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So people have been asking me... (No comments)
Posted by pudding @ 21:25 CDT, 26 May 2017 - iMsg
... several times now that i should ddos some ppl etc..
maybe another #prayfor125fps incoming very soon


>ppl call me cheat0riz3r
>so i started streaming
>they still call me cheat0riz3r and kickz me from servers
>welcome 2 retardaidslive
>ddos incoming, will never stop.
>ppl are confused and they ask me why i ddos
>use your brain dmned kidz LUL
41 Hits
Ask the Devs - Answers! (39 comments)
Posted by sudoBp @ 13:44 CDT, 26 May 2017 - iMsg

Hey guys,

We received a bunch of great questions in our first "Ask the Devs!" forum thread over the last few days. Today we're providing answers from the development team at id Software in this thread. If we didn't answer your question, don't worry. We'll continue to look through and provide updates in future posts.

Thanks all!

Quake Champions Developer AMA

Dev Team Responses & Contributions from:

Adam Pyle - Lead Design at id Software
Brandon Riffe – Senior Producer at id Software
Matt Charles - Senior Producer at id Software
John Hill - Esports Manager at id Software
Alexander Larionov – Game Director at Saber Interactive

How are you doing Devs ?

Adam Pyle: I'm so happy you asked.
Matt Charles: Only around ~1.4, but I like to experiment with different playstyles.
Brandon Riffe: Excited!

What is your personal (and some of the Dev teams) favorite Champion? Weapon? Feature? and why? :)

Adam Pyle: My personal favorites are Ranger and Sorlag. I have a large number of contenders tied for third, and am still sorting out who deserves that spot. I absolutely do not have a favorite weapon, but instead enjoy mixing it up and earning combo kills.
Matt Charles: Ranger! Mobility is key. The Rocket Launcher is still my favorite weapon.
Brandon Riffe: Sorlag she is a beast. My favorite weapon is the lightning gun.

Are you willing to compromise competitive integrity for accessibility? In other words, do you value a wide range of skill gaps between players, or do you value the ability for a scrub to start competing quickly against higher ranked players?

Adam Pyle: Absolutely not. Lowering the skill floor doesn't mean you inherently lower the skill ceiling. We hope to make the game more accessible by simplifying some game systems, while adding depth by adding more mechanics to utilize and master. New players do not need to quickly compete against higher ranked players, they just need easy access to players of a similar skill ranking and improve their standing (and their skill) over time.

Is there anything on the horizon you are especially eager/anxious to seeing the community's reaction to? If so, can we have a hint? ;)

Matt Charles: See the next question below.

Tim Willits' moustache. Will it be making a comeback?

Adam Pyle: Hopefully not. Someone really should have told him. ;)
Matt Charles: Yes. Whether Tim likes it or not.
Brandon Riffe: Of course. All styles come back.

Are there currently any champions you are looking at more closely than others, either due to player feedback or collected data? If so, which, and what specifically?

Adam Pyle: We are always listening to player feedback and monitoring match data, both have been important in evaluating what Champions are having success and under which conditions. However, it is worth noting that Clutch has some upcoming changes to both its active and passive abilities.

Any plans to further adjust hitboxes of Champions like Anarki, Nyx, Galena?

Adam Pyle: Hitbox adjustments are one of the many knobs we always have at our disposal and consider when making balancing adjustments. Light Champions, like Anarki, Nyx, Slash, have smaller hitboxes, but that is an important counter-balance to their very limited health pool. Recently we have discussed increasing the padding for one of these Champions, but we are looking forward to evaluating data from this weekend's beta test.
Slash seems weak in Duel now, should you give her 25 ap back?

Adam Pyle: Slash is currently a little weak in Duel and a little too strong in Sacrifice. After preparing this week's CBT build we made an adjustment that increased her max armor points by 25, but reduced her plasma trail lifetime significantly.
Have you considered increasing or reworking the current speed caps?

Adam Pyle: We have no intentions on reworking the fundamentals behind the speed caps, as they are quite important to preserving the fundamental balance between light, medium, and heavy Champions. However, we’re constantly adjusting all aspects of the Champions acceleration and max speed values to improve balance. Most notably we recently increased the speed of our heavy Champions, and have some upcoming tweaks for Visor, Galena, and Clutch on the way.

Will Galena have her base speed increased to 300? I'm sure we all agree that this is a resounding yes.

Adam Pyle: Yes.

Can you explain some of the rationale behind zoom damage?

Adam Pyle: I'd love to! :) Currently two weapons deal extra damage while zoomed-in: the Heavy Machinegun and the Railgun. We are certainly aware that this is a hot issue and many players have expressed their dislike. So let's take a moment to look at our rationale behind the bonus damage and our plans moving forward. The Heavy Machinegun currently does 9 damage, with a 75ms rate of fire, resulting in 120 damage per second at 100% accuracy. (And note, the weapon is only 100% accurate at point blank due to spread.) While zoomed-in the weapon deals 10 damage at 80ms RoF, resulting in 125 DPS. While the extra 5 damage per second is very minor, it does not present an interesting player choice. The player needs to zoom-in for more damage, has little consequence in doing so, and it would always be to their advantage to do so. What is of interest to me is giving the player a risk vs reward choice. Let's make the HMG deal 10 damage, but lower the RoF to 100ms, resulting in 100 DPS vs the current 120 DPS. And for our player choice, let's consider the HMG Zoomed to deal 15 damage per shot, but at a much lower rate of fire – twice as slow – 200ms between each shot. This results in more damage per bullet, but lowers the weapon's DPS from 100 to 75. In this design, choosing to zoom-in too soon or for the entirety of a combat situation would not be a wise decision, but as your opponent becomes weaker or if they begin to flee, you could choose to sacrifice your sustained DPS in favor of more damage per shot to try to finish them off. In doing so you risk dealing insufficient DPS due to missing critical shots, or losing the escaping enemy if they were healthier than anticipated. For those not familiar, this same mechanic existed for the Machinegun in Quake 4, and was well received and enjoyed by that community. We would like to implement this change to see players enjoy this strategic choice that may add some depth to the gameplay. Concerning the Railgun, our intention is to introduce a radial charge meter around the crosshair upon zooming-in, and only once charged would the additional 10 damage become available. This would provide players both the UI and audible feedback to understand when the damage is available, and eliminate the ability for players to quick-scope their shots. It positively reinforces that the railgun is a long-range weapon, rewards the player for using it at long-range, but it comes at a cost of remaining in a tight FOV for an extended period of time leaving the player vulnerable to being flanked from the side or having reduced mobility through the arena, all while still fully allowing the weapon to be shot from the hip at any distance or on flick shots. Our current plan is to see it through as designed and then re-evaluate both player feedback and statistical match data to determine our path forward.

