Re: Quake Champions Classic Mod for Quake 1
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Nice. I like how we all agree, champions are better played on actual quake engine.
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"and it clearly didn't work the way it was before."
If you refer to how it was in osp... then thats news to me. Obviously it had the problem online that the lag was different from everyone because of ping differences but i don't see how it didn't work perfectly well on lan where everyone had the same conditions / the same amount of lag.
What about grenades, aren't you also fighting an aspect of the game while shooting a nade since its falling to the ground and not flying straight like a rocket? Or don't you have to lead with plasma because you have to take the time the cells take to get to your opponent into your prediction/calculation. I would also call that fighting the weapon more than the opponent (actually i'd say its the same thing with every weapon that isn't instant hit)
LG was not as hard as people try to make it seem in OSP - it's just that everybody was busy being a railwhore except cooller. I would be willing to wager my entire bank account on the exact same complaints about LG being overpowered in VQ3 if everyone were to somehow instantly switch back to OSP at this point.I'd obviously go for 7-7-7 dmg with it to begin with. The difference was tho, it wasn't powerful at all in certain situations. Shafting high up or down somewhere was a lot harder to do with a delay on lg, so it was barely even used in those cases, whereas now it doesn't matter where or how you stand you can just point and click on him even if its 80° upwards or downwards is. Or in small tunnels when the other guy was coming at you with rockets you had a lot harder time when close up to keep your lg on him.
I would support a modified LG to be projectile, however.Wouldn't that result in the same aiming method after your first shot reaches the max distance and the lg beam is at full length?
I'd obviously go for 7-7-7 dmg with it to begin with. The difference was tho, it wasn't powerful at all in certain situations. Shafting high up or down somewhere was a lot harder to do with a delay on lg, so it was barely even used in those cases, whereas now it doesn't matter where or how you stand you can just point and click on him even if its 80° upwards or downwards is. Or in small tunnels when the other guy was coming at you with rockets you had a lot harder time when close up to keep your lg on him.
Wouldn't that result in the same aiming method after your first shot reaches the max distance and the lg beam is at full length?
I don't want to change the speed of the game since i really like how it is now so thats not a way for me to balance lg. It might be for you tho if you prefer the faster game style.
Also players aren't really harder to hit if they just run in a straight line, even with a delayed lg, it is just harder for you to aim at him when he starts to dodge. So it is simply making dodging more effective which means its still in the players hand to not get hit. The delay on the shaft isn't supposed to lower your % in every situation, its supposed to make it less useful in some cases, in others it would still be just as easy to aim/hit with it.
tbh i don't think anything useful will come out of this discussion as we are both sticking to what we think is right :)
Delay has never caused me any problems before. Which situation do you have trouble using it with in OSP?to get a perspective on what sorta delay i mean: 30-40ms osp online
if you get bounced around by someones rockets it can screw your lg aim up quite badly whereas with a straight lg i can manage to get a total lock on no matter how crazy i might be bouncing around :)
Or on ztn if im at rail and the other guy above jumping from sg to ra or gl or smth. It is really hard to get a lock on the enemy model fast there unless you expect him to make exactly that move, in cpma you flick to his model and stick your crosshair on him, not hard at all.
or if you watch an older osp demo pretty much every situation where ppl would rather use a different gun than lg, because it was more effective in that case, with a straight lg i can't think of a situation other than the opponent is out of range where you couldn't use lg up to its full effectiveness.
Of course all of that could be invalid in case i am talking to the worlds best aimer atm :\
Cooller was still far from hitting 40-50% unless someone really came to him in a straight line. And his lg abuse was still far away from cpma standards nowadays. Even if he was already abusing it, he was still mostly using it in situations where it was easier to get a good lock on the opponent. You don't know about the other situations where he would have hit close to nothing because he simply didn't use lg in those... :)
Vedic, it doesn't appear to me that you have a very firm grasp on the gameplay dynamics in quake. It seems pretty strange that you completely ignore the balance as it was in osp, we had more competition games under osp per year than we do with cpma.
Either way, shaft was a predictive weapon previously, how many times does this have to be repeated?
I'd say, in combat a decent PG aimer will hit 35% on average, which will get brought down to 20% by spam.
If someone upped that to 45-50% or so, it'd be foolish to get into any close-medium combat situation with anything else.
what? which clouds do you reside in sir. delay = prediction, or is the rocket hitscan as well? the only possible answer i can summise to be your reasoning is that you think there is a predictive nature in everything, even instant weapons like the rail? i can't really conceive how you come upon this thought.. but that would be nitpicking as it's irrelevent in the context. "noone was ever good with it" - that's just highly ignorant...my lord..