back in the game's step with the latest patch which will be deployed on March 15. They posted this pretty amusing video on the official Quake Twitter account earlier today. How do you pronounce gib again? Maybe we should ask Steve Gibson.
Little Jimmy can't get frags in #Quake. What's he to do? Why, play Instagib, of course! It's for EVERYONE! pic.twitter.com/fqzp5vQWlc
— Quake Champions (@Quake) March 14, 2018
Joshua Boyle, Quake community manager, posted the extensive patch notes for the March patch to Quake Champions. The highlights are definitely the introduction of Ranked 2v2 Team Deathmatch, as well as the ability to remove Champion abilities in custom games. That's right, we can finally just play Quake again, Shackers. If you are UT-lover, you might be happy to hear that id Software has also added Instagib for your casual candy ass.
GAME MODE UPDATES
NEW GAME MODE: INSTAGIB
 Instagib is a fun, casual mode
In Instagib mode, every shot is a one-hit kill. Players start with the railgun and gauntlet, and there are no weapon, health, armor, or powerup pickups. Champions can use active and passive abilities, and cooldown hourglasses spawn on the map
NEW GAME MODE: RANKED 2V2 TEAM DEATHMATCH
2v2 TDM is a ranked mode where teams of two players face off
First team to reach 50 kills or the team with the most kills after 15 minutes expires wins
NEW CUSTOM GAME SETTING:
No Abilities
Ranked Play Updates
SR is now displayed on Ranked Nameplate
SR is now displayed in Profile/Main Menu
Rank icon hidden in unranked matches
Player level is hidden from other players in Quick Play
Play Incentives
Players will earn additional XP for their first match in each mode daily
Shorter Warmup Sequence
The warmup time before the match begins has been shortened. Additionally, players can now press the Escape key during the pre-warmup Champion screen to skip directly to the warmup
Weapon Stay
Weapon pickups on the map no longer have a cooldown only in Unranked & Quick Play
SPRING CELEBRATION
The Spring Celebration comes with new content players can unlock during the season of Cthalha:
Profile icons
Nameplates
Champion shaders – Pastels
Weapon shaders – Pastels
Spring headwear:
Unicorn Hat
Flower Crown
Eggshell Hat
New Life Branches
During the Spring Celebration, cherry blossom petals can be seen floating in the Main Menu
Players can find—and break!—Easter Eggs hidden throughout Cthalha's domain: Ruins of Sarnath and Tempest Shrine. (Ruins of Sarnath also has a more spring-like feel to the map!)
CHAMPION BALANCE
ANARKI
Max Armor 50 to 75
Base Speed 310 to 300
Max Strafe Speed 600 to 2000
Air Acceleration 1.1 to 0.6
Injection Speed Boost 1.25x to 1.20x
B.J. BLAZKOWICZ
Base Speed 310 to 300
Max Strafe Speed 560 to 2000
Air Acceleration 1.0 to 0.8
Bunny Hop removed
Forward Acceleration removed
CLUTCH
Scale 1.25 to 1.3 (Larger model & hitbox)
Starting Health 150 to 125
Starting Armor 100 to 150
Max Armor 175 to 150
Base Speed 290 to 300
Max Strafe Speed 320 to 2000
Air Acceleration 1.0 to 0.6
Forward Acceleration Gear Shift Steps 400/440/550 to 380/440/550
Forward Acceleration Gear Shift Time 0.5s to 1.0s
Dodge Min Time Delay 0 to 125 (Cooldown after a dodge. Prevents stair-dodge abuse.)
Dodge Min Cooldown 0 to 300 (Cooldown after landing. Prevents stair-dodge abuse.)
Dodge Soft Speed Cap 0 to 690 (Prevents dodging when moving over 690 ups.)
