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Strenx girlfriend so sexy she make him forget bout Gravity's (No comments)
Posted by SaturdayEveningPost @ 11:46 CDT, 19 April 2018 - iMsg
Hiya. I am a big fan of strenx, partly because of his skill, partly because of how honest he will be at times and try to give viewers real true advice about life, partly because of his musical/piano skills.

ANYWAY... He was introducing his girlfriend on stream and doing questions and answers when her Succubus mastery temporarily took his senses away.

P.S he saved his fucking Fag/Cigarette as he went down, came up smoking it. True G

If that link doesn't work here is the normal
Edited by SaturdayEveningPost at 11:48 CDT, 19 April 2018 - 54 Hits
125 FPS QC DUEL SUNDAY CUP#26, Champs ban. (No comments)
Posted by Nico_QD @ 10:38 CDT, 19 April 2018 - iMsg
Scheduled: 10:00 CDT, 22 April 2018 to 16:00 CDT, 22 April 2018
Begins In:

The 125 FPS Quake Champions Duel Sunday Cup#26 will take place on Sunday April 22, 2018. You can register via challonge Challonge, with the sign-ups starting one to two hours prior to the cup start time.

For this week, we will continue to use new format a "champion ban".

Donate: 125FPS Paypal, 125FPS Money (bitcoin, yandex-money, webmoney)
Streams: Russia 125 FPS, Russia 102, United Kingdom zLive, Quake Quake streams
Links: 125FPS Balance 2018, 125FPS Discord
Edited by Nico_QD at 10:38 CDT, 19 April 2018 - 65 Hits
older single-player games suggestions (26 comments)
Posted by McFly @ 22:20 CDT, 18 April 2018 - iMsg
I'm confined to a 2009 laptop [which was on a budget then already] currently.

It doesn't have a designated GPU. But instead the "Intel graphics" rubbish.
So, in other words, a pretty shitty laptop.

I'm looking for suggestions for older games to play on it.

So far, I've played the Enhanced Editions of Baldur's Gate I & II, as well as Icewind Dale, which were absolutely wonderful.

I like games like The Settlers, Civilization, Colonization, Baldur's Gate [obviously], Anno, Master of Orion, Reunion [my all-time fave game] etc etc.

Any suggestions for games made in the period from, say, 2005 to 2012? I don't think newer games will run on this.

I'm only looking for single-player games, as I just want to chill out and not get dangerous blood pressure spikes by playing QL or anything online on this laptop.

Edited by McFly at 22:58 CDT, 18 April 2018 - 320 Hits
HoQ TDM Spring Season Round #4 (4 comments)
Posted by doz3r @ 17:31 CDT, 18 April 2018 - iMsg
The 4th round looks like this:

Monday 23/04/18 13:00 CDT
Div1 Russia Quake Brothers vs Europe Pandæmonium
Div1 Russia B52 vs Poland Platige Team

Tuesday 24/04/18 13:00 CDT
Div2 Europe I Love My Squad vs France Club Sandwich

Wednesday 25/04/18 13:00 CDT
Div3 Russia ESP vs Europe lasthope
Div3 Russia Catz&Slipper vs Europe Respect The Paco

Thursday 26/04/18 13:00 CDT
Div2 Russia Cyberfight vs Germany EliteFour

Streams: twitch 102 twitch d1z twitch k1lljoy twitch nvc twitch polosatiy twitch Xron
Links: Rules, Signups, HoQ Discord, mIRC HoQLeagues, Twitter HouseofQuake
Edited by doz3r at 17:42 CDT, 18 April 2018 - 220 Hits
Reflex Arena Mapping Competition (No comments)
Posted by CrazyAl @ 17:00 CDT, 18 April 2018 - iMsg
In an attempt to update and bring more options to the main Duel competitive map pool, SushiFlex admin United States of America dog has announced mapping competition for Reflex Arena. Currently the mapping competition has raised over 700 USD in donations as well as reinvigorating the small but dedicated mapping community within Reflex (with many newcomers as well).

Reflex mappers may signup for the competition on Matcherino.

Submission Deadline: 1st June
Judging Deadline: 12th June
Judges: Denmark Bjarke, Germany def, Germany Greed, Denmark promEUs, Netherlands Terifire

Links: Official Announcement, SushiFlex Discord
Edited by CrazyAl at 17:04 CDT, 18 April 2018 - 182 Hits
Americas Promode Conference Concludes! (6 comments)
Posted by Krvcsl @ 14:48 CDT, 18 April 2018 - iMsg
The Americas Promode Conference has finally concluded! Congratulations to all players! For a complete look at the final head on over to the VOD found here for part 1 (click here for the first 2 hours of CPM casting) and here for part 2 (click here for 6 more hours of CPM) casted by the incredible and magnanimous United States of America Jehar and the team, also featuring the great CPMA community member United States of America pan1c as co-host.

*There was an optional survey that players took who participated in this event. The results of this survey are reflected in the Players Survey Results and the analysis is quite interesting to those who may wish to run an event in the future.
*In addition I've included a short section about our Division 1 winner United States of America vdmk (as well as a short section about our Division 2 winner Argentina ATP).

Congrats United States of America vdmk for rising above the thirty-one other players who competed in this 5 week long tournament that began on Sunday, March 11 2018 and ended on Sunday, April 15 2018.

Questions People Have Been Asking

Previous posts:
2018 Apr 02 Americas Promode Conference Playoffs
2018 Mar 11 Americas Promode Conference

Links: cpma Americas Promode Conference Discord Server, Tournament Page, 1337 Match Results, challonge Division I Brackets Page, challonge Division II Brackets Page, cpma playmorepromode
Edited by Krvcsl at 18:50 CDT, 18 April 2018 - 609 Hits
Rapha - the greatest quake player and the worst line dancer (1 comment)
Posted by donka @ 12:13 CDT, 18 April 2018 - iMsg
nuff said
451 Hits
Posted by victorfrankl @ 10:39 CDT, 18 April 2018 - iMsg
How is the quake live scene? Last time i heard it was 600 odd players world wide at even peak times? this is pretty bad :( What do you all play these days? I have been on Destiny and now that its dried up I am looking for something to get back into fps pc gaming. Do not say overwatch.
Edited by Nukm at 11:19 CDT, 18 April 2018 - 379 Hits
Beginning | A Xonotic Frag Movie (No comments)
Posted by ccCam @ 13:04 CDT, 17 April 2018 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: 6 (1 vote)
Edited by Teen Queen at 14:43 CDT, 17 April 2018 - 80 Hits
QuakeDroid - A Perfectionist Android Quake (1 comment)
Posted by Baker50 @ 11:10 CDT, 17 April 2018 - iMsg

QuakeDroid Development Thread @ Func_Msgboard

For anyone interested, there is a project to develop an Android Quake that overloads on being mobile friendly.

QuakeDroid is easy to use, downloads shareware on first start. It has gamepad support.

Gamepad support (he's awesome)
Drag-look like Minecraft
Multi-Touch support
On-screen keyboard
Menu via touch -- even the sliders!
It's classic and authentic - yet so modern too!

If you are interested in being a beta-tester or providing some casual feedback, please feel welcome to post in the thread!

Edited by Sujoy at 11:51 CDT, 17 April 2018 - 147 Hits
QC Match timer pos (2 comments)
Posted by Whipas @ 05:30 CDT, 17 April 2018 - iMsg
Tl;dr been playing QC, getting into it more and more, starts feeling fun and so on. Wanna start timing again, but its not a big habit for me which means I gotta remind myself to time, for which I prefer that sweet QL style clock that we had.

This is a long stretch at this stage, but any way to move the timer down close you your ability button? Y'know, so that it keeps reminding me that I gotta time that shizzle?
284 Hits
Modern gamer QC critique (No comments)
Posted by storm @ 23:22 CDT, 16 April 2018 - iMsg
Hey all,

I have always been interested in the difference in perceptions between old gamers and modern gamers when it comes to a game like QC which is trying to bridge that gap. I have a friend who is exactly that, a young modern gamer, but he is also very analytical and critical of games. I asked him to give QC a try and just give me some of his impressions. I'll leave what he wrote here:


Quake Champions critique

I was recently asked by a fan of Quake to give my view on why Quake Champions was struggling to attract new players and to retain the players it did attract. Having purchased the champions pack and played the game, I am not really surprised that the game is struggling to grow its player base. From the start of my experience with the game to the end, I ran into problem after problem that made me wonder why I wasn’t playing another FPS game that I enjoyed more than this game. Having said all that, I’d like to take this opportunity to highlight the issues I found with the game and what I feel like potential solutions may be.

Visibility in the marketplace

Prior to being introduced to this game by an acquaintance, I had never heard of Quake Champions. I’d heard of Quake and Doom sure, but not QC. I asked people I play other FPS games with if they’d heard of it they also hadn’t. Perhaps the game is not being widely advertised during its pre-release phase and the developers will increase the advertising reach upon launch. Either way, I thought it was worth mentioning.


The opening sequence of the tutorial covers the basics of movement and the different types of pickups that can be found in the arenas, nothing particularly exciting. The main issue I have with the tutorial is that the weapons, their differences and their optimal use cases are so poorly covered. This seems like a major oversight considering that the use of these weapons is the core gameplay mechanic. This is most clearly exemplified by the shooting range which has the same target setup for each weapon. Perhaps more concerning than what the tutorial is teaching you poorly is what it doesn’t teach at all. Specialised movement mechanics are mysteriously missing from the tutorial, although more observant players will notice mention of these mechanics in the passive abilities of certain champions. Having said that, the abilities of champions, how to use them and how to charge them were also missing from the tutorial which seems kind of important for a game named “Champions”.

Queue Times

It’d be amiss of me not to mention just how bad the queue times are as an Australian player, but I do appreciate that I don’t get put onto high latency servers.


One of the most jarring experiences in the game is shooting at another player and having your weapon forcefully switched when you weren’t expecting it. Weapon swap on pickup is great when you deliberately step onto a weapon platform and really frustrating outside of that. I am aware that auto weapon swap is an option in the settings, but it’s on by default and rightfully so. There are however some changes I would make to the way auto weapon swap works. Firstly, if the player is currently firing their weapon the game shouldn’t auto swap. Too many times I have been waling backwards only to accidentaly step on a weapon pickup that requires a totally different aim style. Secondly, if a player already has the weapon in question, the game shouldn’t switch to it. If I already have it and I’m not already using it, chances are that there’s a reason for it. These changes should help newer players maintain better control over which weapon they’re using.
Speaking of controlling which weapon is being used, weapon management is a huge hurdle for a newer player to overcome. There are only two small UI changes I’d suggest as improvements. First, add the melee weapon the line-up on the right. Second, add the option to have the bound key for each weapon (1-8 by default). Together I think these changes would help new players switch to the weapon they want to use more efficiently.

A Sense of Pride and Accomplishment

As much of a meme as the phrase is, it’s important that players feel like they’re achieving something whilst playing. If the reward for the work is insufficient, then players are less inclined to continue to play. So, what is the payout in QC? Where is the sense of accomplishment? To be honest, I have no idea. Looking at competing FPS titles and where players get that satisfaction is a good place to start. In Overwatch the matches are centred around objectives. Completing those objectives is in my eyes a major source of that accomplishment. The next major sense of accomplishment is unlocking the cosmetic you’ve been working towards. So since, deathmatch and team deathmatch have no major objectives let’s look at Call of Duty. Call of Duty knows full well that TDM provides no real goal to work towards. So how does CoD provide that sense of accomplishment? Level restricted unlocks. Allowing players to level moderately quickly and gain small rewards for doing so means you’re never that far from the next little reward until you get to the “big” reward of prestiging before you do it all over again. So, what does QC provide? I would say nothing. In fact, it’s significantly worse than nothing because unless you put money into the game, you can’t even unlock champions permanently. As far as I can tell, there’s nothing to work towards in this game and that’s not good for player retention. It could be argued that the cosmetics you can unlock are something to work towards, but I don’t because… I Don’t Particularly Care About the Champions, And I’m not talking about their stats and abilities, because those do matter. What I’m talking about is the stories behind the champions. The champions are their own people, not avatars for the player. Despite this the entire character is condensed into their appearance and a handful of voice lines (selection, game start and respawn). I even tried to find out more about the champions in game, but the lore codex is locked behind random drops. If people don’t care about the characters, they won’t care about the cosmetics. Furthermore, it’s not even hinted at, let alone openly conveyed that the characters (or at least some of them) come from other games. If it wasn’t for Doom Slayer I wouldn’t have noticed because I haven’t played any of the games these characters are from and even having played QC I’m not particularly motivated to. If players care about the character they’re more likely to play the game the character is from. For examples of this, see Heroes of the Storm which I have no doubt has encouraged a lot of fans of one Blizzard game to at least try other Blizzard Games. Overall, the characters just seemed to be poorly expressed in QC.

