• Quake Champions Gameplay Trailer
    85 replies, posted
It looks just fine on the gameplay perspective, but there is something lacking on the design.
they remade fucking [I]campgrounds[/I], so i'm already hyped
They brought back bunnyhopping! Yes!
Honestly, even beyond abilities and speed, the whole thing feels flaccid. The segment at the end before the logo is especially a telling spot; the weapons have no oomph, the speed is a leisurely jog and for this moment that feels like it's meant to be indicative of how PURE FPS it is, it feels like just a random gameplay clip they decided to throw in the trailer with no actual real bang to it. I think another thing that doesn't help is that there either isn't any ragdolls or they're not letting the death animations play out fully, because pretty much everything that doesn't gib folks apparently knocks them backwards off their feet in the same death animations every time (except for the boarder guy). Even when killed from behind. Maybe they just need a lot of work to tune shit up, and I swear it's the same marketing team as DOOM. Remember how bad DOOM's trailers were and how they emphasized slow strafing and lots of glory kills while weapon sounds were usually pretty bad compared to how it all sounds in the final product?
[QUOTE=AntonioR;50829680]Feels slow. The only time it was fast was the 2 second clip after "pure speed".[/QUOTE] Because the player was bhopping which everyone can and will do constantly. Just gonna reiterate what I said before a bunch of times: We don't know if there's going to be a classic no-abilities mode. Until then cut the purist whining. Also Beardy how the hell does that look drab and colourless it's got as much if not more colour vibrance than Quake 3 ever did.
[QUOTE=spekter;50829954]Because the player was bhopping which everyone can and will do constantly. Just gonna reiterate what I said before a bunch of times: We don't know if there's going to be a classic no-abilities mode. Until then cut the purist whining. Also Beardy how the hell does that look drab and colourless it's got as much if not more colour vibrance than Quake 3 ever did.[/QUOTE] [media]https://twitter.com/QuakeChampions/status/761318688691720193[/media] quake 3 had dark and light colors mixed in. this is dark and dark colors, minus the robot that looks exactly like the character model from reflex. also they never announced or said anything about [b]everybody[/b] being able to strafejump, just that it's in the game.
[QUOTE=spekter;50829954]Also Beardy how the hell does that look drab and colourless it's got as much if not more colour vibrance than Quake 3 ever did.[/QUOTE] [t]http://media.moddb.com/images/downloads/1/15/14799/quake3_3.jpg[/t] [t]https://upload.wikimedia.org/wikipedia/en/8/89/Quake_III_Arena_q3dm0.png[/t] If anything, Champions has more color variation in technicality, but they subdued the contrast significantly on things that aren't blood or weapons/projectiles. The original Q3A just [i]pops[/i] despite its more subdued color count. And I still say that beyond the eldritch shit, Champions looks way too much like an Unreal Tournament 3 or 4 mod.
[QUOTE=BeardyDuck;50829969][media]https://twitter.com/QuakeChampions/status/761318688691720193[/media] quake 3 had dark and light colors mixed in. this is dark and dark colors, minus the robot that looks exactly like the character model from reflex. also they never announced or said anything about [b]everybody[/b] being able to strafejump, just that it's in the game.[/QUOTE] They haven't said strafe jumping is character specific either so we wait for full confirmation. [editline]4th August 2016[/editline] [QUOTE=RikohZX;50829996][t]http://media.moddb.com/images/downloads/1/15/14799/quake3_3.jpg[/t] [t]https://upload.wikimedia.org/wikipedia/en/8/89/Quake_III_Arena_q3dm0.png[/t] If anything, Champions has more color variation in technicality, but they subdued the contrast significantly on things that aren't blood or weapons/projectiles. The original Q3A just [i]pops[/i] despite its more subdued color count. And I still say that beyond the eldritch shit, Champions looks way too much like an Unreal Tournament 3 or 4 mod.[/QUOTE] It is much much harder to nail a constantly good level of contrast when you've got highly detailed characters, environments and lighting models to work with. Even then, unless players have genuine troubles differentiating characters/weapons/pickups from the environment then it's nothing to get bent out of shape over. [editline]4th August 2016[/editline] Regarding hitboxes [t]http://www.quakewiki.net/archives/quake_the_wall/images/wallpaper_quake305.jpg[/t]
[QUOTE=No Party Hats;50829734]because the idea of change is scary and rather than consider that the developers are probably pretty closely watched seeing as it's the fucking QUAKE IP( aka the game that made competitive gaming pretty much) they'd rather assume the literal worst because why not. basically it boils down to the fact that people forgot that games are fun, it's not worth being pissy about especially when its so early on[/QUOTE] you're missing the entire point of equal footing. with regards to 1v1 duels, both players start off naked with only melee and machine gun. a good player will gain map control, but an even better player will get it back. that's what equal footing is. it's all about pure skill.