Any possibility of getting rid of flash effects while doing an LG battle? All the particles and flashiness make tracking and even seeing sometimes, nearly impossible.

Adam Pyle: Yes. It is a normal cycle to generally have new flashy effects put into place and over the course of testing fine tune them to address those issues. We reduced many of our weapon effects after QuakeCon, after PAX, and will continue to take player feedback to address extraneous effects as we continue through our CBTs.
Alexander Larionov: I absolutely agree. We will try to integrate some adjustments in the near future.

Do you believe forcing all weapon effects to use team colors (red/blue) would help out in team based game modes.

Adam Pyle: Yes and no. While making all effects adhere to a friendly/enemy effects color helps you easily distinguish who fired the shot and which shots are threatening, it also begins to detract from the weapon identity. The more effects that become team colored, the less you can identify what type of shot it was. We obviously do this quite a bit with the abilities where we color effects like Clutch's Barrier, Slash's Plasma Trail, and Nyx's Ghostwalk smoke, so there is a bit of a balance there we need to maintain. We also want to preserve some of our art style and not just turn everything red and blue. Are we open to suggestions? Sure. I know quite a few people are interested in team colored rails and lightning beams options.

Have you considered adding rail color customization like in Quake 3 Arena?

Adam Pyle: Those types of weapon customizations may be best served through our existing weapon customization systems. So for instance, vanity weapons could come with their own effects.

Do you have any additional plans for the Super Nail Gun? Right now it stands as the most underused weapon in the game. A slight DPS boost might be in order.

Alexander Larionov: We need to fix the input delay (the same issue as the rockets) before making any damage adjustments. In theory, fixing the input issue will significantly improve the feeling of this gun.

What is a rocket's speed and splash damage area in size? Will this be prone to change in future updates?

Adam Pyle: Weapon values are constantly evaluated and tweaked. We do plan on settling into values as much as possible, but in these early stages we are always listening to feedback and reviewing stat data. Currently the Rockets move at 1200 ups, faster than any previous Quake, and have a splash damage radius of 132u – slightly larger than the 120u radius found in Q3, Q4, and QL. All weapon stats are subject to change at this time.

Why isn't there a BFG?

Adam Pyle: Two reasons. 1.) The BFG has always had a tumultuous past in Quake. In Quake 2, the BFG was fun, but so effective it had to be banned and disabled in competition. In Quake 3 the BFG was only scarcely available on a few maps, and none of those maps stayed in favor when it came to competitive play. Quake 4’s Dark Matter Gun again was only present in a handful of arenas, and wasn’t well received outside of Deathmatch. We would prefer that all of our weapons be embraced, and all of our maps be viable in both casual and competitive play, without altering the item layouts. 2.) We just released DOOM and while the BFG has found its way into several Quake games, it is a weapon that clearly originates from DOOM and is a key piece of that game’s identity. In that respect, I prefer to give the brands space to define their own identity.

Getting a headshot is pretty unrewarding for the time being , wouldn't it be better if a headshot would do 33% more damage than a bodyshot?

Adam Pyle: While there is nothing inherently wrong with headshot damage in other games, Quake has traditionally stressed the importance of the hitting rather than overly concerned with location based damage. Our Headshot medal brings some fun to the action without altering the gameplay, and while they do not deal extra damage, they are meaningful as earning medals generate both XP and Favor. Headshot damage sounds like something that we could include in a fun mini-game, but not in normal play.

Any chance of an all new gun?

Adam Pyle: Spoilers.
Matt Charles: The Spoiler Gun: it shoots tiny Orbbs.

I would love to know the design intentions behind the changes to pickups, more specifically things like removal of yellow (and green) armor, health and armor pickups being rounded instead of flat values

Adam Pyle: One thing Quake 3 successfully did was make simplifications that improved the game for both new and returning players. Quake 3 took a rather complex tiered armor system and reduced it down to three pick-up items: Body Armor (Red) and Combat Armor (Yellow), and Shards (Green). In Champions we have maintained that same concept of two more significant armors, the Heavy and Light Armor, but have moved Shards from being a pick-up item to a kill reward. The catalyst for this change was our introduction of Hourglass Cooldown Reduction pick-ups, which to our designers felt like a better small item to chain throughout the map. Like in Q3 where Shards were often meant to be small bonuses most useful to the player out-of-position, we place Cooldowns in locations where we help bolster players who may not have the high ground or item control. Looking at how Quake 3 managed to simplify game systems, making them more accessible to a broader base of players while still creating what is often touted as the most skill based competitive shooter of all time, we began to reconsider many of our own similar systems. Ultimately refining things down to Major Items and Minor Items felt really good as a way to both reinforce the importance of key items and ensure that players always maintained a good stack of health and armor. Concerning our move to a container system over flat values, one thing I had noticed over the years that greatly divided the good players from those who were struggling was their lack of control over their health and armor stack. But not just item control – they were missing health management entirely. Players when weak would often wait until they were below 25hp to begin gathering health (when it was too late) and others would walk over health bubbles when already at full health. I thought, if we could improve everyone's health management habits, then we could begin building better players. We hope that over time our move to a container system, much like Heart Containers popularized in adventure games, would help players begin thinking about health differently. If you have one empty heart container and you understand that all you need to do to refill it is run over one single item, you are more likely to do so. Over time as we make improvements to our HUD, we hope to make health management be more intuitive to all users. Ultimately, this nicely ties into our concept of Major and Minor items. Minor items, be it health or armor, will refill one of these containers, while Major Items restore you to full with the potential of overmax bonus points that decay over time. This makes the game easier to learn, without taking away from the greater experience.