Final Thoughts

There isn’t anything wrong with QC that can’t be fixed. Some of the issues are quick fixes and others will take major development work to be rectified. Having completed what I bought the game to accomplish it’s extremely unlikely that I’ll invest any more time into playing it until the progression system is revised and even then I would be hesitant to pick it back up. As for recommending it others, unless you’re particularly interested in an arena shooter I’d give it a miss until either it goes free to play or they fix the progression system.
Edited by storm at 23:23 CDT, 16 April 2018 - 197 Hits
TimConLan 5 Results & More (19 comments)
Posted by CrazyAl @ 16:12 CDT, 16 April 2018 - iMsg
Another TimCon has been and gone. New champions have claimed their trophies, as tragic figures loom disappointed. Laughs were had, rivalries burned fiercely and cushions were stacked to the ceiling. Martin didn't pull.

Links: TimConLAN Discord, twitch VODs
Edited by CrazyAl at 16:20 CDT, 16 April 2018 - 1279 Hits
Looking for old Degrag movie (14 comments)
Posted by Corey @ 10:00 CDT, 16 April 2018 - iMsg
Hey guys,
I'm looking for an old Degrag Movie, all I can provide on information is that the last scene is player firing rockets into the sky, after which he jumps from bounce pad (I think) and he catches those rockets that successively push him even higher into the air where he reaches isolated platform.

Found it

Edited by Corey at 11:43 CDT, 17 April 2018 - 536 Hits cYpheR answers for random questions (10 comments)
Posted by adem @ 08:08 CDT, 16 April 2018 - iMsg
In this video Belarus VP.cYpheR.G2A answers for random questions about Lamborgini, potatos, Guf and etc. Video is on Russia Russian, but United Kingdom English subtitles are also available.

Official site:
Edited by adem at 08:08 CDT, 16 April 2018 - 709 Hits
125 FPS QuakeLive Classic Duel Cup#6 (4 comments)
Posted by Nico_QD @ 14:01 CDT, 15 April 2018 - iMsg
Scheduled: 13:00 CDT, 16 April 2018 to 16:00 CDT, 16 April 2018
Schedule: Passed

The 125 FPS QuakeLive Classic Duel Cup#6

Bracket: (will be available in 1-2h before cup start)

Donate: 125FPS Paypal donate link; 125FPS money links (bitcoin, yandex-money, webmoney)
Streams: United Kingdom nvc, Russia 125 FPS, Russia 102, Quake streams
Links:125FPS Balance 2017-2018; 125FPS Discord
Edited by Nico_QD at 14:02 CDT, 15 April 2018 - 775 Hits
24" IPS monitors (6 comments)
Posted by PerpetualWar @ 13:08 CDT, 14 April 2018 - iMsg
Hi there,

I'm not sure if I'm just so unlucky, but I'm about to return my 3rd monitor with IPS panel.

First one was AOC i2480SX, third of the screen was bleeding.
I switched that one for AOC i240SXH, which was much better (luckily I guess, since they are basically sharing same panel), but power button wasn't working.

So I figured AOC is crap, and I took Dell U2414H, monitor with good reviews.

And this is what I got: [IMG][/IMG]

So is it impossible to get solid IPS panel in this price range, maybe I'm better off with some TN gaming monitor with 144hz, since currently my 10 years old 2233rz, kills any of these new IPS ones?

Advice is appreciated.
Edited by PerpetualWar at 13:13 CDT, 14 April 2018 - 453 Hits
OMfGosh how did i pull this shots off? (26 comments)
Posted by SaturdayEveningPost @ 22:12 CDT, 13 April 2018 - iMsg

Had a dude that liked to rush me a lot, rocket jump a lot to surprise me....I found a defenses.

If that link doesn't work this one dudes.

Edited by SaturdayEveningPost at 00:33 CDT, 17 April 2018 - 1327 Hits
K1llsen playing CA (3 comments)
Posted by fuzzycat @ 20:46 CDT, 13 April 2018 - iMsg
530 Hits
ProMode -1v1- 777 Cup (30 comments)
Posted by DEZ_ @ 14:32 CDT, 13 April 2018 - iMsg
Scheduled: 11:00 CDT, 21 April 2018 to 15:00 CDT, 21 April 2018
Begins In:

Next week I am going to host a Europe European 1V1 cup. All games will take place on European/Russian servers.

The event will be held on 21st April 2018, starting at 11:00 CDT. Check-in in an hour before the start. The cup will utilize a double elimination format, with all games (upper and lower bracket) being BO3 and the Grand Final being BO5. You can register via Challonge.

Map Pool: cpm15 (wr 15), cpm24 (wr 5), darkztn_rc (wr 5), pukka3tourney2 (wr 5), pukka3tourney4 (wr 5)
Map Selection: One of players calls a vote cv random 2h/t, and the loser of cointoss picks map first. Pick order: pick, pick, drop, drop. Grand Final order: pick, pick, pick, pick.

Stream: twitchnekon, twitchLeshaka
Links: playmorepromode, Challonge, +F, CPMA Discord

Edited by DEZ_ at 13:44 CDT, 17 April 2018 - 1421 Hits
Best quakecon final ever (No comments)
Posted by fuzzycat @ 22:08 CDT, 12 April 2018 - iMsg
131 Hits
Gaming related documentaries (16 comments)
Posted by fuzzycat @ 20:34 CDT, 12 April 2018 - iMsg
Which are the good ones and are there any related to quake?
824 Hits
HoQ TDM Spring Season Round #3 (9 comments)
Posted by doz3r @ 16:46 CDT, 12 April 2018 - iMsg
The 3rd round looks like this:

Monday 16/04/18 13:00 CDT
Div1 Europe Pandæmonium vs Europe Komanda Bro

Tuesday 17/04/18 13:00 CDT
Div2 Europe I Love My Squad vs Russia Cyberfight @ 22:30 CEST
Div2 Germany EliteFour vs Russia Raks reschedule
Div1 Poland Platige Team vs Europe Pandæmonium @ 22:00 CEST

Wednesday 18/04/18 13:00 CDT
Div1 Russia B52 vs Russia Quake Brothers
Div3 Russia Catz&Slipper vs Russia ESP
Div3 Europe lasthope vs Russia Anchors

Streams: twitch 102 twitch d1z twitch k1lljoy twitch nvc twitch polosatiy twitch Xron
Links: Rules, Signups, HoQ Discord, mIRC HoQLeagues, Twitter HouseofQuake
Edited by doz3r at 12:04 CDT, 17 April 2018 - 678 Hits
donuts (19 comments)
Posted by gojira_ @ 00:58 CDT, 11 April 2018 - iMsg
Please share you fav esr and quake related moments.
1326 Hits
A competitive Quake scene is not the answer... (53 comments)
Posted by trepunkt @ 13:56 CDT, 10 April 2018 - iMsg
In my opinion a competitive quake scene/pro players might produce some good tourneys and streams but it will NOT bring back the quake community...

I disagree that the golden age of QUAKE was the relatively short period of time that quake 3 was at the height of it's competitive popularity, and that this period of time is essentially what future quakes should strive for...

The pool of players who were part of the competitive tdm and ctf leagues were fun to watch, but were in no way the majority of the players.

The belief that this group of 'the most skilled / competitive' players is the most important thing to recapture also brings up this idea of 'don't split the community' and 'don't allow too many game modes because it will split the community' in new quake games, which I think is COMPLETELY backwards and wrong way to think about QUAKE.

The best part of quake 1, quake 2, quake 3, and in my opinion what brought and kept the vast majority players, has always been the customizability, whether via mods, via configs, via console commands etc, other FPS games always felt so restrictive after playing quake. It was NOT the competitive scene that made quake popular.

You could join 1 server and there would be runes, another server would have low gravity, another would have super powerful weapons, another server would have crazy bizarre homemade maps, you could play CA, CTF, DM, etc etc

This was true for quake 1, 2 and 3 and is the fucking life blood of QUAKE, it's frustrating watching all the Quake Champions hate for not having balanced competitive modes but then people point to the solution that quake needs some sort of competitive scene, like that would bring back the quake community. The large communities in past quakes were built around mods, customizability, freedom, literally the things that allow a community to be a community, this does not look possible in QC so I am holding out hope that a future quake embraces this again and allows people to create content and customize.

I realize it's not an AFPS and I haven't actually played minecraft but from small bits and pieces I've seen it seems very popular and follows the idea of being highly customizable / moddable game and has a large community, so it seems there are still people out there willing to spend their own time making mods for games for free if you give them the freedom and tools.
Edited by trepunkt at 14:13 CDT, 10 April 2018 - 3010 Hits
Effortless & yenOm @ DH Tours (18 comments)
Posted by iamEffortless @ 10:17 CDT, 10 April 2018 - iMsg
Update: We've met our goal! Thank you to everyone who tuned in, donated, and helped support us getting to DH Tours!

Greetings everybody,

My teammate yenOm and I have been practicing hard for the past 4 months in anticipation for the Quake Esports announcements, only to hear that all events this year are on-site open qualifiers. I do like this format, but with the event being a little over a month away, it has made it extremely hard for any North American teams to attend.

I strongly believe if yenOm and I were to attend, we would qualify and even upset many teams that would consider us the underdogs. We have been practicing at least 5 nights a week for the last few months, and have seen improvement both in scrim results and community-ran tournaments.

Unfortunately, with on-site open qualifiers yenOm and myself will not be able to attend on our own. I'm here to do something I wish I didn't have to do, which is to ask for community support to attend Dreamhack Tours.

With a donation goal of $2,500 USD, yenOm and myself would be able to purchase airfare, hotel, and travel to and from the airport and hotel. We know it is a lot, but we hope you will support us in our journey to attend Dreamhack Tours, whether through pure spectatorship or being beyond kind and donating to have another North American team present.

We want to be completely transparent with any donations we receive, and if we fail to reach our goal, we will donate everything we have received to a community cup or refund those who would like it refunded. We will be streaming as much as we can leading up to the event as well, so please feel free to tune in and watch as our adventure unfolds.

Thank you so much for your support <3



Current donators:

Community stream w/ GirlNamedMaggie & SqzToy - $550
Anonymous - $500
br1ck - $200
Cloker - $100
Eric Morris - $100
JurassicFire - $75
Liquid Dahang - $50
Justin Esposito - $50
acidreign - $50
d3th - $50
GirlNamedMaggie - $50
Anonymous - $50
J Redmon - $50
Ian Dayton - $50
b4ackup - $50
Anonymous - $50
rocinante - $50
Simon - $50
Bjarni - $50
Dirac - $50
Expensive Ham - $50
Makaveli - $50
BPSkibbenheims - $25
OliveMike - $25
Anonymous - $25
Pit - $25
pthy - $20
Caitrin B - $20
Anonymous - $20
Aakash - $10
Anonymous - $5
Edited by iamEffortless at 14:14 CDT, 18 April 2018 - 1305 Hits
Known a power amp with balanced inputs and XLR connectors?? (1 comment)
Posted by Joshua_S @ 02:21 CDT, 10 April 2018 - iMsg
Hi forum,
I am looking for a small power amplifier for side speakers. The amplifiers should have balanced inputs, with XLR connectors. The AIBBC HF-2050 might be a suitable candidate. Anybody that knows this amp? Actually, I would prefer two monoblocks instead of a two-channel amp, but small ones with balanced inputs are hand to find. Whether it is class A/B or D is not so important, but the sound quality is. By the way, if anyone actually wants to know what Power amplifier is and how it works, I found this is a fantastic guide that explains the whole family of power amplifier:

You know, balanced cables are superior to unbalanced, and I never bay equipment with phono plugs. Yes, I use fairely long cables. But balanced is only superior if done right: the transmitter must have the same output impedance on both lines, and the receiver must have a differential amplifier, also with closely matched input impedances (like an instrumentation amplifier). Otherwise one cannot obtain a high CMRR (Common Mode Rejection Ratio), which is required to suppress interference. A lot of equipment (consumer and semi-pro) with XLR connectors do not satisfy these requirements, so I always try to check before I buy something.

