beta-testers are not allowed to share any videos/screenshots/in depth experiences out of the official beta-test-forum. big props to the testers, for not breaking that "rule".
I watched first 2 minutes and so far it's almost as brutal as defrag.
Update: last half of the video finally contains more action. But I cringed at the few failed 100% easy air rockets. They definitely could have recorded a better 5 mins.
You have some console casual from IGN playing to produce some gameplay footage for their article. It's not a frag movie to showcase impressive kills...
You have to ask yourself, is it really the "reviewer" playing it. It might of as well been a guy who had the best footage from the whole pool, whose gameplay got shown.
Does that matter? It is whichever footage they had available and considered sufficient, and not the product of gameplay which have been farmed and kept for months or even years with the purpose of a frag montage.
I'm just implying that the one who "talks" in the video is not necessarily the one "who frags".
Seen too many videos of popular PC magazine reviewers suck at AFPS, and youtube + esr is somehow full of opinion that "the one talking" is the the "one fragging". That's a very low percentage probability, that 's all I'm saying :)
cringing at something like that is ridiculous. I see people use that word to try to change how much persecution their sentence has. Rarely makes a difference.
Of course you feel like you should anytime you see a shot that lines up seemingly perfect, but the reason most things work that work in battles is because humans cannot react fast and accurate enough to deter whats coming, missing shots is part of being human. Rarely see the air rockets hit more than 50 percent of time in pro games
Not to mention the rocket speed differs, and that it's new netcode. I found myself missing these type of easy shots as well. No muscle memory here folks, that's not a QL video your watching
Those are not fragmovie kind of air rockets. Almost any player with some experience has so much practice rocketing people off jump pads that those kinds of rockets are hit almost automatically.
It might take some time to get used to different rocket speed or whatever they changed, but it shouldn't be very hard to accomodate.
In the end though, unless id have really messed up, a midair rocket in QC should be no harder than in QL after you have adapted to the differences in speed.
Hit boxes aren't smaller, enemies don't go faster, air control is certainly no greater than QW or CPM, rockets look like they travel at about the same speed, RL stats look like they were copied from q3, etc.
So have they added some huge lag between when you shoot and the rocket comes out? Or is this just dodgy netcode?
Yeah I liked it. Not sure I would call it "brutal" but it is entertaining. That frag at 2:47 where she flips him the bird before blowing him away with the shotgun was epic.
lol people here is brain dead (like megaman); quake is already round based, finals are always bo5 or bo7
im really happy about everything ive seen about the new quake, cant wait for the release
You and I obviously have a different definition of "round based".
Those finals are divided into matches, not rounds. A round is a division of the match itself. If you want to dispute semantics, then it is the difference between what causes a segment of the game to end. An ending and a resetting after each frag (or three frags or whatever they've dreamt up) is totally different, whatever you want to call it.
id Soft offices look awful, like inside some modern (=cheap) hotel. No wonder they lack creativity, atmosphere does not look friendly at all. All clean and white and sh1t.
Hopefully not all maps will be like this cause this is crap like UT2/3/4...totally off the scale and it doesnt remind a bit of Q2/Q3 maps scalewise. If all maps will be crap like this one, than I hope id will give tools to community so we can make our own maps...would love to get my hands on some new vastly improved radiant. :)
I thought it would be like q4 crouchsliding.
In q4 you can cs ( gain/keep speed while cs) - exit cs with a jump and go on cs. So basicly you can cs at every floor touch as long as you have speed.
I've been told the speed requirement is more lax in the ql implementation of crouchsliding ( which is literally a 5 lines hack plonked on top of q3 movement in the q4 sdk ) so I don't know about the specifics but that's how it seems to work in qc.
I'd rather slit my own wrists and then dive into a pool of salted raccoon piss than play this diarrhea cuntbucket of an excuse for a game (c) fitzthislewits
Permission or not. That doesn't justify the stupidity of them telling - person A to obey the rules or get banned blah blah and person B go ahead tell everyone about the game play and make a vid.
ID and Bethesda can start a political party.. they will be a good competition for Trump
Man, they probably had some agreement about what they were allowed to talk about and what they were not allowed to talk about. When a big games news network like IGN reviews a game, it is likely just promotion.
I'm all for it so long as it doesn't involve vomit graphics (aka picmip 2-7) or textureless graphics that make it look like a 90s flight simulator (a la Reflex).
It would be nice just to have some kind of visibility improvement for models. Configurable brightskins or outlines would be my choices.
There is no comparison between mouse configuration and something like picmip, which was only ever introduced as a means to save video memory on shit hardware. The reason is that no one is offended by the presence of mouse sensitivity adjustment while picmipped graphics, once they inevitably become the de-facto standard, look like AIDS to a lot of people.
I've used picmip for a long, long time now, and quite frankly, I'm over it. You have to use 6 or higher if you want to remove the skin disease effect on walls, and then you lose depth perception. There are alternative solutions to the problem of visibility.
I prefer to get trashed in games because I was out played, outaimed, or both. Not because I have a hard time spotting a grey enemy in front of a slightly darker grey wall in a poorly lit room, while my opponent doesnt
Yeah, you don't need picmip or to make the game ugly to fix that problem.
Even brightskins would solve this totally. Though I don't think we'll be getting them. :(
Picmip is a really bad solution to this problem that is used because it was the only real option for that purpose in the original game---even though that is not the reason that option was put in the game.
I simply do not believe that high resolution textures, with modern rendering, are harsh on the eyes---unless you find the real world also harsh on your eyes---so this is not a comfort issue either.
What I think is feasible is a limited control over the luminance of the skin textures (that doesn't let you go so bright that it corrupts the special customizations) and no application of map lighting or shadows to models, combined with a well designed outline system (maybe something with a configurable coloured solid line drawn around the model).
The beta testers found the lightning stream was too phallic and were triggered. Bethesda has been taking steps to provide a more inclusive safe space for them, with less microaggressions.
The sound is so obnoxious. There's so much going on plus there's this echo that makes everything sound like a war zone instead of arena deathmatch. Can't imagine anyone making sense of it and using it for tactical advantage.