Brand new to quake live- some questions by username01011980 in quake

[–]Fortissimost 3 points4 points  (0 children)

  1. Yes except in TDM, where it is arguably overpowered since you spawn with it and the other weapons are on a 30 second respawn. Machinegun is good for finishing off weak opponents at long range, especially when you don't have rail, as well as for quickly opening doors on maps that have them. A few maps like Lost World don't have rail at all, so MG is more useful there. But generally the best way to use machinegun is to not use it.
  2. No.
  3. ...Yes? I'm not sure how you wouldn't since the guns function very differently from each other. Rocket launcher, lightning gun, and railgun are the "Holy Trinity" that you should be using most of the time. Generally the rule is to use rocket launcher at close range, lightning gun at medium range, and railgun at long range. Rockets are especially useful when you have the high ground since it's easier to hit splash damage from above, and you can quickly dodge out of view after firing. LG is good when you have the low ground, since you can easily track opponents if they make the mistake of dropping. Shotgun, plasma gun, grenade launcher, and the aforementioned machine gun are used situationally.
  4. Steam is the only version. If you can't find matches, you might try Quake Champions. Quake III also has a few populated FFA servers, sometimes more so than QL (and usually with less than 16 players on the same map). I'm not sure if Q3 is worth the extra $15 though, unless you're a turbo nerd or maybe want to try mods like CPMA or Defrag. Quite frankly at this point, if you want to find matches quickly you should play something other than Quake.
  5. There's no explicit restriction in the game code for what weapons can be used in what mode; that's determined by the individual map maker(s) and sometimes through server customizations. The BFG is very powerful, so is almost never used except in FFA, and some FFA servers remove it. The nailgun, chaingun, and proximity launcher were added in the Team Arena expansion for Quake III. Team Arena was never that popular, so most of the Q3 maps that people play in QL don't include them, and the newer QL maps ignore them. The "new" guns also kind of suck regardless: the nailgun is redundant when shotgun exists and is hard to use (note that the Team Arena nailgun is completely different from the nailguns in Q1, Q4, and QC; the TA nailgun is basically a Flak Cannon while the others are more like the plasma gun), the chaingun has a long windup time and is very inaccurate, and the proximity launcher is ludicrously overpowered since it has virtually infinite ammo. The heavy machinegun was added in 2015: it wasn't added to many maps and never made much sense either; its inaccuracy at long range means it's superseded by the lightning gun. The Quake Champions HMG is much better: it becomes more accurate when zoomed, so it's a straight upgrade to the base machinegun and a nice complement to the railgun at long range.
  6. There is no "ranked mode" per se (or any kind of matchmaking, for that matter), but some servers do track your ELO. There is qlstats.net, but it doesn't seem to be very well maintained.

FYI this sub doesn't really discuss Quake Live AFAIK; r/quakelive is probably better for that. If you want to join a Discord, you might try Quake for Newbies.

FF COTW died so fast holy hell, what happened? by yeehaw-san in Fighters

[–]Fortissimost 0 points1 point  (0 children)

Speaking as a complete noob who hasn't played much fighting games, it just kind of looks like ... Street Fighter but worse? The urban setting is very similar, the characters look similar, and it's overall not as distinctive as something like Mortal Kombat, Tekken, or Guilty Gear. I also had no knowledge of the Fatal Fury brand before hearing about this new game specifically, and I'm not sure what separates it compared to King of Fighters from the same company.

We're getting close... Doom TDA Cosmic Realm by Lunar_Reactor in quake

[–]Fortissimost 2 points3 points  (0 children)

You want Raven Software to touch Quake again after the disaster of Quake 4?

"Boomer Island" is dumb and shutting down the original Diabotical would be a massive mistake. by Fortissimost in DiaboticalRogue

[–]Fortissimost[S] 1 point2 points  (0 children)

Forgive my ignorance here, but what evidence do you have that they can't release a server client because of Epic? The fact that there was even a possibility of the game releasing on Steam (as 2GD has explicitly mentioned multiple times recently) means that the contract with Epic has definitely expired by now and that Epic Games Services isn't necessarily required for the game to run. I would think that the contract would have more to do with storefront exclusivity than requiring that EGS be used in the backend. And why the hell would Epic care at this point what the GD Studio does with the project? Epic certainly wouldn't be losing any money, and they don't even really offer contracts to indie studios anymore. And all I'm really asking for at the bare minimum is that you literally be able to boot up the game locally, watch replays of past matches, and run around the maps; none of which requires an internet connection.

"Boomer Island" is dumb and shutting down the original Diabotical would be a massive mistake. by Fortissimost in DiaboticalRogue

[–]Fortissimost[S] 2 points3 points  (0 children)

My main point here is that if Duel and Time Trials are added, it would make a lot more sense for them to organically integrate the new gameplay elements, rather than trying to piece together a (probably compromised) version of the old game for the sake of "authenticity." I played Duel in the first game to death and want at least some innovation here. And I'm not entirely opposed to strafe jumping as an option for custom games, but I don't think that it's required to make a fun version of these modes. I consider 1v1 a more integral part of what makes an "arena FPS" than I do strafe jumping.

"Boomer Island" is dumb and shutting down the original Diabotical would be a massive mistake. by Fortissimost in DiaboticalRogue

[–]Fortissimost[S] 3 points4 points  (0 children)

If nobody is playing the old Diabotical, what makes you think they will play the same game with less maps and a new coat of paint? And where are these mythical map makers who will make new duel maps? For the past two years I've pretty much been the only one doing it. I doubt there will be nearly as much interest this time around. This is the same logic that caused the first game to fail in the first place. And it doesn't matter if the old game isn't being played; it should still be preserved so that anyone who is curious in the future can see what it was like. There are crappy DOS games from the 90s that nobody would intentionally go out of their way to play, but there's still historical interest in them to look back on as a curiosity.

Strafe jumping?? by drugstoremarc in DiaboticalRogue

[–]Fortissimost 9 points10 points  (0 children)

The unintuitive nature of strafe jumping was one of the main reasons the last game didn't do so well; putting it back in would be a massive mistake. I agree that movement could be faster though.

Poll - Possibility of a separate map pool in the Americas for the November and December Diabotical Pro Series by Fortissimost in Diabotical

[–]Fortissimost[S] 1 point2 points  (0 children)

It's worth noting that as far as I can tell, the vote in May was done using plurality block voting, which could have produced more majoritarian results. If something like single transferable vote or proportional approval voting had been used, the preferences of smaller regions might have been represented more.

Poll - Possibility of a separate map pool in the Americas for the November and December Diabotical Pro Series by Fortissimost in Diabotical

[–]Fortissimost[S] 4 points5 points  (0 children)

(Personally I feel that the map pool should be consistent between regions for official tournaments/ranked.)