I am willing to try new products. There is both cheap/doggy and very good Chinese product. I have a pair of Xindak mono blocks that I am very happy with (bal inp. of cause) But now I am looking for some decent power amps for side speakers. I am going to use them for ambience with classical music, not ping-pong effects. So I do not need a lot of power. I mostly use pro equipment, so I do not want to mess with phono plugs.

Many thinks guys.
335 Hits
125 FPS QC DUEL SUNDAY CUP#25, Champs ban! (56 comments)
Posted by Nico_QD @ 13:06 CDT, 9 April 2018 - iMsg
Scheduled: 10:00 CDT, 15 April 2018 to 16:00 CDT, 15 April 2018
Schedule: Passed

The 125 FPS Quake Champions Duel Sunday Cup#25 will take place on Sunday April 15, 2018. You can register via challonge Challonge, with the sign-ups starting one to two hours prior to the cup start time.

For this week, we will try a new format and introduce a "champion ban".

The ban system will work by players selecting to ban a champion for their opponent e.g. if you ban Clutch for your opponent, you can still pick it unless your opponent bans it for you. Champion bans will be reset before every map.

The player with a higher seed will select their opponent's banned champion first, after which the player with a lower seed make their choice. In a BO3 series, during the second and third map(s), the loser of the previous map will select the map, and the winner of the previous map will be awarded the first ban.

Donate: 125FPS Paypal, 125FPS Money (bitcoin, yandex-money, webmoney)
Streams: Russia 125 FPS, Russia 102, United Kingdom zLive, Quake Quake streams
Links: 125FPS Balance 2018, 125FPS Discord
Edited by Nico_QD at 12:15 CDT, 10 April 2018 - 5190 Hits
Claw grip & MX50/G400 - How are you holding it? (5 comments)
Posted by EmSixTeen @ 03:16 CDT, 9 April 2018 - iMsg
Just realised that I hold it what seems to be counterintuitively and always have despite using the shape for countless years, and wondering if anyone else does the same.

My thumb is in the left concave, and I hold the mouse a little sideways with my ring finger under the lip of the right concave. My pinkie floats free like the good tea drinker I am.

I'm thinking that the pinkie should be in that right concave, the ring finger in dead space between rmb and that right concave, and then the mouse would be held quite straight.

Useless post, just showerthoughts.
644 Hits
WinD 2V2 TDM FOOTAGE VS cha1n and dramiS (32 comments)
Posted by Wew Lad @ 01:35 CDT, 9 April 2018 - iMsg
Long time ESR lurker, registered just to show this gem to this forum of WinD appreciators (lol):
The other day I was wondering what had happened to my favorite deluded Quaker WinD and decided to check his YT channel...I opened this video on a whim and randomly fast forwarded past Queue footage to see a match. Then I nearly died laughing
Now, cha1n and dramiS are obviously killaz, but 50-5 is the most absurd blowout score I have seen since ranked 2v2 TDM has been introduced. Literally 10 times more frags while also hitting the score limit! Despite being a "former pro" with more stated cash earnings than any other Quake player, WinD's aim, movement and strategy seem to have all somehow gotten worse with time
Also I'm fairly sure the stories he tells his teammate about knowing dramiS and having beat him are bullshit
2532 Hits
Wolf 1500 H2OT steam cleaner (30 comments)
Posted by p0rt @ 16:55 CDT, 8 April 2018 - iMsg
i have one of these badboys being delivered on tuesday

and some of these

i give a raving review for walls, floor boards, vinyl flooring. ceilings, etc, and removing 20 year old wall paper i found behind a wall heater i removed
Edited by p0rt at 16:57 CDT, 8 April 2018 - 1645 Hits
125 FPS QuakeLive Duel Classic Cup#5 (11 comments)
Posted by Nico_QD @ 16:44 CDT, 8 April 2018 - iMsg
Scheduled: 13:00 CDT, 9 April 2018 to 16:00 CDT, 9 April 2018
Schedule: Passed

The 125 FPS QuakeLive Classic Duel Cup#5

Bracket: (will be available in 1-2h before cup start)

Donate: 125FPS Paypal donate link; 125FPS money links (bitcoin, yandex-money, webmoney)
Streams: United Kingdom nvc, Russia 125 FPS, Russia 102, Quake streams
Links:125FPS Balance 2017-2018; 125FPS Discord
Edited by Nico_QD at 16:44 CDT, 8 April 2018 - 1611 Hits
Wormhole Wars (No comments)
Posted by cloned @ 07:51 CDT, 8 April 2018 - iMsg
New arena fps coming out at the beginning of 2019. Seems like Halo with portals! Will be interesting to see if it can get more players then Lawbreakers...

256 Hits
Strogg Champion (99 comments)
Posted by Messing Around @ 21:16 CDT, 7 April 2018 - iMsg
i'll try to analyze the new champ, since no one does


Armor: 100

On kill, a small health pack is dropped (25hp)
Can be picked up by the enemy's Strogg

Active: Peeker (!?)
Strogg becomes invisible (still glowing red), immobile and still vulnerable

Summon a big drone that can be controlled
The drone can fly freely around
The drone shoots projectile, deals 10dmg per shot, has very high rate of fire and can kamikaze to deal burst dmg
The drone can "spot" enemy team, allow your teammates to see them through the wall

If Strogg died the drone will die too
The drone can be get shot down
Visor can see Strogg but not Peeker
Edited by Messing Around at 07:26 CDT, 8 April 2018 - 5852 Hits
QCL by DROVA (4 comments)
Posted by OpenCyberLeague @ 18:26 CDT, 7 April 2018 - iMsg
The Quake Champions League (QCL) will be hosting a duel tournament between April 23-25, 2018. This will be a three day cup which is sponsored by DROVA, Bethesda and Alienware.

This will be a duel tournament for European and CIS region players that will utilize a double elimination format. All the matches will be BO1, with the exception of the Semi Finals, upper bracket Final & lower bracket Final which will BO3, and the Grand Final which will be BO5. Additionally, four lucky players from the Moscow region will be directly invited into the Quater Finals as a prize for placing well in a separate, closed, event.

Map pool: Blood Covenant, Blood Run, Corrupted Keep, Ruins of Sarnath & ValeofPnath.

Registration & Check-in:
To take part you need to join QCL Discord Server.
Once you have joined, please write "DROVA OPEN" in the #check-in channel.
Registration will close ONE (1) day before tournament starts (22.04 20 cet).

Prize Pool:
cup_gold First Place - 104 USD (approx.) + Bethesda & Alienware merchandise.
cup_silver Second Place - 52 USD (approx.) + Bethesda & Alienware merchandise.
cup_bronze Third Place- 17 USD (approx.) + Bethesda & Alienware merchandise.

Links: QCL Discord Server, twitch QCL
Edited by Teen Queen at 13:08 CDT, 12 April 2018 - 660 Hits
923 Hits
Why quake is dead in 2018 (43 comments)
Posted by Fizzle @ 07:31 CDT, 7 April 2018 - iMsg
Why is quake so dead in 2018? like for real all my homies moved on to other games =[

we used to have a bunch of wild mofos down @ lan everyday back in 2001 we used to smoke weed, sip lean, play quake 3 CTF, tdm and DUELS for hours then go hustle on some bitches and we did this FOR YEARS
u feel me mane? the GOLDEN ERA OF QUAKE 2001-2007 we had the life continued with my businesses for some time with quake live and some other FPS games but it was never the same as the GOLDEN ERA so that was like 2007 - 2017 and now we are HERE

in the present times =[ the death of quake i can smell the corpse but nobody wants to acknowledge it

everyone is moving on and all the reel niqqas either dead or in jail
sometimes i feel like the blunt is my only friend

what the fuck happened to quake??
we used to stand for something
we used to mean something
i believe it is really over...

what will the yung generation do?

what are your thoughts?
*hits tha blunt*
peace (Y)
lil fizzy
Edited by Fizzle at 07:34 CDT, 7 April 2018 - 3644 Hits
Cpma? (11 comments)
Posted by fuzzycat @ 12:08 CDT, 6 April 2018 - iMsg
Are there still people playing this or is it dead? If it is still active how do i start playing cpma?
882 Hits
What happened to Evil? (12 comments)
Posted by lolograde @ 10:00 CDT, 6 April 2018 - iMsg
What happened to this guy? I don't see him in any QC tournaments and not even the QL "classic duel cups" that 125FPS has held recently.

Are his Quake days over?
1757 Hits
125 FPS QC DUEL SUNDAY CUP#24 (6 comments)
Posted by Nico_QD @ 09:08 CDT, 6 April 2018 - iMsg
Scheduled: 10:00 CDT, 8 April 2018 to 15:00 CDT, 8 April 2018
Schedule: Passed

The 125 FPS Quake Champions Duel Sunday Cup#24

Bracket: (will be available in 1-2h before cup start)

Donate: 125FPS Paypal donate link; 125FPS money links (bitcoin, yandex-money, webmoney)
Streams: Russia 125 FPS, Russia 102, United Kingdom zLive, United Kingdom nvc; Quake streams
Links:125FPS Balance 2018; 125FPS Discord
Edited by Nico_QD at 09:16 CDT, 6 April 2018 - 1585 Hits
Pax Boston 2018, with Alienware, Rapha and DaHanG (9 comments)
Posted by CAREEM @ 03:02 CDT, 6 April 2018 - iMsg
If anyone missed.

Day #2

Edited by CAREEM at 09:27 CDT, 7 April 2018 - 1432 Hits
HoQ TDM Spring Season Round #2 (9 comments)
Posted by doz3r @ 12:30 CDT, 5 April 2018 - iMsg
The 2nd round looks like this:

Monday 09/04 2018 13:00 CDT
Div1 Russia Quake Brothers vs Europe Komanda Bro

Tuesday 10/04 2018 13:00 CDT
Div2 Russia Cyberfight vs Russia Raks
Div2 Russia Raks vs France Club Sandwich @ 21:00 CEST

Wednesday 11/04 2018 13:00 CDT
Div3 Russia ESP vs Russia Anchors

Thursday 12/04 2018 13:00 CDT
Div3 Europe Respect The Paco vs Europe lasthope @ 20:00 CEST
Div2 France Club Sandwich vs Germany EliteFour @ 21:00 CEST
Div1 Poland Platige Team vs Europe Pandæmonium @ 22:00 CEST

Streams: twitch 102 twitch d1z twitch k1lljoy twitch nvc twitch polosatiy twitch Xron
Links: Rules, Signups, HoQ Discord, mIRC HoQLeagues, Twitter HouseofQuake
Edited by doz3r at 13:42 CDT, 11 April 2018 - 1305 Hits
QC hitbox data for nerds (11 comments)
Posted by Jamerio @ 12:19 CDT, 4 April 2018 - iMsg
Watch this from the devs before you read what I wrote. Skip to 2:24 if in rush.


I wanted a quick way to get some idea of the character sizes between champs after I feel the relationship between it, health, armour speed is where the fine tuning is needed.