Could we have in the future weeks an option to test the maps only to master champions movements, please?

Matt Charles: We hear the request for this feature and have it as an item on our list.

Will we get an offline practice mode with bots?

Matt Charles: Quake Champions is developed to be an always-online game, but that being said we understand practicing against bots is a frequent request. While I can't speak to the timeframe for this, we are looking in to this feature.

Are you going to add practice and training maps? Will the practice/tutorial mode include also learning each unique ability of champion, for example special map for Sorlag bunny chop/acid accuracy, different for Slash crouch since each hero is like completely different car?

Matt Charles: While I can't comment about specifics yet, we are looking into various ways to train players how to use each Champion effectively.
Adam Pyle: Onboarding and training for new players is one of our top priorities right now.

Will there be features such as APIs that allow the community to come up with basic things such as stats, like what was allowed in Quake Live via QLRanks and now QLStats?

Adam Pyle: Creating a Stats API is an important step towards building the competitive esports and social features infrastructure we have planned. That work is a significantly large task, but is already underway. While building it for our own internal use is our immediate priority, our goal is to make it accessible to either partners or the public to allow the community to build robust tools that depend on match stats and player rankings.

Any plan to add first person spectating or demo replay features?

Adam Pyle: Yes, we already have some nice spectating and replay features in the works. Spectating is incredibly important to both esports and community-building, so we are trying to improve the spectating experience beyond what we've offered in previous Quake titles.

Currently, Quake Champions (game is refreshing and feels like a quake btw) doesn't put much emphasize on weapons control. Why?

John Hill: Weapon control in Quake Champions is similar to Quake Live. Weapon respawn is 5 seconds so the technique of grabbing the weapon to deny your opponent won't be as effective. However the technique of using your positioning to protect and prevent your opponent of obtaining a weapon is still very much a part of Quake Champions. We've seen in the beta that a common tactic on Blood Covenant is to occasionally check on the Railgun to ensure your opponent is not attempting to grab it for their benefit.

Visibility is still an issue. Would you consider having red outlines always on? That would almost completely solve the problem.

John Hill: We are continuing to monitor model visibility.

Do you plan to add ranking system with MMR etc? If yes, when?

John Hill: Yes, we do plan on adding a ranking system in the future.

Will we see "Seasons"? Any thoughts on the season lengths and so forth? :)

John Hill: We look forward to sharing information about our esports landscape soon.

How satisfied are you with the sound/sound cues in the game? Are you working to improve more the shoots and footsteps directions?

Matt Charles: The audio team is continuously evaluating the mix. We keep not helping them by changing how things work. It's a never-ending cycle.

Have you considering to adding wall clipping?

Adam Pyle: Wallclipping, or SlideMove in idPhysics, is something we are currently testing but need more time to fully integrate.

Can you talk about the armor shard pick up delay?

Adam Pyle: The pick-up delay is a known issue to be addressed in the future. Don't worry, it bothers me too -- I really looking forward to addressing it.

Have you considered increasing or removing the frag limit in duel?

Adam Pyle: We plan on adding these options within Custom Game. Lately the average length of Duels have been extending, producing a significant number of comebacks, and it spectates quite well. We are interested to see how it evolves.

Are there any plans for adding Capture the Flag?

Adam Pyle: Maybe. Am I allowed to answer this yet?

Are there any plans for adding Clan Arena?

Adam Pyle: We have no current plans.

Thoughts on a game mode that does not allow duplicate champions, such as a random draft

Adam Pyle: We will be testing similar variations in the future, but it is not something we're actively working on.

Any plans to introduce Space levels? I was a great fan of them in the old Quakes, especially DM17.

Adam Pyle: Although we have discussed it, nothing currently in the works. We know that space maps, and Longest Yard in particular, were quite popular and memorable arenas but they are also many who dislike space maps. We feel it would best to wait until we have more maps in the pool.

When do you think the game will support Vulkan?

Matt Charles: Vulkan is being considered, but currently we are focusing on getting the game done.

Are netcode improvements coming? Will warping players be fixed?

Matt Charles: Yes, we are actively working on the netcode.
Adam Pyle: We have a fix for the warping checked into a development branch that will be rolled into the CBT testing at some time.

Game loading and menu loading between games has to be way faster, i know it’s a beta, but this long loadings look really bad on streams. Can you rework the queuing process for games? There are way too many loading screens and as there is no auto loading of the map it always kills your flow.

Matt Charles: We want to make loading as fast as possible; we are actively working on load-time improvements.

When you stop to upload debug code? Due this bandwidth usage a lot of player were not able to play, or at least with really low FPS.

Matt Charles: When it's ready. We know it's frustrating to not be able to play now, but we're gathering valuable data right now in an effort to allow as many people as possible to play in the near future.

Are there any plans to include further client customization like crosshair style/color, particle/lighting effects, HUD size and placement, timer direction, FPS counter...?

Adam Pyle: We're open to a lot of options as long as they don't grant any competitive advantages. Right now our focus is on improving the core game, but soon we will start integrating more options.

More crosshairs of different type/size/color?

Matt Charles: We agree this would be cool. It's in our future plans.

