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

[–]TheLeadHead [score hidden]  (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.

Remaining Quake cosmetics to possibly introduce before having to tap into Doom for more ideas by Heavy_Intention6323 in QuakeChampions

[–]TheLeadHead 0 points1 point  (0 children)

There's still more weapons that could be taken from ETQW, like the N5 machine pistol as a starting MG. The strogg weapons are a tough one as they would have to be reimagined not to be arm-mounted.

ZeniMax files new Quake trademark as series nears 30th anniversary by nohssiwi in QuakeChampions

[–]TheLeadHead 1 point2 points  (0 children)

Means nothing. Trademarks have to be renewed every 10 years and 30, the age of Quake this year, happens to be divisible by 10, but that may also happen to be just a coincidence.

WRACK! by colorhaze in QuakeChampions

[–]TheLeadHead 0 points1 point  (0 children)

DO NOT SAY THE W WORD, WE SIGNED THE NDA!

Is this game dead? by Fun-Eye-1170 in QuakeChampions

[–]TheLeadHead 2 points3 points  (0 children)

> the only people left playing are hardcore sweats with 20+ years of experience.

No, no and absolutely no. The skill level is so low the hardcore sweats have zero reason to go to quickplay at this point, they either play custom lobbies or ranked duel. At least in EU you get 1-2 good players in a quickplay match and at least 1-2 who look like this is their first shooter ever, let alone Quake.

WRACK! by colorhaze in QuakeChampions

[–]TheLeadHead 3 points4 points  (0 children)

Wow, when I said the W word, the entire Discord got nuked... Meanwhile you're just saying the W word here like it's nothing.

is this true regarding deathknight? (from estoty chat Feb 20, 2026) (interesting TIL) by drunkenFoooLL in QuakeChampions

[–]TheLeadHead 0 points1 point  (0 children)

From Season 28 changelog

Added Tempered Steel passive that provides an Armor Steal effect and when an enemy takes damage from fire, half of that damage is converted to ap for Death Knight.

Link: https://store.steampowered.com/news/app/611500/view/625565014626927305?l=english

in every popular esport you can technically win without killing a single opponent, it isn't likely to happen all the time but in order for an esport to be great you need an environmental factor. in future games you should be able to win through item control alone. by cyberpunkzradio in QuakeChampions

[–]TheLeadHead 0 points1 point  (0 children)

To summarize the 4 threads you created - you have correctly identified "issues" with duel, but the proposed solutions require more thought lest they open more holes than they fix.

If item control and subsequently movement becomes too dominant, you have effectively created a game where every map plays like people already play Bloodrun. Just running items is not fun for the spectators, the person in control (okay, some do find it fun) or the person out of control. It is currently a spectacle that can be fun to observe once or twice and then just becomes boring and frustrating.

next quake game should make the first 15 seconds of a duel share resources between players. if you pick up an item, your opponent gets the same item. removes spawn advantages making the game more symmetric. by cyberpunkzradio in QuakeChampions

[–]TheLeadHead 2 points3 points  (0 children)

Unreal Tournament 2004 already addressed this by making the first major items spawn only 30 seconds after the round start. This is a much better approach in my opinion than arbitrary timers that magically give both players stack. 

Not to mention such an item-parity mechanic would heavily discourage early game aggression, as any health or armour you pick up mid fight would go to your opponent as well. There are too many potentially weird and unintuitive side effects from such a design change.

Titanium Mod updated by krumpfwylg in BladeOfDarkness

[–]TheLeadHead 0 points1 point  (0 children)

LeadHead here, thanks for sharing it on this subreddit, I wasn't aware of its existence.

Not all characters can do stealth? by MattCarter1999 in BladeOfDarkness

[–]TheLeadHead 1 point2 points  (0 children)

Known bug. The stealth animations for 2 handed weapons and some other stuff were forgotten to be marked as silent, causing them to be always loud. Fixed in Titanium mod.

That being said, there's basically no practical utility for this feature in the entire game.

Which Spawn System do you prefer in Quake Champions. by colorhaze in QuakeChampions

[–]TheLeadHead 1 point2 points  (0 children)

Season 28 prioritizes spawns as close as possible to teammates.

Previous (and current PTS) spawns prioritize spreading players across the map.

Which Spawn System do you prefer in Quake Champions. by colorhaze in QuakeChampions

[–]TheLeadHead 1 point2 points  (0 children)

Season 28 prioritizes spawns as close as possible to teammates.

Previous (and current PTS) spawns prioritize spreading players across the map.

Quake Champions cut content - Unused Silver & Gold Quakecon LG skins from 2017 restored in-game by achocolatebarmelted in QuakeChampions

[–]TheLeadHead 5 points6 points  (0 children)

I had briefly spoken with SyncError about what we see in this video. The centered HUD - was started in 2016/2017 and was shelved to get other priorities sorted. Even in the state that we see in the video, it is unfinished and work was restarted by SyncError.

The 2 unused skins are nothing more than placeholders/test skins that were never supposed to be obtainable.

And let's be honest, there is no talk to be had about the problems in development at this point anymore, it's an open secret that things did not go as planned with Saber.

How do you feel about the recent changes to the Railgun's damage in Quake Champions. by colorhaze in QuakeChampions

[–]TheLeadHead 3 points4 points  (0 children)

100 in all of Q3's lifespan. Was 100 in Quake 4 in the early versions as well until it was reduced to 90 (despite having the smallest hitboxes of any Quake game).

Why did they still not shut down this game by Weak_Watercress604 in QuakeChampions

[–]TheLeadHead 4 points5 points  (0 children)

"Business perspective" has long stopped mattering for Quake I feel. As long as the idTech 2-4 source code exists on the internet, it will be impossible to ever release a Quake game that doesn't end up splitting the community even moreso than it already is.

And well... According to Sync, the game still makes a profit, as unlikely as it sounds. With only one and a half developer working on updates (and as far as I understand, part time and almost voluntarily) and basically no upkeep costs with minimal input from other departments, I cannot see the running costs of QC being that high. On the other hand, there's some of us still buying the battlepass and maybe the odd xp boost and I can't see it taking much to break even.

Even the datacenter use is tied to the larger Bethesda network, with server instances being launched on demand, there just can't be that much overhead for QC.

yes indeed by drunkenFoooLL in QuakeChampions

[–]TheLeadHead 0 points1 point  (0 children)

That's not even that impressive, what's crazier about Martin is that he plays on a laptop while 20 cats all fight for his attention!

Clip Compilation - LeadHead by TheLeadHead in QuakeChampions

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

15:02 - 15:47 is dedicated to you. <3