I took a screen shot of each character, from inside the customization menu, zoomed the screen out as far as possible so its on the pantheon, screen shotted it, then I pasted into PS, then cut around the model with lasso and pasted it into its own layer and got the height and width dimensions which are as follows and pretty close and relative/consistent across the board.

NOTE: I did not cut around the weapons, I measured the effective standing pose which I believe is most relevant.

For example, Anarki's width was 647 due to the hover board, but his effective width "middle" was 285. (2nd only to slash)

Visor = w363 x h803
Doom Slayer = w355 x h800
ScaleBearer =w392 x h760
Ranger = w380 x h800
Anarki = w647 x h759 ) (hover board is wide, his "middle" width is 285-ish unlesss the hover board width is overall width, in which case aim for his feet at all times-will update if confirmed)
Nyx = w312 x h790
sorlag = w453 x h780
Clutch = w672 x h754
Galena = w323 x h799
Slash = w282 x h790
BJ = w358 x h828 (yes 828!)
Keel = w395 x h810 (top of turret guns reduce height by 10 if head)

I'm not sure how much use this is, but I decided to do it anyway just in case its of use and its been something I wanted to do for ages.

I might add to this if more things come along, or someone adds something important.

ATM I am not sure how the characters hit box is represented as there isn't any debugging to see the advanced stuff, but there is obviously a link between the above dimensions and the hit box size. *UPDATE*

If they are using a single capsule/rectangle hit box, that should make the WIDTH and HEIGHT values very relevant. If they use actual body dimensions, that might need a closer look.

Feel free to add anything related...
Edited by Jamerio at 18:05 CDT, 4 April 2018 - 1616 Hits
Skyrim character made to look like... (8 comments)
Posted by Vole @ 07:14 CDT, 4 April 2018 - iMsg
A Skyrim Special Edition character made to look like female musician and M83 band member Kaela Sinclair.

Tell me what you think.
965 Hits
Your fav sunglasses (14 comments)
Posted by gojira_ @ 21:47 CDT, 3 April 2018 - iMsg
I'm asking you, respected esr community, which sunglasses are best for getting shit done in the sun?
Edited by gojira_ at 12:58 CDT, 4 April 2018 - 1704 Hits
Fixing this flop (57 comments)
Posted by Zanno @ 16:55 CDT, 3 April 2018 - iMsg
So this game has been out for a while, I was totally pumped for it, and it's abundantly clear that this game is a flop. It has absolutely no Twitch presence whatsoever, which is by far the most important metric for measuring how well a game is doing these days, and provides a snowball effect where you get lots of free advertisement. However, it's still in early access so I believe there's time to salvage it. Furthermore, Fortnite is exploding, and while it's not going work for e-sport, because of the player count, it's still an extremely high skill cap game, the best players literally queue into a 1v4 situation to challenge themselves, so it's completely clear that there's a market for hardcore competitive FPS, and if you make a good game, people WILL play it. This article has become extremely long, and the bottom line, it is long because I love Quake, it is one of my favorite games of all time, I want it to succeed, and I am genuinely upset that this game is failing. It's also long because it's less about what to do, and more about how to do it and why to do it.

Look, the market is clearly there, e-sports is exploding, you just need to tap into it. And I think, that Quake has huge one advantage, over the current e-sport titles out there, and if you could just get players into it, it would really take off. One of the biggest complaints about League of Legends is that eventually the game gets to a point where the one team is so far ahead that they have to seriously mess up in order to lose the game. It makes losses extremely frustrating when you're playing. And Quake, is the complete opposite. Until the clock gets real low, it's never over. And the biggest reason that Quake Champions isn't good is that this aspect of the game is totally missing right now.

I've spent a lot of time playing lots of different competitive games. I've played Starcraft and MLG Halo at a very high level, I tried to get into fighting games and I'm just not good at them, and I played League and Dota at an above average level. And I've talked to many people I met from these games who are big into competitive gaming and tournament scenes in general, some of these people being so hardcore they were the sort of people who showed up at events in the days there were open brackets for LAN events, about the time they tried Quake over the decades and the complaints are always the same, and the people always come up with the same complaints independently, none of these people know each other. In the Quake community, we treat these people as if they're casuals, because they aren't playing the better game, but I've realized that's actually not fair, and their complaints are legitimate.

1) I feel like I die too quickly
2) There's too many weapons and I can't figure them out
3) The weapon I spawn with is useless and I feel it's unfair
4) Everyone is so good and I just get destroyed and I'm not having any fun

And then I ask them what mode they played, they played FFA Deathmatch and I roll my eyes, only one guy actually tried to play Duel first, but I get more into that later. And the one thing that always comes up, even though they don't want to play the game personally, they always still have an overwhelming amount of respect for it. They love the movement, they love the reliability of the weapons, they love the maps, they love the IDEA of Quake and recognize that it is one of the highest skill cap games to ever exist. They just can't get into it.

I feel like I'm in a unique position in the Quake community because I'm honestly an outsider but I'm always hanging around on the edge. So I have a good grasp of the problems that people who don't play Quake have with the game, the incredible reservations that Quake players have with changing the game, and I thought it over for a long time, and I've come up a three step process that keeps everyone happy, and WILL revive Quake. So, here we go.

Step 1) Go all-in on the champion mechanic, significantly changing the global balance of the game, with characters designed to appeal to different ranges of skill, designed in such a way that it appeals to the MOBA crowd
Step 2) Split the game into Casual and Competitive modes, with a focus on large scale, Casual Clan Arena, to get the attention of the Battle Royale crowd and make Quake easier to learn
Step 3) Throw the engine in the trash and redesign Quake Champions as a low spec game, adding tons of easier to make cosmetics with a wider variety of characters in the process. As you do this, you bring the console back.

Now I will be totally honest. I think the champion mechanic actually is well designed for what it is, but it's just not possible to balance it for Duel. But it has a serious problem. It is trying to be balanced for competitive play, and as a result, it's trying to appease too many people at once, and in the end, absolutely no one is happy about it. If you're a new player, the differences between champions are too minor, and it's not interesting. If you're a veteran player, you don't want to deal with it at all, you just want to play Quake. If you're a pro player, you suck it up and play it even though you don't like it. I kind of like it, but I can see why it has no mass appeal. And the bottom line is, if you want to make money, you need to make something with mass appeal, that still captures the magic of competitive Quake. And there is a bigger problem, where it is actually just going to be outright impossible to balance the champions for competitive play, and Clutch is evidence of this. Here's the problem with Clutch, he's actually fun as hell, he's extremely well designed, but he just has no place in competitive, and the only way to balance him for competitive is going to be to gut his movement, but I don't want you to do that.

It is abundantly clear that id took a look at Overwatch and tried to put their own spin on it. But the reality of the situation is, that Overwatch is a bad game, it is only popular because Blizzard made it. It is not exactly dying, but it is not growing, and it is totally impossible to spectate. If any other company other than Blizzard made it, it would have been a flop. So it really should not be shocking, that a game that is copying Overwatch, is not doing well. If you want to copy a game, and poach its demographic, then the game you want to copy isn't Overwatch, it's League of Legends. Love it or hate it, you must admit that it is an extremely popular game.

And the reason why you need to go after the League of Legends demographic is really quite simple. If you ask a random person on the street what the ultimate tryhard game is, they're probably going to tell you that it's League of Legends. And Quake used to be the game, where if you're finally bored of CS and looking for something harder, it was the ultimate tryhard game. That was just the reputation that Quake 3 got after it had been out for a few years. Quake needs to appeal to the current generation of tryhards in order for it to succeed, and currently it does not. It also has a problem that we all know about, where it's just so overwhelmingly difficult to get into, and it's why Quake ultimately died off. So I am going to suggest a series of things which when all put together, accomplish several things.

1) They lower the complexity and skill floor of Quake in a way that casuals can get into it
2) They raise in the complexity of the game in a way that will appeal to both casuals and tryhard MOBA players
3) They let you introduce things that are fun as hell to play to mess around on but utterly broken in the hands of an experienced player, like Clutch currently is right now, without messing the competitive side of the game up
4) They alleviate almost all the complaints I've gotten about Quake from various friends

Now that one of the reason that League is so popular, is that it not only has a wildly diverse array of champions, it has a wildly different array of skill floors. There is something in League called an "intro champ" - champions which are balanced in a way where they are simply not good at the highest level but are good at low levels of play, for players who are brand new. Then there are some champions that are completely useless in the hands of an inexperienced player, have very low winrates, but are still very strong in diamond level play. So you need to some champions who design champions who are very simple to play, and some champions who are very complex to play.

But Quake is a very different game, it was designed a symmetrical game, so what you do is you split the game into casual and competitive. And if you want to play competitive, there is only one champion you can play. I decided he should be Xaero, because by the lore, he is the strongest champion of all time. And this is the magical solution to the problem that id can't solve. How do you implement the champions in Duel? It's easy. You don't! You only implement it in such a way that it appears to be part of the champion system, when in reality, it is actually removing it from the game. And it actually makes some sense that a martial arts themed champion is the only one capable of dueling.

The first thing you notice about Xaero, is that he cannot be unlocked with in-game currency, will never show up in a loot box, and he is much more expensive to buy than any other champion. You get rid of the "buy the game to unlock everyone" mechanic, set Xaero's price to whatever you want the MSRP of the game to be, and severely lower the price of other champions, and make them unlockable with just in game currency. He serves as a paywall to keep aimbotters out of serious modes. For the casual, free to play side of it, aimbotting will just have to be a problem, it's an inevitable side effect of a free to play game. I run into botters in Fortnite very frequently, probably once every 5 games. Because Quake Champions is currently not popular, it is not a major problem, but if it became popular, it will be.

Now, in the hands of an inexperienced player, Xaero is COMPLETELY useless. Xaero's baseline stats are exactly the same as the Quake 3 guy, and aside from the fact he has a really small hitbox, everyone else is stronger than him, when measured by raw stats alone. He is the only champion in the game who has decaying health off spawn. And whatever his ability is, it is really useless, it is something that is totally utility based, and is really only useful in competitive play, the best example I could think of is "Zen Monk - Drop your equipped weapon". So how exactly do you make Xaero strong? You give him a series of passives that do not help him in a direct fight, but if you are really good at the game, will provide you significant advantages, and are things, that the competitive side of Quake wants back.

1) Grandmaster of Movement - Xaero is a champion with uncapped movement speed. Visor no longer has it, he has something else.
2) Grandmaster of Control - Unlike other champions, Xaero is able to exceed the maximum health and armor cap by 100/100, instead of 50/50.
3) Grandmaster of Aim - Xaero is the only champion in the game who still has infinite inventory.

Everyone else spawns with a unique weapon with infinite ammo, two secondary weapons, and the ability to pick up the three power weapons - Rocket, Rail, LG. Outside of the holy trinity, if you don't spawn with a weapon, it transforms into a universal ammo box on the map for you, which gives your two secondary weapons half the ammo that picking the weapon up would. We reduce the casual side of the game to champion kits so that players don't feel overwhelmed by learning a million weapons at once, and every champion plays substantially different. Xaero's unique weapon is just the gauntlet, and his other two weapons are just the starting weapons, most likely generic, all purpose weapons, that do not shine in a particular situation, and in competitive modes, these weapons do seriously reduced damage. With other champions, you take a very different approach. You mirror the holy trinity of weapons, and then you balance some of them so it's theoretically more powerful than a power weapon in the right situation, but in practice, it's too hard, and only the best players can treat it as if it's an actual weapon.

So here is exactly, and I stress exactly, how you approach giving every champion a unique combination of weapons. Now, this seems like a lot of work, but a lot of it has actually already been done. Dire Orb, Acid Spit, and the Mining Drill are all perfectly good unique weapons that would just need number tweaks. You just need to rejigger their ability in such a way that it interacts with their weapon, and in Clutch's case, specifically, he doesn't need two abilities. Again, this is something that League of Legends does, where abilities interact with other abilities, and people enjoy it a lot.