How about things like mouse acceleration and raw mouse input?

Adam Pyle: Mouse acceleration is nearly ready for testing. The current mouse implementation uses DirectInput. Raw was tested early on and found to produce higher latency under the current conditions. However, I'm personally a big fan of raw input and moving forward we hope to reevaluate and provide more options if they provide superior input quality.
Alexander Larionov: Also, we are actively working on other mouse settings, such as m_filter, m_pitch, and m_yaw.

Will be there an option to disable hit markers and damage plums (numbers that fly around to indicate how much damage has been dealt to the enemy).

Adam Pyle: We intended to add these.

Custom HUD was teased, what about a main menu rework?

Adam Pyle: While we will be continuing to improve our Main Menu UI, we don't foresee ever allowing custom main menu layouts... if that's what you were asking. :)

Are the devs planning on keeping the store fresh and updated monthly with vanity items to allow users a way to create a unique look for their favorite champions?

Matt Charles: Yes! The pacing of the updates may vary, but we do want to continuously update the game with interesting new content.

Do you plan to keep adding new cosmetics post-launch? Do you plan to add more types of cosmetics? (i.e. Announcer packs, weapon projectile effects/coloration, pre-match countdown poses, victory-lineup poses, etc.)

Adam Pyle: There is absolutely more to come.

What are your plans for cosmetics? Currently the choice is pretty limited, the old weapons are cool but there needs to be much more unlock-able stuff if you're going to keep people interested in earning/buying crates.

Matt Charles: We have a ton of cool customizations planned for future updates - and even a few surprises along the way. Stay tuned!

Will there be any skins from Quake Wars or skins from other ID software games?

Matt Charles: Maybe! We're keen on that idea.

Do you plan on adding either more challenges per day, or alternatively, "higher-order" timelimited challenges - 3 day Challenges, Weekly Challenges, etc., to further encourage progression-folk to keep at it?

Adam Pyle: While Daily Challenges will continue to offer digestible tasks that can be accomplished over the course of 1-5 matches, we do have additional progression systems coming online that fill that gap of providing more sustained challenges and goals. The first of which we're bringing online is the Rune Book, where players complete Champions specific Rune Challenges to unlock rewards to show off your mastery of a Champion.

How is the matchmaking system for team modes working / planned to work in regards to parties vs. solo-queue, skill level (all players on similar level, or just similar team averages), and preset matchups where team A wants to play against team B.

Alexander Larionov: We have several factors that influence team modes matchmaking: skill levels of participants, party size, and difference between median skill of two teams. The system tries to fill the match with players of same skill level/same party size, but if it cannot find matching opponents in a given amount of time – it prioritizes the search for teams with lowest difference in median skill.

Are you going to add west coast servers by any chance? Playing from California is unbearable! What about the middle east, and asia!

Matt Charles: We currently have servers available in Portland to serve most of the west coast, but we're actively looking to add more data centers across the globe.

What feedback is the MOST helpful? The BUG REPORT button or POSTING on this forum?

Adam Pyle: Please report any and all bugs via the in-game BUG REPORT when possible. In fact for those really interested in reporting bugs, I recommend keeping a notepad or text document that you can update while you play to make notes of issues you encounter and feedback you wish to provide. Bugs that result in technical issues are best suited for the forum, just be sure to search for existing threads to contribute towards first before creating a new thread.

Regarding server locations! Are there going to be Singapore, HK servers for SEA region or at least Japan servers anytime soon?

Matt Charles: We have servers available in South Korea at the moment, and we're looking into Japan and Singapore as well.

How can the community help make Quake Champions a success ?

Adam Pyle: Create and share content. Be a positive and welcoming force for all of the newcomers. Play as often as we let you, and invite your friends.
Edited by sudoBp at 13:45 CDT, 26 May 2017 - 892 Hits
4L of monster energy at once (23 comments)
Posted by He4rTL3sS @ 13:09 CDT, 26 May 2017 - iMsg
I did it.

Feels good man.

Side effects ? you're shaky for 30min, but after that, all fine. Diarrhea, but it feels like it's a good one, like something that "purify" your body.

sugar free and calories free.
402 Hits
some random French hip-hop song (7 comments)
Posted by He4rTL3sS @ 12:38 CDT, 26 May 2017 - iMsg

tell me if you like it !
165 Hits
Patch Notes for May 26 (10 comments)
Posted by Nukm @ 07:35 CDT, 26 May 2017 - iMsg
Taken from

Hey all! The next test event for Closed Beta kicks off tomorrow, May 26, at 10am ET. Here are the patch notes for the build. You'll note that a lot of the changes have to do with adjusting Sacrifice based on your feedback. Please continue to let us know your thoughts once the new build is live. See you in the Arena!
Patch Notes

Match limit is now “Best of 3 Rounds”
Obelisk capturing time limit has been adjusted to 2 minutes
Score limit per round is now set at 1 point
Contested time when at 99% has been increased to 3 seconds
Fixed player sorting on the end-game Sacrifice scoreboard. Player ranks are now sorted properly by XP, instead of deaths.
Fixed post-match scoring events. 1st, 2nd, and 3rd place win. Match complete XP gain now works correctly
Additional logs added to investigate incorrect spawn points
Fixed an issue in the Duel spawn code that would result in a player respawning too closely to their killer.
Fixed a server crash that could occur when Scalebearer (while in active ability) was telefraged by Ranger’s orb
Fixed an issue where Gauntlets produced excessive damage
Made improvements to address a delay found when firing the Rocket Launcher
Server IP has been removed from the beta watermark
Fixed Nyx leg animation in the presentation screen
Fixed issues with incorrect visualizations of weapons in PiPs
Ready state timer has been reduced to 5 seconds
Fixed issue where a white display appeared when launching the game
Added additional sound effects
Fixed Obelisk explosion sound
Known Issues:
In Battle Report sorting does not sort by XP
Final medals are missing from battle report. 1st, 2nd, 3rd place
Edited by Nukm at 07:36 CDT, 26 May 2017 - 564 Hits
BiBS North America is back! (No comments)
Posted by bjqrn0 @ 20:27 CDT, 25 May 2017 - iMsg
We're hosting a draft CTF cup this Memorial Day (Monday, May 29) at 2 pm EDT.

