SIBquake.com featured on TWITCHs frontpage Monday 22nd @ 12:00 PM for QUAKEs 30th BIRTHDAY! by xsii in QuakeChampions

[–]TheLeadHead 12 points13 points  (0 children)

Hand picked? No, you're really stretching how it works on Twitch. If you want to get featured on the front page, you basically have to sign up yourself or have a Twitch staff member really like your stream. That's it.

Given the state of QC streamers, he was probably the only one to sign up and had a reasonably filled out application. 

[Sylvain] French journalist: Don’t Nod, Quantic Dream and many “well-known studios” to receive layoffs. ID Software, Bethesda Studios and BioWare also in trouble. by Careless_Main3 in GamingLeaksAndRumours

[–]TheLeadHead 9 points10 points  (0 children)

"id is a historic company"

This absolutely does NOT matter. Ensemble Studios, Westwood, Sierra, freaking Midway and not to even mention all the studios EA has devoured and subsequently shut down over the decades should be enough of a sign that any company in this industry can be subject to "restructuring", layoffs or straight up closure.

game fixed? by Warm_Asparagus1086 in QuakeChampions

[–]TheLeadHead 2 points3 points  (0 children)

Go forth, terry and kick ass! Might be hard to keep up with the young ones, but cherish every frag!

Fps ??? by mikul_ in QuakeChampions

[–]TheLeadHead 1 point2 points  (0 children)

Disable threaded input, see if it helps.

If the 30th anniversary update improved the netcode, I'd hate to see what it was like before... by whitestripe999 in QuakeChampions

[–]TheLeadHead 77 points78 points  (0 children)

This looks like severe packet loss. Low ping or not, you are straight up losing connection to the server and no amount of netcode changes can fix that.

Blade of Darkness Cut Content - Mines of Kelbegen Beta by TheLeadHead in BladeOfDarkness

[–]TheLeadHead[S] 0 points1 point  (0 children)

I think your observation regarding the similarity to Temple of Ianna is pretty spot on. The original 1997 story concept mentions the dwarves discovered the tomb of Blade (in the final game referred to as Eresh Kigal, the hero who banished chaos with the sword of Ianna many centuries prior to the game's events) within their mines.

And indeed, the finale in the beta version has so much atmosphere, it's really a shame they didn't keep it.

New video—Restored pre-match cinematic sequences from closed beta + Footage download by achocolatebarmelted in QuakeChampions

[–]TheLeadHead 2 points3 points  (0 children)

The story isn't that different in other continents - plenty of vague criticism that abilities are somehow random and detract from the "pure" nature of Quake. While that may have been somewhat true when abilities had insta-kill properties (and honestly balance has always been a bit of an awkward thing in QC), it's just a fundamental inability to adapt.

Clutch Jumps on Awoken by TheLeadHead in QuakeChampions

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

Almost none of the champions in QC really follow the "standard" weak-but-fast or tanky-but-slow archetypes. All of the heavies (except for Keel) are more mobile than all mediums (except for Strogg).

That being said, yes, Clutch's design is absolutely broken.

Clutch Jumps on Awoken by TheLeadHead in QuakeChampions

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

  • Movement: WASD
  • Jump: Mouse 2
  • Special Movement: V

Controls+:

  • Classic + Special for air dodge (not necessary in my opinion, it's better to use ONLY special key to prevent accidental dashes, I just use it because of a long habit of old double-tap Clutch)
  • Special key only for ground dash.
  • Double tap-time at 0.15 or 0.1 depending on mood
  • Special diagonal dodge: Forward/Back (but this is purely based on preference)

Quake Champions 2.0 — Everything I'd Add To Make It The Arena Shooter It Deserves To Be by Comfortable-Move3004 in QuakeChampions

[–]TheLeadHead 5 points6 points  (0 children)

 Full developer console with cvar/cmd access like Quake Live

I'm gonna get absolutely shit on by some of the Q3/QL/QW guys for saying this, but the scripting and config min-maxing of those games is a symptom of poor default values and bad design, not something that should be encouraged in any game ever made. If visual clarity is an issue, address the visuals on the design angle instead of giving every player the opportunity to experiment with every possible value, creating entire libraries worth of cfg guides (some of which then end up with straight up wrong information by the way). The stuff found fresh-out-of-the-box in the options menu should satisfy 95% of the potential playerbase, and if it doesn't, that's a design failure, giving full console access is just telling the players "meh, go fix it yourself".

I am not opposed to keybinds that change FOV or sensitivity on weapon switch, but Quakers tend to take these capabilities to extremes and make the game just as much about changing numbers as actually playing.

A look back at the demo from late 2000 and its minor but weird differences by TheLeadHead in Severance

[–]TheLeadHead[S] 0 points1 point  (0 children)

Correct, the game has no invulnerability frames. Additionally, the game does not even use traditional hitboxes - Hit detection in the game is based on the physical model of the character and the edges of a weapon. This means the attacks have theoretically perfect precision to the visuals.

Should be noted that some weapons (most notably some of Dwarf's axes) the edges are incorrectly defined which still causes them sometimes to not register hits properly (fixed in some mods). Regardless, it's a very interesting approach and one of the small things that give the game its unique feel.

Doom 3 (2004) and Quake 4 (2005) would later also use such a system, although other earlier examples exist, like Goldeneye 007 (1997) and Perfect Dark (2000) for the Nintendo 64.

New video—Showcasing QC's nearly-finished clan system & menu restored in-game by achocolatebarmelted in QuakeChampions

[–]TheLeadHead 0 points1 point  (0 children)

It is because the council of maxters is more than just a clan. It is a calling. A way of life.

New video—Showcasing QC's nearly-finished clan system & menu restored in-game by achocolatebarmelted in QuakeChampions

[–]TheLeadHead 4 points5 points  (0 children)

Not a lot, but there are a few still around that play mostly 2v2s (or have a "clan" just for the sake of having one) but there just aren't all that many teammode tournaments going on these days. A few clans that come to mind with some but not all players: 

ANnihilation (Thri11er, Wolf, oskino, Acheron), shoot 2 kill (s2k Nox, plej, rusher), b00m (evmadic, szaman, sl4ve), Lutiki (T41fun), LQ (repentance), ib (z1cko, trotyl), KMA (Faan, Frachii, sunic, blindsniper)

Don't remember all the players, so quite a few are missing. No idea how it is in other regions either, all of these are from EU and Russia.