Dodge Forward/Strafe Power 10 to 8
Dodge Up Power 0.3 to 0.2
Mining Drill Rate of Fire 50ms to 58ms (Lowers DPS from 140 to 120)
Mining Drill Range 8000u to 1200u
Mining Drill Radius 0.10 to 0.15
DOOM SLAYER
Base Speed 310 to 300
Max Strafe Speed 520 to 2000
Air Acceleration 1.0 to 0.8
Forward Acceleration removed
GALENA
Base Speed 310 to 300
Max Strafe Speed 600 to 2000
Air Acceleration 0.8 to 0.75
Bunny Hop removed
Forward Acceleration removed
KEEL
Starting Health 175 to 150
Max Strafe Speed 480 to 2000
Forward Acceleration removed
Air Acceleration 1.0 to 0.6
RANGER
Base Speed 320 to 300
Max Strafe Speed 640 to 2000
Air Acceleration 1.0 to 0.8
NYX
Base Speed 320 to 300
Max Strafe Speed 600 to 2000
Air Acceleration 1.0 to 0.8
Wall Jump Forward Impulse 0.2 to 0.35
Bunny Hop removed
Forward Acceleration removed
SCALEBEARER
Starting Health 175 to 150
Starting Armor 25 to 50
Base Speed 290 to 300
Max Strafe Speed 480 to 2000
Air Acceleration 0.8 to 0.6
Forward Accel Max Strafe Speed 520 to 500
Forward Acceleration 1.0 to 0.85
Increased damage from Bull Rush o 25 to 50 dmg @ 300-399 ups o 50 to 75 dmg @ 400-499 ups
SLASH
Starting Health 125 to 100
Base Speed 310 to 300
Max Strafe Speed 600 to 2000
Air Acceleration 1.0 to 0.6
Crouchslide Friction 0.8 to 1.5
Plasma Trail Speed Boost 1.35x to 1.20x
Forward Acceleration removed
SORLAG
Starting Armor 50 to 25
Base Speed 290 to 300
Max Strafe Speed 520 to 2000
Air Acceleration 1.1 to 0.6
Crouch Jump enabled (jumppad ledge grab)
Air Control Maximum Move Speed 35 to 25
Air Control Circle Strafe Friction 5.5 to 1.0
Bunny Hop Acceleration 0.1 to 0.02
Bunny Hop Drag Speed added at 400u
Forward Acceleration removed
VISOR
Base Speed 310 to 300
Max Strafe Speed (2400)
Air Acceleration 1.2 to 1.0
CHAMPION ABILITY CHANGES
Client side hit registration for Sorlag Spit
Client side hit registration for Keel's Grenades
Client side hit registration for Clutch's Mining Laser
CHAMPION FIXES
 Fixed the issue where champion movement was affected by FPS for all champs
 Fixed issues where all champions with bunny hop got speed increases when crouched while jumping
 Fixed Champions Animations where Hitboxes became misaligned through problems with idle animation
Fixed an issue where Sorlag could be attacked with hitscan weapons when she was behind the enemy player
Fixed issues where Champions in the menu were loaded for a long time when switching between them
Clutch's overall speed cap is 1000 ups (though he can still strafe jump over that) and his dodge speed cap is 690 ups
Fixed a crash with B.J. Blazkowicz when swapping from Gauntlet to slow fire weapons near the end of his ability while shooting
Fixed issue when Attacking while Berserking with DOOM Slayer might not work properly when enemies are close together
Fixed issue where Slash would lose speed on Blood Covenant when Crouch-sliding through the blood pool
WEAPON BALANCE CHANGES
MACHINEGUN
Damage 8 to 9
SHOTGUN
Knockback 1 to 2
NAILGUN
Reload 75ms to 100ms
Knockback 13.5 to 5
In-Air Knockback 15 to 5
Self-Knockback 22.5 to 30
HEAVY MACHINEGUN ZOOMED
Reload 200ms to 150ms
SUPER SHOTGUN
Knockback 3 to 4
SUPER NAILGUN
Knockback 12 to 5
In-air Knockback 10 to 5
Self-Knockback 22.5 to 30
Splash Damage 14 to 15
Splash Radius 0.3 to 0.5
TRI-BOLT
Reload 1100ms to 1000ms
Splash Damage 120 to 150 (40x3 to 50x3)
ROCKET LAUNCHER
Splash Radius 3.3 to 3.2
LIGHTNING GUN
Knockback 9 to 8
RAILGUN
Zoomed Damage 90 to 100
In-Air Knockback 68 to 80
POWER-UPS
Pentagram of Protection
Previously absorbed 75% of damage received to carrier, now absorbs 60% of damage received
CLIENT PERFORMANCE IMPROVEMENTS
Fixed issue where exceeding 200+ fps caused Players keyboard/mouse input to be duplicated or repeated
MAP FIXES
Fixed numerous issues with Ranger being able to reach 'out of bounds' areas by using the Dire Orb
Fixed various corrupted Keep collision issues
Fixed an issue in Ruins of Sarnath where the lighting at Heavy Armor section appeared too dark
Fixed issue on Burial Chamber where invisible collision would stop Ranger's Dire Orb in midair
CHAT FIXES
 Fixed the issue preventing Players to cycle Chat Channels at the end of the match
 Fixed the issue causing chat at the end of the match to print in Global Chat
Fixed the issue in Chat after the Party Host left, other party members weren't able to type in Party Chat
