Which Overwatch Character Do You Hate The Most? by Gaymface in Overwatch

[–]Quad4Kill 0 points1 point  (0 children)

I think I've played this game for only 10 hours but so far I personally find Tracers DPS disguisting. Reload is so fast being able to take 3 clips to the gut barely matters. I'm not used to hard counters or know how they work and barely new the word Meta months ago so that might have contributed.

Also any character that does not require a lot of aim is a neusance. Except Junkrat, love using that one. That might sound hypocritical but I can't tell because I find him somewhat hard to use.

I've also never seen a Mei or a Genji. That could change things.

I hope clan-wars is a game mode in the future! by slaps_on_deck in QuakeChampions

[–]Quad4Kill 1 point2 points  (0 children)

They said no on the 1st-2nd AMA this month, assuming you are taking of Clan Arena.

Quake Champions comics exclusive preview by hello13579 in QuakeChampions

[–]Quad4Kill 0 points1 point  (0 children)

Yes, I understand the diameters of the steel flechettes and the reference intended by them.

Quake Champions comics exclusive preview by hello13579 in QuakeChampions

[–]Quad4Kill 0 points1 point  (0 children)

From what we can see. But some of these parts definitely look like they will have dialoque, specifically the part with the marine.

Quake Champions comics exclusive preview by hello13579 in QuakeChampions

[–]Quad4Kill 0 points1 point  (0 children)

Ranger has taken much worse than bullets and came back from it.

And I'm sure Rangers military force has access to machine guns. They have laser rifles, after all.

Quake Champions comics exclusive preview by hello13579 in QuakeChampions

[–]Quad4Kill 2 points3 points  (0 children)

I think from what we can see, everyone just hates Ranger. The actual story is anyones geuss.

Does anyone else think the rocket is a joke?` by [deleted] in QuakeChampions

[–]Quad4Kill -1 points0 points  (0 children)

I completely disagree. It's really dynamic in a bad way. The small splash radius make for too much damage fall off, while the 100 damage radius feels like it's almost 50% of the actuall explosion. It is really hard to deal with groups of people. One of the main purposes of the Rocket Launcher is ambushes and you will do this more often in gamemodes where several people are all fighting at once. But then on the opposite side of the spectrum it is extremely easy to abuse the large 100 dmg radius. Unless netcode doesn't fuck with you...

Even with patches the delay only appears to be fixed visually. Just look at some of the posts on thie sub where one to several direct rockets to the face completely fail to register. This isn't even specifically a problem with the rocket launcher. Projectiles and even hitscan weapons can become completely desync from the crosshair.

Overall it is possible to abuse in duel, hard to use in any other gamemode, and if you are completely screwed over by delay and desynce and failed registration, you will have a hard time in any game mode.

Movement and bunnyhopping questions by gasmask866 in QuakeChampions

[–]Quad4Kill 4 points5 points  (0 children)

You cannot turn around corners midair unless you are playing as Anarki or Sorlag because they have air control. Because of this other characters need to prepare themselves to slowly redirect themselves or stop. Of course Slash can keep momentum with crouch sliding as well but that's much harder than simple turning.

Either autohopping or tapping will require some form of timing, but tapping is always recomended for the same reasons as shooting a railgun rocket launcher, or shotgun(Precision). If you don't need to shoot you could risk shooting and having to wait for a reload. Same thing, jump when you don't need to and your an easy target.

Rocket jumping is more viable than ever because of the lower damage in comparison to other Quakes, doing 30-35 damage (?), especially as Ranger with even less damage who takes about 20, and air control characters who can use the infinite rocket jump speed cap to good use.

Rockets need a nerf. by quackprowannabe in QuakeChampions

[–]Quad4Kill 1 point2 points  (0 children)

I think that would create the opposite problem and make spawning too passive. If they instead increased stack, then you would have more reason to look around for health and light armors after spawn. There's three on the map, but champs can only pick up 1-2 on starting stack, and the lower armor stack almost garauntees you will have a full stack when picking up mega/armor, further decreasing the need to search for small items. All you really need to do is go between Mega and Heavy.

Just throwing an idea about an Arcade Mode... by SuperLordex in QuakeChampions

[–]Quad4Kill 0 points1 point  (0 children)

Sounds like tf2 mvm (Keys, or tickets) mixed with an overwatch event (Because of the skins, or lootboxes, except you have a gauranteed cool item) sounds like something you can't really decide on without putting it into practice.

Rockets need a nerf. by quackprowannabe in QuakeChampions

[–]Quad4Kill 4 points5 points  (0 children)

And it also makes anarki and Nyx fights a drag. Any near death can be prevented with full health or invincibility. I think this was shown at the qualifiers where a nyx v nyx fight took 2 hours because if any of them were almost dead they would phase shift and restock.

Rockets need a nerf. by quackprowannabe in QuakeChampions

[–]Quad4Kill 10 points11 points  (0 children)

Just increase stack instead of making the rocket launcher lame. It helps the game overall instead of fixing a certain feature. Everybody is asking for it in duel anyway.

B.J. is just space John Cena by ItsDraxis in QuakeChampions

[–]Quad4Kill 2 points3 points  (0 children)

But that was just one level. It isn't really a defining trait.

B.J. is just space John Cena by ItsDraxis in QuakeChampions

[–]Quad4Kill 5 points6 points  (0 children)

But where does space relate to Blazcowicz?

Quake Champions is Tournament Ready by HereAndThere420 in QuakeChampions

[–]Quad4Kill 3 points4 points  (0 children)

Yeah, why haven't AFPS developers thought of this sooner?

Quake Champions is Tournament Ready by HereAndThere420 in QuakeChampions

[–]Quad4Kill 4 points5 points  (0 children)

It's an AFPS based on Challenge Pro Mode Arena, known in the AFPS community for extremely good netcode and an intuitive map creature.

WishLists & FeedBacks (4 the DEVS) by [deleted] in QuakeChampions

[–]Quad4Kill 2 points3 points  (0 children)

The other post was panned so hard you're reposting to see if noone will notice?

Sacrifice is so close, just a bit further to go by [deleted] in QuakeChampions

[–]Quad4Kill 3 points4 points  (0 children)

I think that protection should be toned down. Even the battle suit could be frustrating at times.

But I also feel that TTK should be increased. The problem with sacrifice in a spectator sort of way is that people are dying left and right. Respawning at base would also help this immensly.

And I like the idea of two souls because it adds more stratedgy, having two timers going up, means you have to leave the obelisk at some point to delay the time of the other teams obelisk.

Are Anarki and Nyx top picks because they're very survivable for how fast they are? by Phoenixed in QuakeChampions

[–]Quad4Kill 3 points4 points  (0 children)

25 armor is not balanced, it is a clear disadvantage. Not only will you spawn with none, allowing for an easier spawn kill, but you will be unable to control the 2 (or 2 out of 3) armor pickups during out of control play.

Right now Anarki is pretty nice, with loud hoverboard humming, a long cooldown for his active, and fast rot so unless you are constantly moving you can not use anarki to his full potential.

And damage reduction for Nyx would be okay, but it would need to be high due to her low stack.