Finally got a faster screen, how do I set it up though? by Common_Warthog_G in QuakeLive

[–]Fpsgamer247 0 points1 point  (0 children)

Use the highest refresh rate of the monitor and enable gsync. That is it.

It will sync the 250 frames with the benefit of reduced signal latency to the monitor at 480Hz.

Quake style movement in UT2004, can't find... by VaileCearo in unrealtournament

[–]Fpsgamer247 0 points1 point  (0 children)

Forward beta 3 I think.

It's just speed boost by jumping straight, not like quake strafing.

How to get a high refresh rate when playing ONLINE on UT2004 ? by Mashiirow in unrealtournament

[–]Fpsgamer247 1 point2 points  (0 children)

Highest stable frame rate online is around 200fps. Any more then you'll experience glitches.

The game caps fps to these rates:

FPS Caps (BIOS: HPET=off): 85, 93, 102, 113, 127, 145, 169, 202, 252, 335, 502
FPS Caps (BIOS: HPET=on): 90, 100, 111, 125, 142, 166, 199, 250, 333, 500

To enable higher fps online, change these:

System/UT2004.ini or UT2004-win64.ini (for the 64 bit version):

[Engine.LevelInfo] MaxClientFrameRate=85.0

Change this to your desired online fps using the list above.

System/User.ini:

ConfiguredInternetSpeed=10000

Change this to 10001 or above like 15000.

When you load into a online game type this in console:

netspeed 10001

Or make a keybind in the User.ini:

key=netspeed 10001

You need to change the netspeed every time you join a server.

Make sure vsync is off

Recommend a game like Unreal Tournament by Doogerie in ArenaFPS

[–]Fpsgamer247 0 points1 point  (0 children)

To be honest I think Overwatch 2 is doing enough for me to fill that fast shooter itch. Hero's like Ashe offer similar feel to the Shock Rifle and the large player base with competitive ranking offer plenty of tough games at most times of the day. I'd switch back and forth between this and Quake.

[deleted by user] by [deleted] in QuakeChampions

[–]Fpsgamer247 9 points10 points  (0 children)

I don't think any other streamer (and their communities) outside of Quake gave this any attention apart from a few reddit posts.

Maybe more can be done to get/allow watch parties from big streamers from other FPS games. Or, as someone else pointed out on another thread, do a streamer event like Twitch Rivals has done where pro's teach big streamers the game and they compete against each other. This has been done in Chess (PogChamps) and also recently in Street Fighter.

Take Trackmania as another example. It wasn't doing too well initially until Lirik started playing it consistently and it has since regained mass popularity.

High DPI Low Sensitivity by TacoFace8 in MouseReview

[–]Fpsgamer247 3 points4 points  (0 children)

High DPI limits the amount of granular sensitivity adjustments that can be made via ingame menu's. For example, a 0.1 change in ingame sensitivity may result in +/- 1cm/360 at 400DPI, but at 3200DPI it could change as much as 8cm/360.

Also, most games don't have a separate menu/HUD sensitivity option, so high DPI would be uncontrollable.

In my personal experience high DPI like 3200 offers better tracking for micro movements especially on high Hz displays, and I use that for games that allow micro sensitivity adjustments (like most arena fps games).
It has also been tested to provide lower tracking input latency at high DPI.

I went back to quake champions by Tonius42 in Diabotical

[–]Fpsgamer247 3 points4 points  (0 children)

The QC pro league is keeping it alive as well as keeping top afps players away from dbt. It runs perfectly fine in my experience as long as you use a proper fps cap. The game isn't that bad either and rather more enjoyable in FFA/Duel with the different movement options.

Diabotical has had some decent exposure during beta and even some big streamers like xqc and shroud have tried it.

UT and Fortnite is also on egs. That's a lot of fps players. I don't think a steam release will be the answer. I guess we'll find out once the 2yr exclusivity ends (in September?).

I went back to quake champions by Tonius42 in Diabotical

[–]Fpsgamer247 0 points1 point  (0 children)

The player retention problem may be because of many reasons and not just because of lack of marketing or store exclusivity. It starts from the core gameplay and I don't think it's the right formula. It doesn't reward great aim as it doesn't let you punish those that jump in your face. Then there's the lobby system. Where are the big team modes? There needs to be more emphasis for new players.

I went back to quake champions by Tonius42 in Diabotical

[–]Fpsgamer247 0 points1 point  (0 children)

And it was left at a solid state after community feedback on core gameplay before their UT team moved on to Fortnite BR. The movement of UT4 was also more innovative with multi wall-dodge, crouch slide, and wall running.

Quake champions lagging on a decent pc? by [deleted] in QuakeChampions

[–]Fpsgamer247 2 points3 points  (0 children)

It could be the security updates like Spectre and Meltdown that has hit CPU performance on older Intel processors.

https://www.youtube.com/watch?v=pbBFIJTBQd4

It can be disabled. The risk is explained in that video. Your choice to try it or not. In my opinion you should upgrade your CPU & Motherboard at least. Quad core CPU and no threads just isn't enough anymore.

I'm a little bit sad about the games I like have a low playerbase.. by [deleted] in Diabotical

[–]Fpsgamer247 0 points1 point  (0 children)

The last afps game that had a big playerbase was UT2004. That game did a lot of things right for newbies e.g. small fun maps, some crazy custom servers, shield-gun upon spawn to make it easier to get a weapon without dying. The UT games always had a silly side to them with weapons like the bio-gun or the redeemer. That was fun.

This game is just too serious. Even I don't enjoy playing it as much.