Fixed incorrect notifications in chat when player was added in the ignore list
UI
Driver check window added on launch
Ranked and unranked modes separated in UI
Battle report has been centered
Scroll bar color changed to red
Fixed issue for Keel Ability HUD not updating properly
Death column has been removed from Unranked modes
Fixed issue when Friends in Player’s list have Follow button next to Invite button
Added 'Matches-left' by the Player in the Match Statistics
Fixed an issue where Rank icons were not shown within matches
Fixed issue after login when players had no DC checked
Fixed issue where Spectator hint list was missing the Killer camera mode command key
Fixed issue on Scoreboard where a flag might overlap the ping value
Fixed issue in Tutorial where instructional text reverted when the Player picked up Heavy Machinegun while in the Firing Range
Fixed various misspellings in the UI
SPAWN SYSTEM
Fixed issues for Players spawning in the same location multiple times in a row
Fixed issue when Player briefly spawns into the origin of all maps during JSIP
Fixed issue in Burial Chamber for respawning too close to Heavy Machine Gun
Fixed issue where champions could move while in respawn animation
TECH FIXES
Fixed issue where Players became stuck on the "Connecting to server..." screen
Fixed issue when Play button is greyed out when a Player attempts to join a session in progress multiple times into the same match
Improved Nvidia driver crash logging
Added client side hit detection updates
WEAPONS FIXES
Added Client hitreg for Tri-bolt
Added Client hitreg for shotgun
Rocket launcher with low ammo now has proper unique animation
Railgun Through-shot is now client hitreg
Added Client hitreg for Machinegun
Added Client hitreg for Gauntlet
Lag compensated projectiles added with client hitreg for Nailgun
Fixed Crash which occurred when swapping from Gauntlet to slow fire weapons near end of BJ's ability
Fixed issue when Direct Rocket hit may deal no damage
Fixed issue where Explosion effects, damage, and knock-back could be de-synced for Keel's Grenade Swarm or the Tri-bolt
CRASH FIXES
Fix added for Crash to Desktop issue while loading into the game
Fixed crash for when Player switched to RL on the end of BJB active ability
Fixed other misc. crash issues
Fixed a crash which occurred after Closing or force quitting the game
Fixed crash after being Alt-tabbed for an extended period of time
Fixed issue where Server may crash after extended play in sacrifice
MISC FIXES
XP system updated to make earning levels significantly easier
Fixed issue where Low health audio persisted on post-match lineup
Fixed issue where Gore floats when a Player is killed on certain maps
Fixed issue where Player Gore had weapon collision
Fixed issue when Spectators will not load in until 1 minute has been reached in the match warmup
Fixed issue when Players can become stuck on loading screen and crash after they quit a match
Fixed issue when Spectator could get stuck in coordinates after loading into the game
Fixed issue when Player has been spectator in lobby but loaded into the game as a player
Fixed issue in Ranked where Players would receive a loss when teammates and enemy teams quits ranked match
Fixed issue where Usernames or Passwords that included special characters were unable to link accounts
Fixed issue for Bundle Codes where some Players didn’t receive all intended items after linking accounts
Fixed issue where Medal progress was saved even when players quit mid-match
Contacts are now sorted by Online and Offline status
Fixed issue where Long Fall scream audio is faint or nonexistent for Ranger
Fixed issue on Post-Match Sequence where not all teammates appear on the victory podium
Fixed issues where Champion item previews had issues when using the zoom function
youtube
Quake Champions is in rough shape in an increasingly competitve landscape for arena shooters and in the face of an explosion of Battle Royale games that are vying for gamers' dollars and time. While we are reserving judgement on the game until it actually comes out of Steam Early Access, these updates in the latest patch are somewhat encouraging. 
If you are on the fence about Quake Champions, or you are a diehard fan in need of a longread, check out Rocket Jump: Quake and the Golden Age of First-Person Shooters. It is our definitive history of the franchise deep in the heart of Shacknews.