1) You spawn with one weapon that provides projectile based splash damage somehow that mirrors a rocket and can be used for zone control like a rocket but it's not nearly as good for that utility purpose. Acid Spit is a good example, of an ability that now becomes a weapon.
2) You spawn with a high DPS short-midrange weapon, like a shotgun or plasma gun. Weapons that severely lose effectiveness once you cross LG range, and sometimes mirror the LG and do not work period, although the exact range the weapon falls off can be highly flexible.
3) You spawn with a low DPS long range weapon, a class of weapons that currently does not exist beyond the rail in Quake and will need to be invented. If a champion has much higher damage than usual in this weapon slot, then you need to take a lot of power out of their base stats. You can make a champion with preference for fighting at range, but you cannot make a "sniper" class in Quake. It will break the game.
4) Out of these 3 weapons, one of them is their "unique weapon", which has infinite ammo and is completely unique to the champion. It is generally something that really functions like nothing else in the game and gives the champion a unique playstyle and is probably their best weapon of the 3. Xaero cannot use these unique weapons, as many of them are not balanced for competitive. So they do not ever exist as a weapon pickup.
5) Of the remaining two weapons, they are "secondary weapons" that are not unique to the champion. The combination of weapons they get cover up the ranges that their unique weapon cannot fight at. The tri-bolt is a perfectly good example of what I have in mind. Xaero, with his passive, is the only champion who can still get a hold of all these weapons at once, but he does not spawn with them, he must get them. The total number of secondary weapons is most likely 15, to fill the keyboard to 6YHB for Xaero.
6) Thematically, you approach each champion by trying to give them weapons that make sense based on the game they came from, especially if they were the main character of the game.

So for Ranger, he's the free to play champ, so we keep his weapons simple. You give him the Dire Orb as his unique, then you give him a Nailgun, and you give him a new weapon, based off the QW Shotgun, called the Boomstick, where is it a shotgun with an extremely tight spread. Boom. He has what he needs to fight at all ranges, but he still has incentive to get the three power weapons of Quake. And every time you acquire one of the weapons in the holy trinity, one of your starting ones has become obsolete. But it is not because they are truly weaker, it is because they are designed, for whatever reason, to be much harder to use. And you do something that was common in configs. You split the 6 weapon hotkeys like this - CQC Weapon, Midrange Weapon, Long Range Weapon, Starting CQC Weapon, Starting Midrange Weapon, Starting Long Range Weapon. And so once you pick up a power weapon, it has priority on the hotkey. The entire system is designed to drill it into the head of newer players that the game really only revolves around 3 weapons. Too many new players feel overwhelmed by how many guns there are, and they don't understand that most of the weapons are really only good in very narrow situations and the best weapons have a much more flexible range of use. For Xaero, because he is only for advanced players, you give him a completely different section of the hotkey config in the settings, and you do it like UT4 does where it has a lot of customization on weapon groups, which is absolutely necessary, because there's so many new weapons in the game.

Now as I previously mentioned League does a good job providing a diverse array of champions, but they also do it in such a way where they all fall into a couple of archetypes. Because Quake is a game, where even in team modes, you ultimately play for yourself, you need to design champions in such a way that every champion is self sufficient. You do not want to approach it like Overwatch, where if you're playing Widowmaker and someone with good CQC gets in your face, you're boned. You do not want to approach it like a MOBA where you design a series of classes that all have synergy with each other, and are totally reliant on each other to work together to win fights. For casual play, you get rid of the idea of a general purpose, really weak weapon, and let players immediately jump into wrapping their head around weapon selection. Every champion is totally self reliant, and while they may have a range where they excel at, they are never completely gimped at other ranges. And the differences in weapons are drastic enough, that it keeps them playing.

This system gets the complexity of a champion to be equal to the complexity of a League of Legends champion, which will make the game appear to have more depth to casuals, and keep them busy. Three weapons and an ability. Now, the one problem with this is that you need to come up with a lot of new weapons, especially tier 2 weapons that are long ranged ones. And not all abilities that are also weapons can be redesigned so that they are unique weapons. Doom's Berserk is one where it doesn't fit into the archetype. So what we do, if an ability also does damage, we significantly increase its potential to get them on par with a League of Legends ultimate. You do NOT want them on par with an Overwatch ability, where it's totally faceroll. They should all be highly skill based where you can easily blow your one shot to drastically turn a fight if you're not playing well, just like League. Reliable ultimates in League are actually extremely rare and if a champion has one they make serious sacrifices on their kit somewhere else.

And what you do, in exchange, is real simple. When you die, you lose all progress on your cooldown. It will make the hourglasses more valuable, and increase the skill cap of the game by rewarding surviving, but it will do it in a way, that won't piss casuals off. Surviving long enough to get your ultimate off will be real rewarding. A lot of new players just don't stop and think, hmm, I should really be as careful as possible and go out of my way to not die. They just want to fight and keep charging. It will reinforce a very hard thing to understand about Quake, that until the clock is running out, you do not go rambo, your first goal is to just stay alive, then get strong with items, and then start racking up kills. Remember, we are not trying to balance abilities for competitive anymore. We are trying to make the game more flashy.

Now I know what you're probably thinking. We tried something similar to this with the loadout system in Quake Live, and it didn't work. And well, you gave everyone a rocket launcher off spawn without increasing the spawning health of the game, so yeah, it didn't work! So in order to pull this off, you need to significantly rework the stats of the characters.

The starting health of the game needs to go up significantly. A squishy character like Nyx should probably spawn at a minimum of 100/50, perhaps higher, but I think that's a good starting point. The bottom line is, that most people find the spawn-die-spawn-die nature of Quake way too frustrating. And something happened in League a few years back where they globally nerfed an entire class of champions, Assassins, the champions whose entire design is to one shot other champions. Casual players do not enjoy this element of the game, and they were really dominating low level play. It is only something you enjoy once you reach a certain level of skill, but you need to get there in the first place. And because of this, Assassins are rarely seen in competitive anymore, but it was a compromise they had to make in order to balance the casual side of the game. They tried to do it in a way that increased skill caps and it didn't really work. On the other hand, the maximum health and armor of champions does not need to change much. The bottom line is, if you want the game to appeal to casuals, you need to give them useful weapons off spawn, and increase durability off spawn quite a bit to compensate for it.

The thing I have noticed, and it is the main reason why I think the champion mechanic cannot be balanced for competitive play, is that it seems that whatever is the fastest, is also the strongest. Previously, it was Nyx. Now, it's Clutch. And if you nerf Clutch too much, it's going to end up being Slash next.

So, you need to reevaluate move speed, and create a new balancing lever, where you work it out so that the really fast champions are the ones who have the hardest to use weapons off spawn. You seriously increase the variance on move speed caps. You have some very simple champions who spawn with pretty straightforward weapons that can barely use the movement mechanics. And you make it so the absolute highest tier of movement speed, right now Clutch, and Anarki, also have uncapped movement, and these are the champions that appeal to experienced players when they just want to dick around in a casual mode and let off some steam. You design their weapons so that they are really high skill cap somehow and they are fun characters for a veteran to mess around in casual with but you keep them the hell out of competitive. And just like League, the simpler a champion, the cheaper its cost is.

Let's go into a concrete example, and use Clutch. First off, he has uncapped movement now, so what makes him fun to play, is even more fun. This champion can go insanely fast. Then his unique weapon is the Mining Drill. The way it works now, is that when you pull the trigger, it fires for a while, and then it overheats and goes on reload. Because it's a tracking weapon that requires you to focus on your opponent, it's a long range weapon that's way harder to use than a rail, so it can do more total damage per shot than a rail. But you balance in such a way that only players with really good aim can make use of it. And because the rail can be used for peekshots, and this weapon can't, it doesn't crowd out his rail completely. For an average skill player, the rail is just easier and more reliable. And because it overheats, it's DPS is not as good as LG, so it doesn't crowd out LG. Then for his CQC slot, you give him a Tribolt, a weapon that is really hard to use in a direct fight, but theoretically strong. Finally, for his midrange, you give him a Shotgun, because that weapon seems to have better synergy with his ability than most, and he already has a rapid fire weapon. So for an average player, the Shotgun is the only weapon they are really capable of fighting with off spawn, and the Mining Drill does way less damage than they can put out with a rail. But in the hands of a very good player, who can actually fight with his weapons well, this champion is a nightmare, and clearly broken, but only in the hands of an experienced player. And your approach to Anarki is basically the same. They are deliberately broken in the hands of someone who has mastered Quake, but only someone who has mastered Quake.

But it doesn't matter that he's broken, because in competitive, you just play Xaero. You keep competitive Quake pure, and you introduce casual Quake as a means to suck new players in. They start playing the game, all the new champions keep them busy, and eventually, they get absolutely destroyed by someone playing Xaero, they become curious about him, and check him out. And I believe I have designed Xaero in particular in such a way, that despite having a disadvantage off spawn, because of his low health, the advantages he gets at max power make him the ultimate pubstomp champ. His uncapped movement speed is only something a veteran can take advantage of. And Xaero can get to 200/200 despite having a really small hitbox, so his effective max durability is way out of proportion to his hitbox, but in order to get there, you must have good control. And being the sole champion with infinite inventory provides a unique advantage that's hard to measure, but I believe provides overwhelming advantage if you are a good enough player to understand how to properly use all secondary weapons.

He could end up like Draven in League, where he is either played by a really good player who can handle a high mechanical champion and is probably smurfing, or a really bad player who is playing something they perceive as OP, when it's actually too difficult for them, and there's absolutely no middle ground with the sort of people who play Draven. But the difference between Draven and Xaero, is that Draven loses effectiveness at the highest level of play, whereas I want Xaero to be designed in such a way where he actually is genuinely OP if you are good at Quake, but only if you are good at Quake. If the game ever gets to a point where very high level players only get matched with each other, then everyone who is playing casual mode but seriously trying to win should all be playing Xaero in a casual game where everyone happens to be diamond. And it is really only once a player is capable of playing Xaero without falling flat on their face, where they are finally ready to play Duel and other serious competitive modes. Now for the baseline balance, you start him off, so that while his starting weapons are still stronger in casual than competitive, they are still not that good compared to the weapons other champions get, mostly because they do not shine in any specific situation, but also because their damage is low. And if he's dominating the game at lower levels than I think, you keep toning them down until they are equal to their weakness in competitive if necessary. But I really doubt that will happen. It is more likely that I am overcompensating for how useful his passives are, compared to just spawning with more health and some real weapons, and you will need some serious balls to pick Xaero in casual play.

The bottom line is, the game will have more casual appeal if there's a much more drastic difference in playstyle between champions. Most importantly, once all these changes are implemented, you can finally take Duel, a mode which had absolutely no problems whatsoever, and change it back to how it used to be. The problem with Quake being too hard to get into had nothing to do with the mode, it had to do with problematic big picture balance problems in Quake, where it's the competitive ideal, but it's not the ideal environment to learn the game. And I wish id would understand that, because the fraglimit is legitimately messing the game up. It was taking a game which was already getting pretty passive at times and made the problem even worse. Part of the magic of Quake, is that no matter how extreme the scoreline might seem, the stars can align and you get that string of spawn frags that puts you back in the game, and you can flip what looked like a totally done game very quickly. Until the clock is getting real low, there's always a way back in the game, if you simply play better than your opponent. It's something that Quake has more in common with traditional sports than e-sports, where the gamestate can look horrible, but it's just really not over. Competitive League is interesting and I watch it a lot, but it has a problem where it's a snowball game, and once the game gets to a certain point I just tab out. At the absolute minimum, if you're bent on keeping champions in Duel, then the number of champions you select needs to significantly go up, as the fraglimit is ruining this aspect of the game. A kill followed by two spawn kills is just not a statistically significant number of kills. Furthermore, it is making it impossible to add aggressive maps like Aerowalk, which I always found more fun to play as it has higher frag counts than other maps.