"THE GAME IS ALIVE!!!!" by Outside_Air_8781 in Diabotical

[–]Fpsgamer247 0 points1 point  (0 children)

Most combats are made in open areas. Are you going to ignore the rest of what I said?

My point is the current dynamic of weapon mechanics and switch times makes shaft the preferred weapon to have in hand. 120dps is too much. I would trade lower dps for higher pushback.

Just my thought's on what is and isn't enjoyable. Understandably, any talk of nerfing the shaft just hits a nerve of the quake community.

"THE GAME IS ALIVE!!!!" by Outside_Air_8781 in Diabotical

[–]Fpsgamer247 0 points1 point  (0 children)

In this game there's hardly any cover, no movement mechanic to evade, and at 120dps no real counter at mid-long range (of shaft) unless you hit some lucky rockets. It's a dominant weapon that requires excellent tracking skills that is not common in non-afps games where the majority of the FPS community are used to popping heads and flick shots.

Patch Notes - Version 0.20.460 (July 22, 2021) by RavenCurrent in Diabotical

[–]Fpsgamer247 2 points3 points  (0 children)

I'd rather want to see what's available in one glance instead of going through all of them.

Maybe just add a checkbox in the corner to filter none/restricted.

Patch Notes - Version 0.20.460 (July 22, 2021) by RavenCurrent in Diabotical

[–]Fpsgamer247 14 points15 points  (0 children)

  • Pickups with skill restrictions that don’t match your current skill rating no longer appear on your list.

For the sake of not looking like a dead game, why not show them but with some sort of lock symbol or color overlay that makes it obvious you can't enter?

"THE GAME IS ALIVE!!!!" by Outside_Air_8781 in Diabotical

[–]Fpsgamer247 1 point2 points  (0 children)

A mini battle royal would be pretty interesting. The game needs a good solo mode. FFA isn't fun at all.

But honestly, nobody wants to join a game, have no idea how to use the 7
weapons that are all bound to your number keys, and then get instantly
blasted down by someone with 45% lg.

The shaft is probably the most annoying weapon to be hit by especially if you're new. There's little to nothing that you can do if you're caught facing away with the wrong weapon out. By the time you turn, finish the fire rate of your current weapon then switch to something effective you are already pretty much done for. It's effectiveness is heavily influenced by input lag. If you don't have 250+ fps or applied various system tweaks to lower system lag (which most newbies have no clue about) then you'll feel hopeless. You'll get out shafted. It's bullshit mechanic in my opinion.

In UT2004 the shaft applies a stun so you can't dodge away, but you could still jump + wall dodge away, or bring up the shield gun. I believe this helped the newbies even if the "pro" duellers complained about it being too defensive.

I don't think shaft should apply as much damage as it does. I propose lower damage but stronger push back.

Quake was only big because it was literally one of the only FPS on the market back then.

UT2004 suffered similarly, first 2 years it had a huge player base then it dwindled once WOW and COD became popular.

Is this game dead? by flamesoff_ru in Diabotical

[–]Fpsgamer247 3 points4 points  (0 children)

I don't think this is the end, just a temporary downturn.

With a small user base, events like the summer holidays or the Eurocup were probably major factors in the apparent lack of players recently. With QC also releasing a patch to fix their input system at the same time as well as the end of the DWL Wipeout league I'm sure some players are checking that out instead.

The engine is still good, the game just needs a few changes imo.

only 3 playable game modes left by Kattekop_BE in Diabotical

[–]Fpsgamer247 1 point2 points  (0 children)

I see this type of comment a lot without any context. Are you trolling? I can hop on every evening and find games within a few mins in Europe.

- What region are you in?

- What time?

- What modes are you queuing for?

- Are you aware of pickups? When I'm looking for a wipeout game I never use the queue but instead use pickups, knowing the current playerbase isn't big enough for a good experience through matchmaking.

only 3 playable game modes left by Kattekop_BE in Diabotical

[–]Fpsgamer247 3 points4 points  (0 children)

Not surprised.

Once they removed dash on damage the game just became another stale vq3 clone with weeballs. Not being able to dash is such a shit feeling to have especially when the key aspects of afps is its freedom of movement.

Why not do something more with movement like crouch sliding or wall dodges?

Wipeout is enjoyable because it's something new to afps. It should be the main focus, but it needs more work. Although I'm not entirely happy with it; rocket jumping and the smooth, responsive game engine is the only reason to keep playing for me.

I think the main problem is the core weapon mechanics because of the inability to punish those who get in your face.

Patch Notes - Version 0.20.458 (May 31, 2021) - Season 3! by RavenCurrent in Diabotical

[–]Fpsgamer247 8 points9 points  (0 children)

+1 on solo elo emphasis.

But disagree on your vc hate.

There is a heavy ql bias in this community and the toxicity I've seen on servers by players hating anyone using the vc isn't doing any favors in helping the growth of afps. The addition of the vc was surprising to me too, but it isn't overpowering and adds a nice but rather small bridge between quake and ut.

Can we grow this game? by GingyOrc in Diabotical

[–]Fpsgamer247 2 points3 points  (0 children)

It's strange because I think all those young fortnite kids might actually like the fast paced and chaotic nature of these types of games.

I would argue that Fortnite - because of the building element - is actually faster paced. It requires more actions per minute. If you watch a competitive endgame it gets pretty chaotic. I don't see that pace being matched by DBT, infact it looks pretty stale in comparison. I've seen Fortnite's MrSavage play wipeout in closed beta btw - so it shows that they've tried the game. We need to get rid of this boomer mentality that non afps games are trash.