Quake Champions March Patch Adds Instagib, 2v2 Deathmatch, & Custom Game No Abilities Modes published first on https://superworldrom.tumblr.com/
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barbosaasouza · 7 years ago
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Quake Champions March Patch Adds Instagib, 2v2 Deathmatch, & Custom Game No Abilities Modes
Quake Champions has been puttering around Steam for the past year in Early Access, but the developers at id Software hope to add some pep back in the game's step with the latest patch which will be deployed on March 15. They posted this pretty amusing video on the official Quake Twitter account earlier today. How do you pronounce gib again? Maybe we should ask Steve Gibson.
Little Jimmy can't get frags in #Quake. What's he to do? Why, play Instagib, of course! It's for EVERYONE! pic.twitter.com/fqzp5vQWlc
— Quake Champions (@Quake) March 14, 2018
Joshua Boyle, Quake community manager, posted the extensive patch notes for the March patch to Quake Champions. The highlights are definitely the introduction of Ranked 2v2 Team Deathmatch, as well as the ability to remove Champion abilities in custom games. That's right, we can finally just play Quake again, Shackers. If you are UT-lover, you might be happy to hear that id Software has also added Instagib for your casual candy ass.
GAME MODE UPDATES
NEW GAME MODE: INSTAGIB
 Instagib is a fun, casual mode
In Instagib mode, every shot is a one-hit kill. Players start with the railgun and gauntlet, and there are no weapon, health, armor, or powerup pickups. Champions can use active and passive abilities, and cooldown hourglasses spawn on the map
NEW GAME MODE: RANKED 2V2 TEAM DEATHMATCH
2v2 TDM is a ranked mode where teams of two players face off
First team to reach 50 kills or the team with the most kills after 15 minutes expires wins
NEW CUSTOM GAME SETTING:
No Abilities
Ranked Play Updates
SR is now displayed on Ranked Nameplate
SR is now displayed in Profile/Main Menu
Rank icon hidden in unranked matches
Player level is hidden from other players in Quick Play
Play Incentives
Players will earn additional XP for their first match in each mode daily
Shorter Warmup Sequence
The warmup time before the match begins has been shortened. Additionally, players can now press the Escape key during the pre-warmup Champion screen to skip directly to the warmup
Weapon Stay
Weapon pickups on the map no longer have a cooldown only in Unranked & Quick Play
SPRING CELEBRATION
The Spring Celebration comes with new content players can unlock during the season of Cthalha:
Profile icons
Nameplates
Champion shaders – Pastels
Weapon shaders – Pastels
Spring headwear:
Unicorn Hat
Flower Crown
Eggshell Hat
New Life Branches
During the Spring Celebration, cherry blossom petals can be seen floating in the Main Menu
Players can find—and break!—Easter Eggs hidden throughout Cthalha's domain: Ruins of Sarnath and Tempest Shrine. (Ruins of Sarnath also has a more spring-like feel to the map!)
CHAMPION BALANCE
ANARKI
Max Armor 50 to 75
Base Speed 310 to 300
Max Strafe Speed 600 to 2000
Air Acceleration 1.1 to 0.6
Injection Speed Boost 1.25x to 1.20x
B.J. BLAZKOWICZ
Base Speed 310 to 300
Max Strafe Speed 560 to 2000
Air Acceleration 1.0 to 0.8
Bunny Hop removed
Forward Acceleration removed
CLUTCH
Scale 1.25 to 1.3 (Larger model & hitbox)
Starting Health 150 to 125
Starting Armor 100 to 150
Max Armor 175 to 150
Base Speed 290 to 300
Max Strafe Speed 320 to 2000
Air Acceleration 1.0 to 0.6
Forward Acceleration Gear Shift Steps 400/440/550 to 380/440/550
Forward Acceleration Gear Shift Time 0.5s to 1.0s
Dodge Min Time Delay 0 to 125 (Cooldown after a dodge. Prevents stair-dodge abuse.)
Dodge Min Cooldown 0 to 300 (Cooldown after landing. Prevents stair-dodge abuse.)
Dodge Soft Speed Cap 0 to 690 (Prevents dodging when moving over 690 ups.)