are you sure somebody didnt just mislabel an unreal tournament trailer
I'm gonna need to see some more bunny hopping action here. Outside of a few easy rail shots and amateur rocket jumps I'm not impressed just yet.
I don't know why people are going so mad (in both ways) over this. Did someone expect something else based on what they've said and the fact it's a Quake game? This trailer doesn't really tell anything new for me at least so I'll be waiting for a beta or something so I could tell how it actually works, feels and plays. [editline]5th August 2016[/editline] AFPS games are pretty set on the gameplay formulas so the cool stuff has to be done around the game (proper matchmaking, automated tournament systems, tutorials, general accessibilty, etc.) instead of trying to "innovate" by shoving in some abilities.
[QUOTE=Rusty100;50830297]are you sure somebody didnt just mislabel an unreal tournament trailer[/QUOTE] even if they did take some inspiration from UT, that isn't a bad thing at all
I feel like everyone talking about the game never even played Quake. Quake isn't about equal footing, lmao. Where's the equal footing in spawning closer to the red armor and mega, then having twice as much health and armor as your opponent until he can regain map control? Quake has always been about map control and strategy. I think nerfing aircontrol and airspeed is a good thing. In CPMA, you have too much air control. There's no advantage to staying on the ground. In vanilla Q3, staying on the ground makes you harder to rail and lg, because your aircontrol isn't better than your ground control. But going in the air makes you able to reach higher speeds. But jumping makes loud sounds and makes your movement predictable, so you can't use it all the time. In CPMA, you just jump constantly and it's broken. And Overwatch/every fighting game I play has proven to me that character variety is fun. I like maining a character, it gives me a chance to play the game how I want to instead of everyone following the same meta.
[QUOTE=Downsider;50830859]I feel like everyone talking about the game never even played Quake. Quake isn't about equal footing, lmao. Where's the equal footing in spawning closer to the red armor and mega, then having twice as much health and armor as your opponent until he can regain map control? Quake has always been about map control and strategy. I think nerfing aircontrol and airspeed is a good thing. In CPMA, you have too much air control. There's no advantage to staying on the ground. In vanilla Q3, staying on the ground makes you harder to rail and lg, because your aircontrol isn't better than your ground control. But going in the air makes you able to reach higher speeds. But jumping makes loud sounds and makes your movement predictable, so you can't use it all the time. In CPMA, you just jump constantly and it's broken.[/QUOTE] [QUOTE=BeardyDuck;50829627]i want to hear what your experience with afps is for you to deny that afps is about equal footing.[/QUOTE]
I've played competitive games since I was a kid, never been a master of Quake, but I've been playing it for a long time and I can probably destroy you. I've beaten top 10 players in SSBM, have won SSBM, UMvC3 and SFIV tournaments in my region, and placed 9th in the biggest SSBM tournament on the US East Coast of this year. I'm not best-in-the-world class, but I definitely understand the games. Also, the most popular Quake non-TC mod of all time, RuneQuake, was literally Quake Champions. RuneQuake had over 50 powerups and you could choose them, not unlike classes.
[QUOTE=Downsider;50830859]Where's the equal footing in spawning closer to the red armor and mega, then having twice as much health and armor as your opponent until he can regain map control? Quake has always been about map control and strategy.[/QUOTE] Because you don't have the weapons that the surviving player probably already has. If you just have a machinegun to your name when you grab that armor, it gives you the chance to go grab better weapons and not get slaughtered, but trying to take your killer head-on is probably just going to get you killed again while you wear him down unless he was unhealthy enough to get fragged. Evading someone to get more armor and health, or weapons and ammo, is always also a valid option, it's not like everything is always a confrontation.