Now, the way the changes to the game effect competitive play, is that the weaponset changes from map to map now. The core 3 weapons of the game are almost always there. The total number of weapons on a map is higher, so the item layouts on maps need to change some. And it's easier to get to a weapon off spawn than it used to be, but only if your skill level is high enough to handle the harder weapons. But Blood Run was originally a QW map, so it's not the first time that the item layout on a respected map had to change. I think it's just time to move forward, and come up with weapons that are even better than Quake Live.

Now I do think, there is one possible mode, that can involve the new champion mechanic and still be competitive, and it's CTF. But I think what you need to do is get the game working first, then play around with CTF internally and see whether or not it has any potential. And if it does, then you primarily balance champions for CTF. Perhaps certain champions, most likely the fast ones, will need a different starting health and armor in this mode to give you a lever to balance the game. If it does work, then it will be ideal for the health of the e-sport scene, because there will be at least one mode where the champion mechanic is in the game. Then what you do, is you have casual CTF, where the player count is a lot higher, and then competitive CTF, where the player count is normal, and you still must own Xaero in order to queue, but you don't have to play him.

Now, I really have little opinion on what modes belong in casual play, and what modes belong in competitive play. I think there's basically no reason to add Competitive FFA Deathmatch, and no reason to add Casual Duel, and I think Sacrifice is garbage, a lazy way out to add CTF to the game without designing maps and needs to be scrapped for CTF itself, but I do not feel strongly about any of these things. However, there is one thing I feel really strongly about, and that's Clan Arena. And the fact that it's missing really goes to show that while id is probably doing a good job of listening to professional players, they really have their head in the sand otherwise, and have no clue about what the proper approach to learn this game is. And it is really important that this mode switch positions with FFA Deathmatch, and be at the top of the game mode list, and be the centerpiece of the casual game, so that it's the mode where someone who knows absolutely nothing about Quake will go first.

I believe that no matter what you do, Clan Arena needs to be added to the game immediately if you want any chance of it being successful for several reasons. The first is pretty obvious, if you pay any attention to games other than Quake. Extremely high player count FPS is currently the new meme, PUBG and Fortnite are blowing up, and Quake has a mode which you don't need to do much twiddling with in order to play the game with extremely high player counts and it's also a single life mode. You don't need to clone Battle Royale, we have something that's honestly better. And the style of map that Battle Royale works on won't work in Quake. So don't even try to copy that. It won't work. A lot of players enjoy those games, but do get frustrated when they die because they simply got unlucky with their landing and couldn't get a weapon, and that obviously never happens in Clan Arena.

When id closed the Quake Live servers, and opened the game up to the community, the game shifted away from 5v5 towards large scale matches. And at first I was skeptical, but it's actually awesome, it's way more fun than 5v5 ever was. Now exactly how many players you choose to add to the game is a tough decision to make, but I think we need to go even bigger to catch the attention of the Battle Royale crowd, and scale the maps so that it's even more crowded than it is as if it's your landing in Tilted Towers every single game.

The other reason that large scale Clan Arena is so good, is once people got an ELO system going again, it was proven that large scale Clan Arena is the one mode where you can play with an extremely diverse skill range of players, and the game does not break down. Other modes also become a mess with too many players involved. There aren't enough items on the map for everybody.

Team mode Quake and League have one problem in common. If there is a player in the game who is clearly either way better, or way worse, than the average skill of the rest of the players, the game completely breaks down and becomes solely about how good or how bad they are doing, and it doesn't matter how well anyone else is doing anymore. The problem is not as drastic in Quake, but it's still there. In terms of competitive play, it is a problem that you actually want your game to have, but if you're trying to design something with mass appeal, you need to mitigate it. And large scale Clan Arena completely mitigates this problem.

Extremely new players make the game more difficult, but they do not render it completely unwinnable. Eventually their ELO becomes so overwhelming low that the system properly compensates for how bad they are. On the other end of the spectrum, I've only seen Clan Arena break down, when a legit professional player shows up. And if they played it more often, they would probably get to 9000 ELO, and the problem would solve itself, albeit in an unpleasant way where the teams would become really lopsided and the game becomes about whether or not the pro can hard carry a bunch of mediocre players. Anyway, it solves the final complaint that all of my friends have had about Quake, where they are just getting stomped and don't feel like they can't do anything. Because Clan Arena is round based, it constantly resets the game, and it takes the pressure off, compared to some guy with Quad spawnkilling you four times in a row. A veteran player does not get mad when that happens, because they understand that getting the Quad requires you to do something right, but to a new player, it seems unfair at first.

The final reason, is that I honestly believe, that if you want to introduce a new player to Quake, and help them transition into serious modes like Duel, Clan Arena is the mode you need to get started on. I can honestly tell you from personal experience, that if it wasn't for Rocket Arena 3, I never would have gotten a fraction as good at this game as I did, and I would not be here writing this article today. I talked earlier about how I feel Quake has more in common with traditional sports than other games, and I'm going to use a sport analogy. Before you can learn to play baseball, you need to learn to play tee-ball first.

It takes an element out of the game - pitching - that is too complex for a new player to understand. Before they can wrap their head around it, you need to get good at hitting the ball without this element first. If you just try to skip to baseball, especially trying to learn baseball against people who already know how to play, it will be too hard for you, and you will fail. And I don't care how much you hate the mode, you need to view it in this light. Pretty much every sport has a lesser version of the game that makes the game easier for people with no experience. American football has two hand touch. Basketball has half-court. Golf has miniature golf. Tennis has badminton. And so on.

You need to get to a certain level of skill before you enjoy spawning with no weapons against an opponent who does. If it wasn't for RA3, I never would have got to the point where I understood that. And equally importantly, before you can learn how to fight against a player who has advantage over you, you need to learn how to fight a player from an even position, and that's exactly what you get in Clan Arena. id clearly wants FFA Deathmatch to be the intro mode, but it teaches the game to you totally backwards, and that's why a lot of players who play it continue to play mediocre forever and never improve.

Even the most diehard Clan Arena fans admit it's the inferior mode from a competitive perspective, but that's not the point. The point is to specifically to make the game easier for new players. That's what Quake needs to become mainstream again. The only possible explanation I can come up with as to why this mode is missing, is that id seems to think that if you simply don't make it available, people will just play other modes. I think whether or not that is true is completely irrelevant, because you are severely crippling a new player's ability to get into Quake by doing that.

Now Clan Arena is not perfect, and if you play it with money on the line, it gets really campy. And people in games are willing to play the meta now, whereas it wasn't like that previously when meta only mattered at the highest levels of play. And it will require some twiddling to work alongside everything else I suggested so far. So I have a couple suggestions, Quake Champions is still a new game, so it is probably about to time to start experimenting.

Now the first suggestion is really simple, rename the large scale casual Clan Arena to Training Arena. Make it abundantly clear that if you know literally nothing about Quake, this is probably where you should get started. If you choose to add competitive 5v5 Clan Arena to Quake, then leave that mode's name alone. And as previously stated, this is the mode that gets the distinction of being the top of the list, because a player who knows nothing about the game will just select the first mode on the list. For the competitive side, Duel is the mode that is at the top of the list.

The second suggestion is how you approach the maps. I know that designing some maps for large scale players is going to be extremely difficult, but I have a suggestion that will make it a lot smoother. Do what people did in Clan Arena on Quake Live, where you take an existing map, and you expand on it. Make a Training Arena map that is based upon expanding on every single Duel map. So every time you are playing Training Arena, you are also playing on a Duel map, it just has way more parts to it. If you get real clever about it, then you can possibly work it out, so that multiple Duel maps can be contained in a single Training Arena map. That way, while you are playing Training Arena, you are simultaneously learning the smaller version of the map for other modes, which will ease the transition into them quite a bit. You will know the map, you just need to learn the item layout. It's already been proven this design strategy works for Campgrounds, and it needs to be applied to all maps.

Third suggestion is exactly how to go about working into the champion mechanics into Clan Arena. First off, the amount of bonus health that every champion gets does not have to be exactly the same. Use the fact that Training Arena has a different starting health as another balancing lever in case a champion is problematic in Training Arena but is not in other modes. I can easily foresee Clutch with his shield being very strong in a large scale player situation, and his extreme mobility is even more useful on a large map. Second, we continue to simplify the game as we were doing previously. You don't spawn with all weapons anymore. You spawn with the three starting weapons for your champion, and then the three power weapons. This will help new players not feel overwhelmed by learning a billion weapons at once.

Now of course, Xaero's weapon passive comes into effect in this mode, and if you select him, then you do spawn with all secondary weapons. But just like in other modes, you trade a lot of health and armor to do this. I know this is an absolutely ridiculous amount of weapons and many of them will overlap and be useless. But I believe that only good players will be able to handle so many weapons and it will add some extreme depth to Clan Arena, and ideally his weapon selection will mostly come down to preference, not balance.

Next suggestion is how you solve problems with excessive stalling and hiding. Now you could do it the way Battle Royale games are doing it, where you implement the circle, or do it in a different direction and fill the map with lava, but I think we should do it the Quake way, and if the match drags on too long, then spawn in a Quad Damage. Teach players the very basic idea that they need to do things based on timings and fight over items, but only start them out with a single item. And if the Quad is somehow still not enough to resolve the match, then a few minutes later, spawn in an even stronger powerup which gives you Quad Damage AND Wallhack permanently, so they can't hide anymore. You could make it the eye of illuminati or something to fit in with the gothic Quake theme. A powerup like that is pretty much guaranteed to either force conflict or you have an advantage and get it uncontested and make the match extremely easy to end once you get it. Or you don't do that, and you just shave some time off how long a round takes before it's decided by tiebreak rules.

Now my final suggestion, and I am not totally sure about this one, is that perhaps Training Arena should be reduced to a single round. Competitive Clan Arena should not. Battle Royale games have one really good thing going for them. If you get killed super early, you don't have to wait for the match to end. You just get right back in queue. This also decreases the chances of running into a high skill player, because they last in games longer. So if you die early, you can spec if you want, or you can get back in queue right away. If the player pop isn't high enough, then you just end up waiting to requeue with the same players. But if the game takes off, then it seriously cuts down on the downtime of the game. If you leave you can get a notification popup that tells you whether or not your team won or lost. But CS is really popular now too, so waiting around dead might not be as big a deal as I think. The problem with this one, is the load times in the engine are currently very bad, so this won't work, which leads me into the final step that you need to take in order to salvage this game, and it's the most painful one.

Let's look at what Epic has done in the past, and what they just did recently. Back in the old days, UT and Quake 3 came out at roughly the same time. And what Epic did was they took our game, they cloned it, while adding enough twists with the dodging and alt fire that it still feels original, and they made it way lower spec than its competitor. And I have no idea about long term sales, but my recollection at the time is that UT had way, way, way more people playing it than Quake 3 did. Then Counterstrike came out, which was running off the Quake 1 engine and therefore even lower spec than UT, and really blew up.

And Epic literally just did the exact same thing, again, and they struck gold, again. They took another game, PUBG, they cloned it, they added their own twist by making it more arcadey and adding building to the game. And I firmly believe that the reason Fortnite is blowing up so much, is while it's not a low spec game, it's a reasonable spec game. A lot of people who are unable to play PUBG can play Fortnite no problem.

And for all this talk id had about how important 120fps was to them, they then proceeded to take Quake Champions, and make it a way too high spec game. They are trying to make an e-sport with good graphics, they are approaching it like it's an AAA title, but here's the thing. There is actually very little overlap these days between the people who play AAA titles and the people who play e-sport games. If you're into competitive gaming these days, you don't care about graphics, you care about framerate.

And once again, if you want to build an e-sport, you go after the League of Legends demographic. And part of the reason the game is popular, is that low settings are truly low settings and it literally can run on a walmart laptop. While it's not good, it's at least playable. If you want as many people playing an e-sport title as possible, then you need to make it so that it's accessible to people who don't have gaming machines. You need to suck them in by making it playable on at least modest machines, so that they find out they like the game and want to invest the money and get a competitive advantage.