Dodge Forward/Strafe Power 10 to 8
Dodge Up Power 0.3 to 0.2
Mining Drill Rate of Fire 50ms to 58ms (Lowers DPS from 140 to 120)
Mining Drill Range 8000u to 1200u
Mining Drill Radius 0.10 to 0.15
DOOM SLAYER
Base Speed 310 to 300
Max Strafe Speed 520 to 2000
Air Acceleration 1.0 to 0.8
Forward Acceleration removed
GALENA
Base Speed 310 to 300
Max Strafe Speed 600 to 2000
Air Acceleration 0.8 to 0.75
Bunny Hop removed
Forward Acceleration removed
KEEL
Starting Health 175 to 150
Max Strafe Speed 480 to 2000
Forward Acceleration removed
Air Acceleration 1.0 to 0.6
RANGER
Base Speed 320 to 300
Max Strafe Speed 640 to 2000
Air Acceleration 1.0 to 0.8
NYX
Base Speed 320 to 300
Max Strafe Speed 600 to 2000
Air Acceleration 1.0 to 0.8
Wall Jump Forward Impulse 0.2 to 0.35
Bunny Hop removed
Forward Acceleration removed
SCALEBEARER
Starting Health 175 to 150
Starting Armor 25 to 50
Base Speed 290 to 300
Max Strafe Speed 480 to 2000
Air Acceleration 0.8 to 0.6
Forward Accel Max Strafe Speed 520 to 500
Forward Acceleration 1.0 to 0.85
Increased damage from Bull Rush o 25 to 50 dmg @ 300-399 ups o 50 to 75 dmg @ 400-499 ups
SLASH
Starting Health 125 to 100
Base Speed 310 to 300
Max Strafe Speed 600 to 2000
Air Acceleration 1.0 to 0.6
Crouchslide Friction 0.8 to 1.5
Plasma Trail Speed Boost 1.35x to 1.20x
Forward Acceleration removed
SORLAG
Starting Armor 50 to 25
Base Speed 290 to 300
Max Strafe Speed 520 to 2000
Air Acceleration 1.1 to 0.6
Crouch Jump enabled (jumppad ledge grab)
Air Control Maximum Move Speed 35 to 25
Air Control Circle Strafe Friction 5.5 to 1.0
Bunny Hop Acceleration 0.1 to 0.02
Bunny Hop Drag Speed added at 400u
Forward Acceleration removed
VISOR
Base Speed 310 to 300
Max Strafe Speed (2400)
Air Acceleration 1.2 to 1.0
CHAMPION ABILITY CHANGES
Client side hit registration for Sorlag Spit
Client side hit registration for Keel's Grenades
Client side hit registration for Clutch's Mining Laser
CHAMPION FIXES
 Fixed the issue where champion movement was affected by FPS for all champs
 Fixed issues where all champions with bunny hop got speed increases when crouched while jumping
 Fixed Champions Animations where Hitboxes became misaligned through problems with idle animation
Fixed an issue where Sorlag could be attacked with hitscan weapons when she was behind the enemy player
Fixed issues where Champions in the menu were loaded for a long time when switching between them
Clutch's overall speed cap is 1000 ups (though he can still strafe jump over that) and his dodge speed cap is 690 ups
Fixed a crash with B.J. Blazkowicz when swapping from Gauntlet to slow fire weapons near the end of his ability while shooting
Fixed issue when Attacking while Berserking with DOOM Slayer might not work properly when enemies are close together
Fixed issue where Slash would lose speed on Blood Covenant when Crouch-sliding through the blood pool
WEAPON BALANCE CHANGES
MACHINEGUN
Damage 8 to 9
SHOTGUN
Knockback 1 to 2
NAILGUN
Reload 75ms to 100ms
Knockback 13.5 to 5
In-Air Knockback 15 to 5
Self-Knockback 22.5 to 30
HEAVY MACHINEGUN ZOOMED
Reload 200ms to 150ms
SUPER SHOTGUN
Knockback 3 to 4
SUPER NAILGUN
Knockback 12 to 5
In-air Knockback 10 to 5
Self-Knockback 22.5 to 30
Splash Damage 14 to 15
Splash Radius 0.3 to 0.5
TRI-BOLT
Reload 1100ms to 1000ms
Splash Damage 120 to 150 (40x3 to 50x3)
ROCKET LAUNCHER
Splash Radius 3.3 to 3.2
LIGHTNING GUN
Knockback 9 to 8
RAILGUN
Zoomed Damage 90 to 100
In-Air Knockback 68 to 80
POWER-UPS
Pentagram of Protection
Previously absorbed 75% of damage received to carrier, now absorbs 60% of damage received
CLIENT PERFORMANCE IMPROVEMENTS
Fixed issue where exceeding 200+ fps caused Players keyboard/mouse input to be duplicated or repeated
MAP FIXES
Fixed numerous issues with Ranger being able to reach 'out of bounds' areas by using the Dire Orb
Fixed various corrupted Keep collision issues
Fixed an issue in Ruins of Sarnath where the lighting at Heavy Armor section appeared too dark
Fixed issue on Burial Chamber where invisible collision would stop Ranger's Dire Orb in midair
CHAT FIXES
 Fixed the issue preventing Players to cycle Chat Channels at the end of the match
 Fixed the issue causing chat at the end of the match to print in Global Chat
Fixed the issue in Chat after the Party Host left, other party members weren't able to type in Party Chat
Fixed incorrect notifications in chat when player was added in the ignore list
UI
Driver check window added on launch