[quote]never been a master of Quake, but I've been playing it for a long time and I can probably destroy you.[/quote] then you should understand how fucking ridiculously wrong you are. maps are intentionally designed with "should i go for red or should i go for rail" types of decisions. no map has red AND mega within each other's sightline, and if you think "i got red which means i can go get mega without any repercussions" then you're probably playing against a bad player, because i guarantee you anybody with any sense of competitive experience would deny you the other item with their rail or rl at the start of a round. [quote]I've beaten top 10 players in SSBM, have won SSBM, UMvC3 and SFIV tournaments in my region, and placed 9th in the biggest SSBM tournament on the US East Coast of this year. I'm not best-in-the-world class, but I definitely understand the games.[/quote] i also don't care about what other games you've played? i didn't realize that if you played soccer you'd instantly be amazing at football.
[QUOTE=RikohZX;50830931]Because you don't have the weapons that the surviving player probably already has. If you just have a machinegun to your name when you grab that armor, it gives you the chance to go grab better weapons and not get slaughtered, but trying to take your killer head-on is probably just going to get you killed again while you wear him down unless he was unhealthy enough to get fragged. Evading someone to get more armor and health, or weapons and ammo, is always also a valid option, it's not like everything is always a confrontation.[/QUOTE] Umm, do you really think having a weapon is more valuable than having a stack of health and armor when you can move as fast as you can in Q3? A weapon takes 5 seconds to spawn, the mega takes 35 and armor takes 25. I'd rather have a stack of armor and health, then go run and grab one of the other weapon spawns. EVEN if I get chased down and lose half my stack (unlikely), I still know when the mega and armor are respawning and can time grabbing them in my head, YOU don't. I also now have a weapon and just as much health and armor as you, and because of that you probably just lost map control.
and because you're so inclined to share your non-experiences with quake, i'll just list some of the tournaments i've attended when i was active in q3 and ql along with some other games [quote]Quake 3/Live: - Battletop Arizona 2K Qualifier - i2e2 San Diego - i2e2 Los Angeles - Quakecon 2002 - Quakecon 2012 - Quakecon 2013 Day of Defeat 1.3/Source: - CPL Winter 2004 - CPL Summer 2005 - CAL-i (Legion`Fragnitude) Team Fortress 2: - Alienware Cup #12 Tribes: Ascend: - TeamWarfare Ladder - ESL Winter Cup 2013 Dirty Bomb: - DBN Open Cup #1 - DBN Open Cup #2[/quote]
[QUOTE=Downsider;50830952]Umm, do you really think having a weapon is more valuable than having a stack of health and armor when you can move as fast as you can in Q3? A weapon takes 5 seconds to spawn, the mega takes 35 and armor takes 25.[/QUOTE] I never got much into Quake 3 because I had no one to play it with and dial-up internet growing up, so excuse me if I sound out of my element here. But just because you've got armor and health doesn't mean shit if you're outgunned. Especially if the opponent is skilled enough to evade damage and wear down what you've got. Just because you spawned next to the megahealth doesn't mean much if your opponent just has to put a few more shots in you and you can't equal up to make it count. Thus the skill part.
[QUOTE=Downsider;50830952]EVEN if I get chased down and lose half my stack (unlikely), I still know when the mega and armor are respawning and can time grabbing them in my head, YOU don't. I also now have a weapon and just as much health and armor as you, and because of that you probably just lost map control.[/QUOTE] any player worth their salt KNOWS when items are taken and can estimate when they'll respawn next. "oh, i went for rail which means he's going for mega. since it's 1:30 right now, i expect it to respawn within 2:00-2:10"
my main issue is the dev team is the people who made these classics: [IMG]http://puu.sh/qqeaV/03fe0d0bc5.png[/IMG] [video=youtube_share;dOiE0LCu6J0]http://youtu.be/dOiE0LCu6J0[/video]
[QUOTE=BeardyDuck;50830944]then you should understand how fucking ridiculously wrong you are. maps are intentionally designed with "should i go for red or should i go for rail" types of decisions. no map has red AND mega within each other's sightline, and if you think "i got red which means i can go get mega without any repercussions" then you're probably playing against a bad player, because i guarantee you anybody with any sense of competitive experience would deny you the other item with their rail or rl at the start of a round.[/quote] How are you going to deny the other player the red if he spawned next to it and is now on his way to another weapon..? [quote]i also don't care about what other games you've played? i didn't realize that if you played soccer you'd instantly be amazing at football.[/QUOTE] Dueling in Quake is literally a fighting game played with guns. If you don't see the only real difference between them are the mechanical differences of input type and whatnot, then you don't understand what you're talking about. Footsies, controlling space, mindgames, it's all the same in any game. There's a reason why top players in Smash like Mango and Leffen are killing it in CS: GO, Overwatch, SFIV, UMvC3, DoTA. It's the same skillset applied in a different way. Also, not sure if you knew this, but there are athletes that have switched sports even after reaching the professional level, because of money or injury. Same with E-Sports. The skillset is the same. Just duel me in QL, I can show you I understand what I'm talking about.