You may sign up at .

The tournament will be a double elimination draft tournament with captains selected on May 28. We'll be using the qcon map pool: Ironworks, Infinity, Troubled Waters, Spider Crossings, Pillbox, with the qcon_ctf factory. More thorough rules to follow.

If you would like to stream, please let me know either through reddit, or come find my on discord @ .

Finally, here's a little something to get you pumped for Monday! (From the BiBS season I finals)
Edited by bjqrn0 at 20:33 CDT, 25 May 2017 - 177 Hits
pro duelists about 3x duels with proofs :) (33 comments)
Posted by wwwAnyBoy @ 14:24 CDT, 25 May 2017 - iMsg
For those idiots in previous thread

From Base(ELO 2350) interview What is your feeling about Quake Champions at this moment? Is it a fairly playable product or does it still require a lot of changes?

baSe: Surely there is a lot of work for developers to fix and to alter. For example, duels are changed with the new 3-frags mechanic. I’d like to see the classic duel mode. Quake Champions has great potential if the developers pay attention to it. Let’s hope they will listen to us, since the community gives a huge amount of feedback. Continuing on the theme of duel, do you think that the developers messed up a bit with this format? The matches will be rather short, which can negatively affect the entertainment. Or is this a fresh look at the duel discipline?

baSe: Duel was certainly simplified. The possibility of total control of the map is removed, it is impossible to collect all the armors on the map. The current duel design gives a great advantage to players with strong aim. I prefer the classical mode, but the developers have different views, and I can understand that. Constant skirmishes give more entertainment to the viewers.

Agent(ELO 2650)
instagib+clan arena = DUEL QUAKE CHAMPIONS
War for railgun))) who make damage first is win) DUEL QUAKE CHAMPIONS!!! No reason to control map in duel
A huge bullshit)))) DUEL lol)))))))
You can win game in 20 seconds))))))))

Toxic(ELO 26xx when in tournament)

"one mistake and you die" (CS style)

Cooller(ELO 26xx when in tournament)

"pff....25 and 35 for armor and mega were more fun" (means "map control" was simplified)

"Slash is weak champion absolutely for duel"

when he play with Nitrino(Clutch)
"drop this bullshit robo, he eats everything, lol"

about Ruins of Sarnath
"Armor(100) and Mega in the center of map, this is bullshit, just go center and play"
"Random map, who take first rocket damage lost frag mostly"

After playing with Cypher
"he choosed Galena and Clucth against me and lost in duel, they weak, lol"

What do you think about Quake Champions?
"well...nothing that least they added something new"

When playing duel with someone on BC
"Bullshit spawn on mega alltimes!!!, i want to spawn on Red!!!" ( means also, that "round system" brings more bullshit spawns).

About duels
"Evil and Cypher cant'n play in QC duel perfect as thay can in QL, because less dodging moments. Many players will play equal, there will be no super favorite" (it means "simple duels")

Cypher (ELO 27xx from last tournament)

"I think QC has potential, if they do everything right. I dont want to talk about bad things, because of NAVI and CS:GO story" (means QC not ideal in gameplay)

Rapha (ELO 28xx)

"I prefer 10 minutes duel. More maps can be played...etc.." (means "round system"
is bad idea)

I'm too lazy to search timestamps in video for Rapha,Cypher and Cooller ;)
1230 Hits
improving quake live (16 comments)
Posted by robiul @ 11:10 CDT, 25 May 2017 - iMsg
I think I know what needs to happen to improve quake live...
.... do you want the long article or short article to improve the game?
422 Hits
Article in French about Quake Champions (2 comments)
Posted by Infuscomus @ 05:06 CDT, 25 May 2017 - iMsg
Here is a quite long article I've published on Esportactu :

If you are here, you will probably not learn anything about the game and so on, since it's more or less an article aimed at the general readers of the site and non-quakers primarily. Still, I'd be glad if you could share this article on forums or your facebook pages and so on if you like it since I spent some time writing it and it is a good way to make non-quakers learn a lot about the game and the older Quake games.

Feel free to share your opinion in the comments there on Esportactu or here if you want.

Thank you in advance.

PS : by the way, I' tried to interview players like Cyber, Madball or more recently prox1mo but they never reply to my mails, but I still want to make interviews of sub-top players.
228 Hits
125 FPS Sunday Cup#80 (5 comments)
Posted by Nico_QD @ 03:18 CDT, 25 May 2017 - iMsg
Scheduled: 13:00 CDT, 28 May 2017 to 16:00 CDT, 28 May 2017
Begins In:

The 125 FPS QuakeLive Duel Sunday Cup #80

Donate: 125FPS Donate link.
Streams: Russia 102, United Kingdom zLive, United Kingdom nvc; Stream's HUB
Links:125FPS Balance 2017; 125FPS Discord
Edited by Nico_QD at 03:19 CDT, 25 May 2017 - 574 Hits
Qlstats CA change (43 comments)
Posted by Yakumo @ 17:58 CDT, 24 May 2017 - iMsg
Spread the word, hopefully the changes will help as PredatH0r hopes.
Edited by Yakumo at 18:34 CDT, 24 May 2017 - 1012 Hits
400dpi(26cm, low sens) -VS- 1600dpi(13cm, high sens) (65 comments)
Posted by He4rTL3sS @ 14:31 CDT, 24 May 2017 - iMsg
First of all, before starting explaining everything, we have to list all the different kind of sensitivities:

- from 0.5cm to 5cm = ultra high sens
- from 6cm to 9cm = very high sens
- from 10cm to 15cm = high sens
- from 16cm to 25cm = medium sens
- from 26cm to 35cm = low sens
- from 36cm to 45cm = very low sens
- from 46cm to anything slower = ultra low sens

Then we have to list the different dpi steps to use according to each type of sensitivities:

- ultra high sens = 3000dpi and above
- very high sens = from 2000dpi to 3000dpi
- high sens = from 1200dpi to 1800dpi
- medium sens = from 800dpi to 1000dpi
- low sens = from 400dpi to 500dpi
- very low sens = 400dpi
- ultra low sens = 400dpi and lower

And finally we can start about why I made this thread:

Comparing low sensitivity at 400dpi -VS- high sensitivity at 1600dpi; 26cm and low dpi -VS- 13cm and high dpi.

