well i got that spawn less than 5 times with old spawn system, now i got it 5 times in 2 days, it's quite weird if it's just a case
but besides firsts spawns i like it, specially on ztn it's way better than before imho, sometimes you spawn in front of the enemy, but some other times you get into safe zones where you wouldn't spawn before
might be not unlucky, it might be a bug. i played 3 duel games on ztn, and on each game i got starting spawn at grenade ..., played one dm6, and start spawn i got lg, enemy got ya, so i got mega and ra :)
In 99% duels on ztn I made with old spawn system my first spawn was on gl, and even during the rest of the duel I kept spawning at gl 80% of times, no more now tho
dm6 it's not always shards-ya, but it's very frequent it to happen :(
lol are you trolling or are you realy dumb? :D
its not about 1st spawns, its about all 10 mins game, 99% ppl said that QL spawn system sux. hope this gonna be better, didnt tested it lot.
played dm6 3 times and spawned 3 times YA jumppad ending up taking YA armor in the start.... great feeling losing out on LG, Mega and RA =)
Thanks for BETA testing it in public instead of asking 15 topplayers to test it first like they did with the previous "BIG" update where the LG and other stuff got fixed
The differences between good and bad hitscan aimers are bigger now, making it even more of an aim game. When everyone manages to hit the same stats, other things become more important like tactics and control or being original and stuff like that.
Why im not liking it has more to do with me getting punished so badly when going into an lg fight with a huge stack advantage and ending up only barely winning vs other pros since i can't compete lg stats wise :)
Yep, that's pretty much it. I'd also say rockets need a tweak as well.
Speaking of which, anyone know if the 7-7-7 lg was before or after the hitbox change? By that I mean was the 8-7-6 lg actually tested out with the new hitboxes? It's not like it would make a difference anyway, because it's still aim vs aim but is kinda of interesting anyway
Yeah I remembered it was staggered, just not what the numbers were :D
The problem of the aim vs control thing is irritating but the thing that frustrates me most is with the new hitboxes I can hit 40~% lg on some servers and struggle to hit 15% on others... Old ones just seemed more consistent and more rewarding for item dominance then just aim-skill or even connection
Ontopic, haven't really tried the new spawns for dueling so I can't really comment (or judging from what's been posted - complain).
I'd like to see rockets nerfed to 90 at least, maybe less (85?). I don't mind the splash dmg, and I'd like to see the knockback kept the same, but damn the direct rocket damage needs shaving a bit.
I read your point and wanted to notify you of my opinion:
Reducing the Rocket Launcher damage will make the game even more orientated towards the so-called Lightninggun.
Yeah, you're right about that. Maybe I'm just in a nerfing mood. I don't know about nerfing the LG and going through that all over again, but it does need something.
Why don't they scale the RL damage the way they've changed the SG, making it about how much % of the total possible damage (i.e. direct hit: 100) you cause instead of 1 shot, any hit its a hit. I guess the same could go for PG as well since it does splash damage too, but PG is okay imo.
I completely agree with you. and the knock back also needs to be reduced a bit, it doesn't help matters if you are thrown fuckwards into the air after getting hit by a rocket even though you're in control of the map.
Basically the damage hurts and losing the position hurts pretty bad as well.
seemed to me like you had a better shaft than say, cooller on LAN, so what are you crying about? and yeah the old system owned, strenx and stermy on 55% lg on LAN!!, the only thing broke is 7-7-7 which is complete bullshit
so with the new hitbox you say hes shaft got better and yours worse? how does that make sense? lol, and i was comparing yours and his from the latest iem euro, you seemed to do fine and was just unlucky vs stermy.
When everyone manages to hit the same stats, other things become more important like tactics and control or being original and stuff like that.
i don't think it's good to make it easy for everyone. after all, it's first person SHOOTER, good aim should be rewarded. why should a 5-months player be able to have the same aim as someone who plays for years? aim always required skill in quake, unlike other FPS games, it should stay like that.
the 7-7-7 is another thing, i'm still not sure what i think about it :)
Yes, they are, but they along with maybe a few others are on a different level when it comes to brain game, he didn't say it was impossible for people with weaker aims to succeed, just that aim was becoming more important, like strenx can literally run around with lg out 100% of the time and doing pretty minimal thinking and dominating players, and i agree its a stupid path to follow
edit: i'd just like to see the tactical side of the game in more focus than the aim side (yeye, i know its a SHOOTER).
Also im not forcing anyone to think as i do, im just stating my opinion. I thought thats what forums are there for.
Stop exaggerating. Watch k1llsen vs strenx at this rockit cup. k1llsen won in a bo5 vs strenx without using shaft basically.
Game is still being dominated by rocket launcher pwn0rs (Cypher Cooller rapha...) It's not just "brain" that makes them great. If your rocket launcher sucks in QuakeLive you have a tremendous disadvantage like with no other weapon.
like the last zotac final. the t7 match ended up with the score1-0 or smth like this
the more you have weaker weapons and smaller hitboxes, it takes more to kill your opponent, thing which any smart player will delay in the favour of picking up items -efectively if you have 150/150 against 150/150, which is kinda usual in a match where both players are experienced players, in order to kill each other they will have to fight for 10 to 20 seconds, most of the time not enough as the sensible weaker player will go defensive, and at that moment both will have to relocate, else they will miss MH and RA resulting in boring matches with 1-2 frags per match. it's like UT2004 with its strong defensive gameplay all over again
Q3/QL has always had that problem though. I don't think the last update made it anymore frequent. Assuming they did not make any secrete changes to the spawn system, the only thing that is different now is that there is 1 more possible spawn spot you might appear at after being fragged.
Before the update you would spawn randomly within the furthest 40% of spawns from your opponents current position on the map. (which applies to all spawns except the initial ones.) All they have done is increased that percentage to at least 50%.
I think what they need to add now is a system to make sure you don't spawn with-in a certain radius of the other player, that would help with some of the worse respawns and might fix the initial spawns too.
you can still rail (or PG+RG) your opponent at SG and in the PG zone (works for me though)
what's wrong with t4 in your opinion? t4 spawns are fine anyway, because the map it's not that much based on control (armors/mh wise)