Edited by hello_world at 15:55 CST, 25 February 2016 - 128230 Hits
I want it to be brain>aimIn other words you want it to be dumbed down. It's a first person shooter. Brain>aim only when the skillgap is so small a monkey can hit as much as a pro.
A slower gameplay tempo gives more time to either think or aim. Aim is really easy compared to brain, which makes brainplay less common in a quick game. Too much tempo hurts brain play only, which will imbalance aim vs brain. If you want 50-50 then you need to find the right speed in gameplay. By 50-50 I mean that all-aim is as good as all-brain.You need to stop glorifying ql and vq3 as some sort of holy grail of a thinker's game. The majority of the time it's just A or B decisions and a lot of those times it's not even a decision. It's not starcraft, it's not chess, it's not particle physics. The aim is the hard part and the reason ql is "more tactical" is because the skill ceiling ain't that high. There's no such thing as all brain. You could put rapha's brain inside a person who can't hit 25% lg and it won't do much good. Brain always comes after aim, the question is how soon do you want it to be. Do you want it like ql where it's all tactics and strategy even in the group stages because everyone can hit the same or do you want it like q4 where toxjq would just roflstomp over people as he advances to the finals where you need an equal monster with pizzabox tactics for him to be taken down? I prefer the latter. I think it does "strategy" more justice.
The standard Q3 armor system makes the player out of control work around the map or give up armor. More movement out of control is always more dangerous.Both systems do that and if anything cpm's makes you think and move even more in order to get the 150. Seems like this is tactical and you should love it.
In CPM, if one player gets yellow armor and the other gets red, then until the next red the player with yellow is automatically out of control. I find it stupid that the other player can't match the opponents armor when out of control.What is control if not the control of items? Oh and the player out of control can't match the armor of the one in control in ql neither - RA is worth more than YA so... yeah.
The player with YA just has to make free damage and doesn't have to think about getting all the extra small armor - one less responsibility. I find this meh.Uhm yeah he does as I've already pointed out. He has to think about the order in which he takes them - one more responsibility. Same goes for the player in control. Oh and correct me if I'm wrong but doesn't the out of control player have to do free damage in ql too?
t was stated earlier, that slowing a game down makes it somehow dumber? Or did I misread or misinterpret that? Tbh. I think that the fastweaponswitch of CPM/PK/UT03 make the game EXTREMLY DUMB because you can go into a situation with the wrong weapon and you dont suffer from it. I'm not talking about the movement. A slower movement gives you more time to think, thats also why I dont like the map dm13. But the fastweaponswitch is just fucking stupid. It doesnt make you think more, just spam more and allow you to make wrong decisions.Yes, slowing the game down makes it more dumb(dull/easy) in this particular case - fast-paced first person shooters. Regarding the fastswitch - do you have a reason for why a weapon switch delay should even exist in the first place? It seems like a completely artificial limitation to me. What if we made it 5 seconds or so you can only switch a limited number of times per game? But more importantly, why the fuck would we do that? Why do you want to enforce thought by obstructing skill? And yes, I'll grant you that instaswitch doesn't make you think more but you have to explain to me why a slow one does. And no, constantly moving and shooting more often from more positions is not spamming, it's not thinking less, it's just doing more. And sometimes doing more means thinking more. This is why I think vq3/ql are dumbed down: vq3/ql make you think more, cpm lets you.
I think the QL/VQ3 system is better suited for duel. If you manage to pick up two weak items (YA), it should be equal to picking up one big item (RA). (A good map design is required).Why?
strafe jumping is retarded, and tbh, hard to learn...
Walljumping kills duel
Fuck the average gamer.
And as nobody from outside Quake still stand a chance in this game, how many players does that leave Reborn?That's just straight up bullshit.
but, why didn't it reach such potential? Cause players have many games to choose today