I'm currently using a Zowie by benQ ZA11 at 1600dpi 1000hz and 13cm/360°. For testing low sensitivity I used obviously the same mouse but at 400dpi (and then set it to 26cm/360°).
One thing I have to mention is that high or low dpi steps, the feeling, the responsivness of the mouse is basically the same, might not be the case on some other mice (depending on sensor(s) and native dpi step(s)).
I have to mention also, that, over the years, I tried basically all kind of mice, from Razer Krait with angle-snapping to Steelseries kinzu v1 with hardware accel to abyssus 1st edition with no acceleration nor angle-snapping etc, to some other Zowie, Razer and Logitech mice. Also tried many different dpi steps on all kind of mice, from 400dpi to 3500dpi.

Ok, so, basically I played 2 or 3 days for like 3 hours/day on 400dpi 26cm, coming from 1600dpi and 13cm.

Now let's list the pros and cons of low sens compared to high sens:

+ at long range, railing is stable and when you do the "wait for the enemy to come into your crosshair", you rarely miss a shot due to the stability of the sens
+ at long range, flick rails are ultra precise, as long as the opponent doesn't do too large movements (but if he does you rather use strafe-keys and wait for him to come into your crosshair)
+ med to long range LG'ing is very stable and feels good, as long as the opponent doesn't do too large strafes (in which case you might get fucked up, or just try to "mirror strafe-aim" his movement pattern)
+ med to long range RL shots are effortless
+ shakyness is almost non present, your aim is almost very stable all the time
+ if you're young, and got a lot of adrenaline inside you (:D), you might like the fact that you have to basically do table tennis on your mousepad (:D)
+ sharp & solid aim in a 10° to 80° angle

- some quicker flick rails are almost undoable
- some larger flick rails requiere much more effort to be done properly
- obviously you have much more trouble, or at least need to put much more effort, against med-to-long strafes, especially if they are spammed
- RL at close range is awful, so you have to rely on your positioning and movements more in order to not get tricked by the opponent's dodges
- fast mid-air at close range forces you (again) to make more effort if you want to hit them
- if the opponents leaves your screen, or in other words leaves the 10° to 80° angle, you react much slower and there again have to put much more effort to make an accurate flick shot
- LG at close range makes you more dependent on your movement pattern, countering someone "circle'ing" you is harder and you have to use the right movement pattern in order to compensate that
- LG at med-long range is harder if the opponent starts to do a mix of med and large strafes or goes in the same direction while doing so
- 180° turns are doable but are done slightly slower and, once again, requiere more effort (because you have to move your arm very quickly on a rather large distance)
- 360° turns are doable but much slower, even if you got very quick arm
- certain rocket-jumps are almost undoable
- strafe-jumping and bunny-hopping become harder if you reach a certain speed because you have to make quicker and larger movements with your whole arm, basically
- after 2 hours straight of playing, your hand and/or arm/forearm starts to lose some of its "power", so basically, if you play more than 4 hours on low sens, you start to play worst and losing stamina
- need more space on your desk / bigger mousepad
- you often end up in "unnatural" mouse position on the mousepad while tracking long strafes
- more effort, slower
- more effort, slower
- more effort, slower... and so on...

Noticed how many times I used the word "effort" ? Why did I do that ? Simply to emphasize the fact that in most situations, you have to put 2x the effort you do compared to when you play on high sens.
Noticed how many times I used the word "slower" ? It's obvious, the wrist is ALWAYS faster than the forearm, and when on high sens, when you have to move your forearm, the distance you have to travel is 2x shorter, means that you can do that 2x faster than on low sens, for the same result.
Actually, hitting very hard is basically possible in any situations with low sens BUT you need more effort and sometimes you just can't, you have to compensate with your movements, which makes you more predictable.

High sens gives you more freedom at the end, open possibilities of more playstyles / movement patterns.
Low sens makes you more predictable, ofc you can still hit hard as fuck with low sens, but if you want to adjust or change something, you often end up forced to use your strafe-keys in order to make it effective.

Also, one last thing, which is very important in my humble opinion. I'm not talking about low sens -VS- very high or ultra high sens. Because anything higher than high sens (1200dpi - 1800dpi 10cm - 15cm) is too extreme. Basically with very or ultra high sens it's the same problem than with very or ultra low sens : you have less freedom, you are basically forced to almost use the same movements/playstyle, and trying to be like ultra-good at it (practice practice practice (c) Fatal1ty), but in this case you become more predictable.
For example, on ultra high sens, it's VERY hard to track short strafes properly, which means that you'll have to force large/long-strafes ALMOST all the time.

People often say that the sweet spot for sensitivity is between 22cm and 30cm, not too high, not too low. Actually, they are wrong, the sweet spot is from 10cm to 15cm (high sens). Because with such a sens, you still have to move your forearm in some situations, you can still track short-strafes if you "calm down" and do small mouse's movements. You can move faster with less effort, do 360° faster, do flick/mini-flick shots snappier (it's just that you don't use your whole forearm in order to do so, at least compared to very low sens and slower), you're not limited to a "10°-80° angle type of aiming", you're FREE :).