Ranked and unranked modes separated in UI
Battle report has been centered
Scroll bar color changed to red
Fixed issue for Keel Ability HUD not updating properly
Death column has been removed from Unranked modes
Fixed issue when Friends in Player’s list have Follow button next to Invite button
Added 'Matches-left' by the Player in the Match Statistics
Fixed an issue where Rank icons were not shown within matches
Fixed issue after login when players had no DC checked
Fixed issue where Spectator hint list was missing the Killer camera mode command key
Fixed issue on Scoreboard where a flag might overlap the ping value
Fixed issue in Tutorial where instructional text reverted when the Player picked up Heavy Machinegun while in the Firing Range
Fixed various misspellings in the UI
SPAWN SYSTEM
Fixed issues for Players spawning in the same location multiple times in a row
Fixed issue when Player briefly spawns into the origin of all maps during JSIP
Fixed issue in Burial Chamber for respawning too close to Heavy Machine Gun
Fixed issue where champions could move while in respawn animation
TECH FIXES
Fixed issue where Players became stuck on the "Connecting to server..." screen
Fixed issue when Play button is greyed out when a Player attempts to join a session in progress multiple times into the same match
Improved Nvidia driver crash logging
Added client side hit detection updates
WEAPONS FIXES
Added Client hitreg for Tri-bolt
Added Client hitreg for shotgun
Rocket launcher with low ammo now has proper unique animation
Railgun Through-shot is now client hitreg
Added Client hitreg for Machinegun
Added Client hitreg for Gauntlet
Lag compensated projectiles added with client hitreg for Nailgun
Fixed Crash which occurred when swapping from Gauntlet to slow fire weapons near end of BJ's ability
Fixed issue when Direct Rocket hit may deal no damage
Fixed issue where Explosion effects, damage, and knock-back could be de-synced for Keel's Grenade Swarm or the Tri-bolt
CRASH FIXES
Fix added for Crash to Desktop issue while loading into the game
Fixed crash for when Player switched to RL on the end of BJB active ability
Fixed other misc. crash issues
Fixed a crash which occurred after Closing or force quitting the game
Fixed crash after being Alt-tabbed for an extended period of time
Fixed issue where Server may crash after extended play in sacrifice
MISC FIXES
XP system updated to make earning levels significantly easier
Fixed issue where Low health audio persisted on post-match lineup
Fixed issue where Gore floats when a Player is killed on certain maps
Fixed issue where Player Gore had weapon collision
Fixed issue when Spectators will not load in until 1 minute has been reached in the match warmup
Fixed issue when Players can become stuck on loading screen and crash after they quit a match
Fixed issue when Spectator could get stuck in coordinates after loading into the game
Fixed issue when Player has been spectator in lobby but loaded into the game as a player
Fixed issue in Ranked where Players would receive a loss when teammates and enemy teams quits ranked match
Fixed issue where Usernames or Passwords that included special characters were unable to link accounts
Fixed issue for Bundle Codes where some Players didn’t receive all intended items after linking accounts
Fixed issue where Medal progress was saved even when players quit mid-match
Contacts are now sorted by Online and Offline status
Fixed issue where Long Fall scream audio is faint or nonexistent for Ranger
Fixed issue on Post-Match Sequence where not all teammates appear on the victory podium
Fixed issues where Champion item previews had issues when using the zoom function
youtube
Quake Champions is in rough shape in an increasingly competitve landscape for arena shooters and in the face of an explosion of Battle Royale games that are vying for gamers' dollars and time. While we are reserving judgement on the game until it actually comes out of Steam Early Access, these updates in the latest patch are somewhat encouraging. 
If you are on the fence about Quake Champions, or you are a diehard fan in need of a longread, check out Rocket Jump: Quake and the Golden Age of First-Person Shooters. It is our definitive history of the franchise deep in the heart of Shacknews.
Quake Champions March Patch Adds Instagib, 2v2 Deathmatch, & Custom Game No Abilities Modes published first on https://superworldrom.tumblr.com/
0 notes