And while you're working on the new engine, you outright steal the one really good idea that Reflex had, warmup servers for while you sit in matchmaking. It was a great idea, but because the player pop never got anywhere, so no one got to see what a great idea it was. These will be important to keep people busy while you search for a large scale Clan Arena match, which may take a while, compared to a smaller mode, until the game hits critical mass. If the game takes off, and warmup becomes a crazy crowded place, then give players spawn protection, and start using bigger maps. I would say you do one other thing for warmup, and you make all champions free to play. Then you also make it so you can just queue directly into warmup, and don't search for a game. Give players a place where they can test things out and see if they like them. Warmup is something really cool in Quake that seems to be getting pushed out of the game. In Quake Live most people want to decompress and hop around for a bit after a tense match and don't ready up right away. It keeps you from going on tilt. It's more important than you think.

And there's one more practical reason that the game's specs needs to go down. If you're going to make a game with a loot box, cosmetic shop model, then you need to have lots and lots and lots of cosmetics. And this game has a pathetic amount of them for how long it's been in development. They are clearly taking way too long to produce. So by reducing the quality of the graphics in the game, you should severely be able to reduce the time it's taking to crank this stuff out, maps as well. And now that you are not trying to balance the champions for competitive play, you don't need to limit the number of champions anymore, and you can take the League of Legends kitchen sink route, and throw everything into the game that you can conceivably think of. The very first step, should be to reintroduce the entire Quake 3 Roster. Then start adding famous enemies from id titles like the Cyberdemon and Shambler. And you might as well branch into Elder Scrolls, why the hell not, all the casuals want the Dragonborn, and his ability where it does no damage but a ton of knockback is something that actually could be legitimately useful in Quake. And then you also implement way more gun skins.

Pretty much everyone agrees that this engine has serious problems, and honestly, it's so bad, that you should consider going back to the Quake Live engine, and just write a whole new renderer for it. As an engine, Quake Live's only weakness is that its graphics are dated. The gameplay aspect of it is solid, doing this would return customization, which is an important aspect of Quake, and has always separated it from other games. For example, this is the first time I haven't been able to play Quake without a shaft bind since I got serious about the game, they're common in CPMA and QW but I used one in Quake Live too, and not being able to have something that used to be so simple to wizard up really bothers me. We need the console back, it's important and unique to Quake. And hopefully, because your graphics are simpler, the load times finally come down. The bottom line is they are completely unacceptable for an e-sport. As I was saying, if 120 fps is as important to you as your marketing says, then you need to actually design a game that gets 120 fps on average machines, and gets 20-30 fps on toasters. The game currently does not.

Now, do I expect all of these ideas to be implemented verbatim? Of course not, but I'm hoping that the general idea that you need to make Quake more accessible but do it in a way without compromising competitive play gets through to somebody. I simply came up with a way to do it that works within the champion framework. As you can tell from how long it is, I spent a lot more time than was probably healthy thinking about this game and it's problems, and how to fix it. This will unfortunately take a lot of time and put development of the game on ice for a while, but as I opened with, the game is clearly a flop, and it needs to go in a seriously different direction if it wants to succeed. And the question id software has to ask themselves is, do you want to make money off this game or not? The answer is obviously yes, and that means you need to seriously reevaluate it and put more effort into it. It is still early access, and there is plenty of time to salvage it. This game has serious potential, but it just has so many problems that it doesn't currently appeal to anyone. You need to take a harder look at what people in e-sport demographics actually want out of a game.
Edited by Zanno at 16:57 CDT, 3 April 2018 - 3519 Hits
Strenx Sorlag Rap (36 comments)
Posted by Jamerio @ 11:23 CDT, 2 April 2018 - iMsg
Edited by Jamerio at 11:26 CDT, 2 April 2018 - 3494 Hits
Got permanently banned from tox' stream (68 comments)
Posted by He4rTL3sS @ 11:16 CDT, 2 April 2018 - iMsg
cause of too much trolling.

drejjk wanted to say this before i left :

: drejjk tox now using 3366 + big fat black interracial crosshair, time for you to move on from something else than wmo and qck
5865 Hits
125 FPS QuakeLive Classic Duel Cup#4 (76 comments)
Posted by Nico_QD @ 03:13 CDT, 2 April 2018 - iMsg
Scheduled: 13:00 CDT, 2 April 2018 to 16:00 CDT, 2 April 2018
Schedule: Passed

The 125 FPS QuakeLive Classic Duel Cup#4

Bracket: (will be available in 1-2h before cup start)

Donate: 125FPS Paypal donate link; 125FPS money links (bitcoin, yandex-money, webmoney)
Streams: United Kingdom nvc, Russia 125 FPS, Russia 102, Quake streams
Links:125FPS Balance 2017-2018; 125FPS Discord
Edited by Nico_QD at 06:12 CDT, 2 April 2018 - 5867 Hits
Americas Promode Conference Playoffs (17 comments)
Posted by Krvcsl @ 01:27 CDT, 2 April 2018 - iMsg
Three weeks ago, our brave thirty-two Americans embarked on a journey. What was the purpose of their quest? Was it to test the pulse of the arena FPS scene? Was it prove defiantly to the masses that we aren't just seventeen players playing against fifteen bots? Regardless of their motives their Foolish Legacy will not forgotten. The group stages have concluded and here are the results of their efforts. The top two players in groups advance to Division I playoffs and the bottom two players in groups proceed to Division II playoffs.

Playoffs begin now, Monday, April 2 2018 and end on Sunday, April 15 2018. Without further ado, I humbly announce our sixteen players in the Division I playoffs and our ten players in the Division II playoffs.

*We also gathered some Fun Statistics from the group stages. We hope you enjoy them.

Links: cpma Americas Promode Conference Discord Server, Tournament Page, 1337 Match Fixtures & Betting Odds, challonge Division I Brackets Page, challonge Division II Brackets Page, cpma playmorepromode
Edited by Krvcsl at 14:09 CDT, 2 April 2018 - 2196 Hits
OMG QL CTF da capo DRAFT CUP (9 comments)
Posted by BaMoFu @ 08:15 CDT, 1 April 2018 - iMsg
Scheduled: 07:00 CDT, 8 April 2018 to 12:00 CDT, 8 April 2018
Schedule: Passed

The Humanity of it all... The pain, the hollow inside ever since the 18th of February :-( The feeling from waking up on the 19th, without knowing WHEN or even IF there would be another OMG QL ctf Draft cup, have kept me on my knees ever since. Seems the only cure is hosting another (YES, it's true!!!) one asap. There are even rumors well known streamers (besides h8m3 <3) will partake this time.

Sign ups are open.

Hope to see you folks there and that the cup will be as fun as last one was.

Streams: twitch h8m3 twitch Sno twitch netban and maybe twitch justnvc
Edited by BaMoFu at 09:14 CDT, 8 April 2018 - 1781 Hits
I need help to stop being blunt (4 comments)
Posted by Fizzle @ 08:03 CDT, 31 March 2018 - iMsg
People online and in the rail world keep telling me that i am too blunt.

Do i really come of as blunt on this website? please be honest with me as i have to know now not in the future not in a few weeks i want to now KNOW =]

Why am i being so blunt? i dont know?!? please someone answer my questions

i have only done to help this website with my advices please just offer me some solution to my blunt problems

peace love n respect to those that love quake
fucc the haterz
*hits tha blunt*
1238 Hits
125 FPS QC Duel Sunday Cup#23 (7 comments)
Posted by Nico_QD @ 17:45 CDT, 30 March 2018 - iMsg
Scheduled: 10:00 CDT, 1 April 2018 to 17:00 CDT, 1 April 2018
Schedule: Passed

The 125 FPS Quake Champions Duel Sunday Cup#23

Bracket: (will be available in 1-2h before cup start)

Donate: 125FPS Paypal donate link; 125FPS money links (bitcoin, yandex-money, webmoney)
Streams: Russia 125 FPS, Russia 102, United Kingdom zLive, United Kingdom nvc; Quake streams
Links:125FPS Balance 2018; 125FPS Discord
Edited by Nico_QD at 17:46 CDT, 30 March 2018 - 1900 Hits
HoQ TDM Spring Season Round #1 (6 comments)
Posted by doz3r @ 14:15 CDT, 29 March 2018 - iMsg
The 1st round looks like this:

Monday 02/04 2018 13:00 CDT
Div1 Russia B52 vs Europe Pandæmonium
Div1 Europe Komanda Bro vs Poland Platige Team reschedule
Div2 Europe I Love My Squad vs Germany EliteFour @ 21:00 CEST

Tuesday 03/04 2018 13:00 CDT
Div2 Russia Raks vs France Club Sandwich reschedule

Wednesday 04/04 2018 13:00 CDT
Div3 Russia Catz&Slipper vs Europe lasthope

Thursday 05/04 2018 13:00 CDT
Div3 Russia Anchors vs Europe Respect The Paco

Streams: twitch 102 twitch d1z twitch k1lljoy twitch nvc twitch polosatiy twitch Xron
Links: Rules, Signups, HoQ Discord, mIRC HoQLeagues, Twitter HouseofQuake
Edited by doz3r at 12:48 CDT, 3 April 2018 - 1534 Hits
Need help from an Admin (8 comments)
Posted by ForgeZanno @ 10:52 CDT, 29 March 2018 - iMsg
I need help from an admin for two reasons. The first is that I have come back to ESR with a Major Column. It is very long and currently 17 pages in microsoft word. It is a blueprint on exactly what you can do to save Quake Champions from my perspective as someone who is really an outsider on this community, but always existing on the fringe. I do not remember how that works, do I need to submit to an admin first or do I just post it and it gets promoted if you like it.

The other problem is there is no possible way to recover my original account. The email attached to it doesn't exist anymore and I tried dozens of my old passwords and I just can't remember it. I am willing to handle this by a brief phone call with an admin located in the US (not paying for an international phone call) to verify that I am genuinely this person and not just trying to steal someone's account.
1773 Hits
REFLEX MONTHLY CUPS #3 (No comments)
Posted by goulox @ 07:49 CDT, 29 March 2018 - iMsg
The third rotation of Reflex Monthly Cups has been completed. Congratulations to United States of America Hoyt and France Ramagan, respectively winners of Reflex Monthly Cup NA#3 and Reflex Monthly Cup EU#3. They both win the title for the third time in a row.

Reflex Monthly Cup NA#3

Reflex Monthly Cup EU#3

For complete information about the tournaments, please visit the official forum.

Reflex Monthly Cups 3rd Editions Highlights video created by United States of America lolograde and New Zealand cat_smoker :

Edited by goulox at 05:38 CDT, 31 March 2018 - 978 Hits
this game is dead right? (32 comments)
Posted by Gibaholic @ 05:30 CDT, 28 March 2018 - iMsg
just makin sure
5306 Hits
HoQ TDM Spring Season Draft Groups (60 comments)
Posted by doz3r @ 17:47 CDT, 27 March 2018 - iMsg
The signups of ql Quake Live TDM 4v4 Spring Season 2018 have been closed. Here are the draft groups. Division 1 will play Mondays 20:00 CEST, Division 2 will play Tuesdays 20:00 CEST and Division 3 will play Wednesdays 20:00 CEST. The Spring Season will start Monday 2nd of April.

This season with home/away matches again.

Streams: twitch 102 twitch d1z twitch k1lljoy twitch nvc twitch polosatiy twitch Xron
Links: Rules, Signups, HoQ Discord, mIRC HoQLeagues, Twitter HouseofQuake
Edited by doz3r at 18:20 CDT, 1 April 2018 - 2441 Hits
Reflex Monthly Cups #3 Highlights (No comments)
Posted by goulox @ 14:46 CDT, 27 March 2018 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: 8.2 (4 votes)

(By United States of America Lolograde and New Zealand cat_smoker)
481 Hits
CPMA Beginners Cup 5 (3 comments)
Posted by freddiaN @ 07:58 CDT, 27 March 2018 - iMsg
I will be hosting the cpma Beginners Cup #5 on the 13:00 CDT, 31 March 2018. While the cup has mainly been advertised for Europeans, players from around the world can participate (server choice will be delt with on a per-match basis).