The reason why people are using 400dpi and low/very low/ultra low sens is because they just copy/pasted all the CS:GO pros, and some aim monsters at Quake, without trying to find by themselves which setting is worth considering.
Having 45cm+ at CS:GO makes some sense because it's almost always long range fights and the opponents very rarely go out of your "10° to 80° angle" of vision. But in any fast-FPS high sens is the sweet spot. Not too high, just high.
Edited by He4rTL3sS at 14:33 CDT, 24 May 2017 - 1433 Hits
Quake Champions Comics Coming Soon (30 comments)
Posted by Vig1lante @ 01:08 CDT, 24 May 2017 - iMsg
Quoted from PC Gamer.
Bethesda Softworks is teaming up with independent British publisher Titan Comics to create a new series of comics based on the upcoming Quake Champions FPS. Titan said the books, slated to debut later this summer, "will delve into the bloody backgrounds of the Champions of Quake: Ranger, Visor, Nyx, and more," with art by Titan and IDW veteran artist Alan Quah.

"I am super excited to dive into the Quake franchise!" Quah said. "Exciting characters with crazy elaborate techs and environments that I will love drawing—I couldn't have wished for more!"

The Quake Champions comic will launch in digital and physical formats this August. You can find out more at, and enjoy a trio of Quake Champs covers below. We can but hope it lives up to the mighty legacy of the Doom comic from back in the day.

PC Gamer Article

Here are the covers for the new comics
Comic 1
Comic 2
Comic 3
794 Hits
HoQ TDM Spring Season Catchup Round #1 (5 comments)
Posted by doz3r @ 16:55 CDT, 23 May 2017 - iMsg
The schedule for the Catchup Round #1

Sunday 28/05/17 14:00 CDT
Div1 Hungary Team Hungary vs Europe Falafel Kings
Div2 Russia Quake Brothers vs Europe Zombei

Monday 29/05/17 14:00 CDT
Div1 Europe Rekt vs Sweden lastpick
Div2 Russia Raks vs Europe Pandæmonium @ 20:00 CEST
Div2 Europe I Love My Squad vs Russia Raks
Div2 Russia Hey vs Europe Zombei
Div2 Europe Pandæmonium vs Europe unnamedteam @ 21:30 CEST

Tuesday 30/05/17 14:00 CDT
Div3 Russia Catz&Slipper vs Czech Republic Virtual Owners
Div3 Europe Placebo Effects vs Sweden OverPowered

Streams: twitch 102 twitch d1z twitch h8m3 twitch k1lljoy twitch luminus twitch proZaC twitch rehepapp twitch roumaniancham twitch xkisa twitch Xron
Links: Rules Schedule House of Quake mIRC HoQLeagues Twitter HouseofQuake
Edited by doz3r at 13:35 CDT, 24 May 2017 - 619 Hits
base russian hack qc (34 comments)
Posted by forthelulz @ 16:12 CDT, 23 May 2017 - iMsg

Russan player

Player using cheater to play QC.

nice hack, good cheater then you use to play?
and still, and not banned?
We have to play against you with wallhack?
players leaving the quake.
1599 Hits
Quake Champions' Non-existent Middle-Tier Weapons (1 comment)
Posted by Gnalvl @ 16:07 CDT, 23 May 2017 - iMsg
In Q3, the middle-tier weapons were SSG, GL, and PG.

This was great because each one was totally different and required different mechanics for success. These weapons were crucial to TDM and CTF where resources were split across the team, and while Duel eliminated that need, they still each had a solid niche purpose.

In Quake Champions, the middle tier is HMG, LG, and more LG.

It's all the same mechanic, and eliminates need for other weapons.

Why is this?

In Q3 there were typically 2 SSG spawns per map, because its range was poor, but by increasing its availability, it became a great standby which was always around to provide an upgrade in close-range power over the MG.

In Quake Champions, there's only 1 SSG per map, and instead the LG takes on the high-availability standby role.

Sarnath has 2 LG spawns and Burial has 3 LG spawns. Sacrifice adds a 4th LG spawn. Furthermore, the HMG now has the same DPS as QL's LG; 120 dps (even more when you zoom). So basically the HMG is just another LG without the range cutoff, and a bit of RNG added.

Soak that in for a moment. Who in God's name ever thought the LG ever needed more spawns in Q3 or QL? Now DM6 has double the opportunities to get trinity-caliber hitscan tracking damage. On other maps it gets worse: triple, quadruple, or 5x the opportunities. Quake Champions is passing out LG's like candy.

Id has announced they are bringing back the GL as an active ability gimmick on a new character, which speaks for itself as a bad idea. Certainly opinions on the GL in Q3/QL were mixed, but there are easy ways to cut down on the spam; Q2 fire rate, along with better audibility and visibility. People didn't go running into "random" nades so much in QW when you could hear them clanging around the room from a mile away, courtesy of Trent's overdriven sound design.

Next, here's a PSA:

The Super Nailgun is NOT just a reskin of the Plasmagun.


No one ever asked for a 50 dps drop on the PG, because it was just barely able to hold its own against trinity weapons as it was. CPMA tried that damage drop circa 2002 and realized it was a bad idea. Arq explained why in a memo when Arqmode was standardized:

The QC team obviously didn't get that memo.

No doubt, some Quake vets will read this and figure "as long as the holy trinity works, who cares?". But I'd argue that Quake was never supposed to be about JUST the trinity, and if you allow Id to weaken the middle-tier and pass out trinity weapons like candy, what you're really getting is Rocket/Clan Arena masquerading as Duel/TDM.