cpma movement is a matter of taste. i personally don't think it's "broken" in any way, it helps me move to where i want faster and effeciently, which matters in a gunfight because you want to be as hard to hit as possible. there's a reason games like reflex and warsow borrow heavily from cpma, it's because a lot of people live by it, it's just straight up faster (especially warsow, jesus christ)
[QUOTE=BeardyDuck;50830982]any player worth their salt KNOWS when items are taken and can estimate when they'll respawn next. "oh, i went for rail which means he's going for mega. since it's 1:30 right now, i expect it to respawn within 2:00-2:10"[/QUOTE] Yeah, dude. Then you'll fight on the spawn and .5 seconds before it spawns he'll jump in and snag it, and you'll be forced to guess when it's going to spawn over a 10 second interval. Who do you think is going to win that fight?
[QUOTE=Downsider;50830987]How are you going to deny the other player the red if he spawned next to it and is now on his way to another weapon..?[/QUOTE] do you even read your own posts? [quote]Where's the equal footing in spawning closer to the red armor and mega[/quote] to which i responded with [quote]maps are intentionally designed with "should i go for red or should i go for rail" types of decisions. no map has red AND mega within each other's sightline, and if you think "i got red which means i can go get mega without any repercussions" then you're probably playing against a bad player, because i guarantee you anybody with any sense of competitive experience would deny you [b]the other item[/b] with their rail or rl at the start of a round.[/quote] [editline]5th August 2016[/editline] [QUOTE=Downsider;50830987]There's a reason why top players in Smash like Mango and Leffen are killing it in CS: GO, Overwatch, SFIV, UMvC3, DoTA.[/QUOTE] no? lol
[QUOTE=Downsider;50830859] And Overwatch/every fighting game I play has proven to me that character variety is fun. I like maining a character, it gives me a chance to play the game how I want to instead of everyone following the same meta.[/QUOTE] You're forgetting that because games like Overwatch have that rock, paper, and scissors kind of gameplay that it seriously limits meta and players as a whole. No matter how good of a Reaper you are, you're not going to beat a Pharah with equal or better skill than you. Simply because the game was designed around who counters who. However, Overwatch is a bad example in general when trying to compare it to Arena shooters as they are heavily involved with teamplay. As are fighting games because their are many different variables that do not exist within FPSs. My main complaint is for a game that is based on movement I find it pretty bullshit that characters who get specialized abilities to transverse the maps faster is downright dumb. If this game is as true to Quake as it sets itself out to be, then movement is what will determine the victor. You can get shot with as many rails as you want but so long as you get Mega and Red at proper times and occasionally peak or hunt, you'll win. The only way they could balance these out is by adding in ridiculous character stats that give them an edge in certain areas. Which already sounds like a sin to be added in a Quake game.
i'm not arguing that duel maps are perfectly balanced, but if your spawns seriously affects the outcome of a match that much, that is entirely the map designer's fault other than that, when people talk "equal footing", i'm assuming they refer to how everyone starts off with the same health and same weapons. from what i hear champions isn't doing that.
[QUOTE=Octopod;50831118]i'm not arguing that duel maps are perfectly balanced, but if your spawns seriously affects the outcome of a match that much, that is entirely the map designer's fault other than that, when people talk "equal footing", i'm assuming they refer to how everyone starts off with the same health and same weapons. from what i hear champions isn't doing that.[/QUOTE] As far as we know so far, there's no loadouts in Champions so all power-ups and items are presumably arena-focused. However, the big difference is the characters. We have no idea beyond some abilities if there's stupid shit like "the large heavy guys take more damage but move more slowly," or "only the small and nimble characters can properly bunnyhop" and stuff like that. People would like to safely assume no, but Id's been kind of weird about info on this.
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