The map pool will feature the following maps: cpm22, pukkat2, fatamorgana_b4 by Netherlands Terifire, darkztn_rc by Russia darQKJ and fjo3tourney6_b6 by Norway Fjoggs.

To enter the cup, join the CPMA Discord and message me (Germany @freddiaN#1337).

Links: cpma CPMA Discord, cpma
Edited by Teen Queen at 13:21 CDT, 28 March 2018 - 1281 Hits
Crikers Lad (25 comments)
Posted by Profanum @ 03:30 CDT, 27 March 2018 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: 8.7 (34 votes)
Crikers Lad is the latest movie for cpma Challenge Promode Arena by Australia Profanum. The movie features my friends and I, with the majority of clips from a particularly active period in the second half of 2017. Download link coming soon (slow af Australian speeds).

Special thanks to:
The CPMA team, old and new.
Switzerland myT for his tools and general wizadry/advice.
The lads in OAFPS.
Australia QHAT for the servers.
Australia Bevdog for the CPM wallpaper in the opening sequence.
New Zealand df for the VB/Promode ending image.
New Zealand ZTK for the cups and keeping it loopy.
Whiskey & Beer.
Connecting with the Community: cpma CPMA Official, cpma Oceania AFPS, cpma CPMA Official Site, cpma Plusforward, steam Steam.
Edited by Profanum at 19:42 CDT, 27 March 2018 - 3127 Hits
Qlranks the scamm (16 comments)
Posted by SaturdayEveningPost @ 09:59 CDT, 26 March 2018 - iMsg
Every one remember when qlranks asked for donations to make keeping the site up easier and would make the internet more reliable etc..

REmember how very soon after that Qlranks tv bot stopped working :))) right after the donations.

Fuck em!
2049 Hits
How can the people at Maxim get such a high speed (21 comments)
Posted by lingyueqing @ 03:27 CDT, 26 March 2018 - iMsg
I was looking at: and it claims that one can achieve over 2mbps on a 32Mhz clock when bit-banging with an 8051. That means 1mbps on 16Mhz. I'm using a clock greater than 16Mhz and feel I can only achieve a max of 19.2kbps.

I looked at their source code and it doesn't really help. I did borrow code snippets for I2C protocol for the 8051 but thats an overkill.

Because the two 8051s I'm dealing with run at the same clock speed and have the same capacitors connected to the crystal, theres a good chance I'd get this code to work. A safer approach I used in the past was to add extra check code (example: jnb clocktriggered,$ and jb clocktriggered,$) to make sure the byte was read, but that uses an additional 2 clock cycles per bit.

I apologize for the extra long code, but I deliberately repeated code instead of using loop control in order to save an additional 2 clock cycles.

I also considered using interrupts but each interrupt call wastes at least 4 clock cycles. 2 to jump to a new address and 2 to return from the interrupt address.

The microcontroller I'm trying to optimize this for is for an AT89C4051-12PU:

So how can the people at Maxim get such a high speed (16000kbps+) and I cant? Is it because they jam features into their 8051 microcontroller that allows them to achieve such speeds?

;RUN=logic high starts data transfer
;DIN=Data input
;DOUT=Data output
;Worst case total cc (clock cycles): 39
;Crystal used: 22.1184Mhz
;Max UART speed = 22118400 / (39cc * 2 * 12) = 23.6K. Convert to standard = 19.2K

jnb RI,nrcv ;2cc
mov R7,SBUF ;1cc
nrcv: ;3cc total receive from serial

jnb RUN,main ;2cc
jb RUN,$ ;2cc
jnb IO,nosxmit ;2cc

nosrcv: ;uC to serial
CLR A ;had to add nops to align with receiver
mov C,DIN
mov C,DIN
mov C,DIN
mov C,DIN
mov C,DIN
mov C,DIN
mov C,DIN
mov C,DIN
jnb TI,$ ;Trying to make it where program doesn't stall forever waiting for transmission
mov SBUF,A
ajmp main ;36cc total transmit

nosxmit: ;Serial to uC
mov DOUT,C
mov A,R7
mov DOUT,C
mov DOUT,C
mov DOUT,C
mov DOUT,C
mov DOUT,C
mov DOUT,C
mov DOUT,C
mov DOUT,C
ajmp main ;33cc total receive

This is my setup:

As you can see, for the main master (AT89S52) there is one UART which is used by the computer. I have 4 GPIO pins I can use with the AT89C4051. The UART on that micro is used by the HM-TRP wireless transceiver module.

I'm trying to make a game which requires each device in turn to connect with the server since the HM-TRP is half-duplex.

And why bother with older hardware? Its lower priced and I already learned how to use it and I already made PCB's for it.
3355 Hits
125 FPS QuakeLive Duel Classic Cup#3 (11 comments)
Posted by Nico_QD @ 17:46 CDT, 25 March 2018 - iMsg
Scheduled: 13:00 CDT, 26 March 2018 to 16:00 CDT, 26 March 2018
Schedule: Passed

The 125 FPS QuakeLive Classic Duel Cup#3

Bracket: (will be available in 1-2h before cup start)

Donate: 125FPS Paypal donate link; 125FPS money links (bitcoin, yandex-money, webmoney)
Streams: United Kingdom nvc, Russia 125 FPS, Russia 102, Quake streams
Links:125FPS Balance 2017-2018; 125FPS Discord
Edited by Nico_QD at 17:47 CDT, 25 March 2018 - 2702 Hits
Best of best fart pranks compilation (6 comments)
Posted by kevlark @ 04:44 CDT, 25 March 2018 - iMsg
Edited by kevlark at 14:10 CDT, 27 March 2018 - 1367 Hits
Should I sell my Intellimouse 1.1 SE? (5 comments)
Posted by arorakevin @ 17:43 CDT, 24 March 2018 - iMsg
Hi, I have a used 1.1 SE mouse. It's 100% legit, and not one of those Chinese knockoffs. I bet I could sell it for a lot. I'm out of the esports scene, but I still love the old mouse. It's reminiscent of the good old days, and it's still as awesome as it once was. Do anyone of you think I can sell it on here or on ebay. Given the rarity of the item, do you think I could sell it for 250-500 bucks? Or, have people stopped caring about the 1.1 SE?
1090 Hits
SPIN mag interesting perspective on Quake tourneys (No comments)
Posted by dondeq2 @ 14:05 CDT, 24 March 2018 - iMsg
Here is a throwback for your weekend reading pleasure. From July 1999, this is Dennis Cass' "outsiders perspective" on Quake tourneys, LAN parties, and the California gaming scene back in the day. The original description gives a good idea at what's being featured... "Vaginal Love Beads, The Loser Rack, and a Shirt That Chicks Dig: A Three-Day LAN Party is Much, Much More than 4,320 Continuous Minutes of Quake." Enjoy!

GRAZING AT THE SERVER FARM by Dennis Cass. PHOTOS by Jeff Minton. SPIN Magazine, July 1999.
592 Hits
Clutch needs a nerf and anarki a buff (41 comments)
Posted by He4rTL3sS @ 13:26 CDT, 24 March 2018 - iMsg
Clutch needs to be slower, it makes no sense that a heavy champion is the fastest champ in the game. Going agressive with Clutch is too "easy" considering the amount of speed you can get with his movements, and it's not even quake movements.

Anarki need prolly a slight hp/ap buff, cause he's the 2nd fastest after Clutch, but dies in a matter of seconds cause not enough health/armor.

Btw i have nothing against Clutch, i think his movements are a better version of Unreal Tournament, but if you look at the current state of duel, it all comes down to who will play Clutch the better.

And I actually don't like anarki, but it's unfair that those who do like him can't pick him because he's too weak
4921 Hits
zonelarm pro 2018 $24/£19 on offer (2 comments)
Posted by p0rt @ 10:23 CDT, 24 March 2018 - iMsg

bargin, speeds up your internet, deny all the back ground bollox of windows and all the MI5 and NSA backdoors to your shit
Edited by p0rt at 10:23 CDT, 24 March 2018 - 977 Hits
cypher frag on xron / jumppad rail (No comments)
Posted by trepunkt @ 21:42 CDT, 23 March 2018 - iMsg
cypher frag on xron / jumppad rail

horse dudu
742 Hits
Community Livestream Summary for March 23 2018 (33 comments)
Posted by Messing Around @ 19:46 CDT, 23 March 2018 - iMsg
Thanks to u/divide on reddit

.A new champion will be coming in the next patch! It will be revealed at PAX East in Boston on April 7.

.Awoken. New duel map coming in April patch. This tweet and reddit post suggests it will also be open to TDM/FFA.

.New Plasma Gun skin for SNG. Coming in April patch.

.Quake II Rocket Launcher and new Tri-Bolt skin will be coming BEFORE the next patch. They wanted to test a new system where they can put something into a build without it showing up in the client immediately. These new skins will be unlocked "very soon".

.Quake II Rocket Launcher will be in reliquaries to start. [It sounds like you won't be able to unlock it with shards, at least right away, but this was unclear.]

.Speed changes are being tweaked continually. They want to retain the more strategic pace introduced with the speed changes, but they definitely want to make it feel more fluid. They are experimenting with different speeds and accelerations. Experiments will also probably be taking place on the PTS.

.They are also experimenting with rocket speed changes to improve dodging ability.

.Making changes to Slash's crouch slide so that it's not necessarily faster, but it's more fluid and smoother.

.Reducing radius of Dire Orb explosion. Especially in Instagib it was too powerful, and right now it is larger than it looks visually.

.Looking at potentially giving all champions the same HP/AP decay rate.

.Clutch's crab-hopping behavior, where you could hold crouch and spam dodges, has already been fixed for next patch.

Awoken could be open for DM
4482 Hits
L I M B O (11 comments)
Posted by hox @ 15:18 CDT, 23 March 2018 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: 8.5 (26 votes)
CPM Clan Arena movie by Russia Ryan_H

Special thanks to
Edited by Teen Queen at 10:36 CDT, 24 March 2018 - 3144 Hits
Free Early Access Keys (No comments)
Posted by AchillesD9 @ 07:45 CDT, 23 March 2018 - iMsg
Does anyone own a spare steam key any chance ? if you feeling generous before the weekend, that would be greatly appreciated.
462 Hits
Quake Champions MediaMarkt LAN Tournament #2 (49 comments)
Posted by Asuka_ @ 23:56 CDT, 22 March 2018 - iMsg
German company and russian cybersport support MediaMarkt steps up again with a Quake Champions LAN tournament to be held in Russia Saint Petersburg March 31st with a total of 150,000 RUB ($2,517 USD) in prizepools. The participation at this event has already been confirmed by virtuspro official quake players Belarus Cypher and Poland av3k, and the russians Russia agent, Russia base, Russia Nitrino and Russia inz, who repeat their participation from last year. The winners will also receive an equivilent amount in MediaMarkt gift cards. Alienware and Trust Gaming are the official sponsors for the tournament.

Stream: twitch Zlive twitch Polosatiytv
Brackets: Liquidpedia
Links: MediaMarkt
Edited by Nico_QD at 08:09 CDT, 1 April 2018 - 6534 Hits
Your current settings ? March 2018 (11 comments)
Posted by He4rTL3sS @ 15:09 CDT, 22 March 2018 - iMsg

Mouse: Zowie by BenQ EC2-A
DPI: 400
USB Polling rate: 1000hz
Accel: none
Pitch and yaw: default (0.022)
Windows sens: default (6/11)
Sensitivity value: 4.000 (26cm/360° = med-low sens)
Crosshair: standard "+" with a hole in the middle (default QC and CS:GO crosshair), color cyan
FOV: 106 @QC (= 90 @QL)
Mousepad: SteelSeries DeX (mix between hard and cloth; 32cm wide)
Edited by He4rTL3sS at 15:11 CDT, 22 March 2018 - 1536 Hits
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