So please make noise about this, unless you want QC to offer nothing at all over all the older, expired arena shooters where you can't find a populated server unless it's CA.
181 Hits
FPS question AMD1600X + AMD RX 580 (27 comments)
Posted by ra2man @ 15:27 CDT, 23 May 2017 - iMsg
Any one have a AMD 1600X + RX580???
If yes, what is the average FPS you get on HIGH/ULTRA settings.

Just trying to get an idea... I have a I5 3570K now and average about 100 FPS. Upgrading to the AMD 1600X and wondering how many more FPS i will get .. thanks!
670 Hits
Interesting WMO 1.1a differences (No comments)
Posted by Gibaholic @ 02:54 CDT, 23 May 2017 - iMsg
So recently my old wmo 1.1a i had for a few years now had issues with the left click. I've retired it for now until I upgrade it. So i saw a new wmo on ebay for $12 shipped from the usa. New old stock. Seems legit to me, runs with the 500mhz driver fine. Anyways. the production dates are very close. I can't tell if it's 2003 or 2005. My other is 0303 so that's 2003 either way. anyway here's a photo. My main concern is whether or not i got an avago sensor instead of the superior MLT-04. the brand new one is on the right. You can see the marking differences yourself. I'll have to assume it's of 2005 production due to the differences.
234 Hits
fearZZz _ rawfrags (41 comments)
Posted by lazybones @ 23:48 CDT, 22 May 2017 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: 9.2 (46 votes)
Not a fragmovie by Russia wntt.
"Some leftover frags from lincolnshire/chasing dragons making times. Stuff that wasn’t good enough to end up in the final piece. Didn't want these demos to just vanish into the abyss before I format hardrives. Was never meant to exist. Just demos, music and slight sync."

Fuck Buttons – Surf Solar
Fuck Buttons – Olympians
Fuck Buttons – Stalker
Fuck Buttons – The Lisbon Maru
Edited by Teen Queen at 02:04 CDT, 23 May 2017 - 2268 Hits
Closed Beta Gameplay (5 comments)
Posted by oceanofapathy @ 21:40 CDT, 22 May 2017 - iMsg
284 Hits
KO3A (23 comments)
Posted by AoDHyDr0 @ 21:28 CDT, 22 May 2017 - iMsg
CPMA is continuing it's King of the Hill series hosted by myself, Canada dr0_vision. All duels will take place on map cpm3a as we wait to find and crown the true King of 3a in Europe Europe and CanadaMexicoUnited States of America North America. The event will be hosted on May 27, 2017, with the tournament start times listed below.

• European Start Time: 09:00 CDT
• North American Start Time: 14:00 CDT

To register please contact me or Canada xero on Discord!

Stream: twitch dr0_vision
Links: cpma CPMA Discord Server, cpma CPMA Offical Website
Edited by Teen Queen at 02:01 CDT, 23 May 2017 - 860 Hits
What is fatal1ty wearing in this video? (15 comments)
Posted by Wizzle @ 13:57 CDT, 22 May 2017 - iMsg
Where can I get the clothes fatal1ty is seen wearing in this video?

He looks so early 2000s but in a good way in my opinion.
823 Hits
Perfect matchmaking (19 comments)
Posted by wwwAnyBoy @ 12:09 CDT, 22 May 2017 - iMsg
How to make Quake community smaller?

From 5:58

Edited by wwwAnyBoy at 12:12 CDT, 22 May 2017 - 739 Hits
QuakeCon turnout(strike) (53 comments)
Posted by wwwAnyBoy @ 01:04 CDT, 22 May 2017 - iMsg
I saw streams of pro players. Cooller, Agent, Rapha, Cypher, Toxjc. Everyone of them said the same things about this new duel mode, no one like him.

It's interesting to see, are they passive people who eat everything for money?

For example i read some articles from Chess history, there are were many conflict situations when pro players protested against rules.

Also Cypher said on stream that NAVI reviled CS:GO at the begining.

Are you want to see our disgrace at QuakeCon with new duel mode?

What do you think about the QuakeCon turnout(strike)?
1948 Hits
Few new infos from Syncerror (shared on twitch) (42 comments)
Posted by Nukm @ 14:55 CDT, 21 May 2017 - iMsg
Syncerror shared some info on Rocket Jump Ninja's Twitch Stream

- grenade based champion coming
- afraid of gl spam, will reevaluate after said champions is in the the game
- wall climbing with nail gun is a work in progress, plasma gun skin a possibility
- fps dependant up/download will absolutely be improved, is currently full of unecessary/debug data
- working on rocket delay
Edited by Nukm at 14:56 CDT, 21 May 2017 - 2217 Hits
steam (5 comments)
Posted by flocks @ 01:54 CDT, 21 May 2017 - iMsg
Edited by flocks at 01:55 CDT, 21 May 2017 - 341 Hits
Becoming a QUAKE CHAMPION with Ika: Episode #2 (29 comments)
Posted by ika @ 01:32 CDT, 21 May 2017 - iMsg
HI ESReality, this is the newest QUAKE video that I have made, I actually was motivated enough to have made an episode 2 of this series.

I hope you guys like it =] There will be more to come later
971 Hits
I think Doomfist is coming end of June! Heres why. (5 comments)
Posted by samwize @ 20:32 CDT, 20 May 2017 - iMsg

Hey guys when do you think Doomfist is going to drop? I've put together a list of all the reasons why I think Doomfist is coming end of June. Jeff's resent comment I talk about is one reason why I think doomfist is coming soon. Comment below when you think Doomfist might be dropping I'd really like to hear when people think he might come, maybe I've missed something.
372 Hits
Slash and sync (20 comments)
Posted by filo @ 18:20 CDT, 20 May 2017 - iMsg
Did two small clips of slash crouchsliding and synced them with some jolly tunes. Enjoy.
Edited by filo at 16:27 CDT, 22 May 2017 - 890 Hits
agent and cooller highlights (1 comment)
Posted by danulx @ 15:02 CDT, 20 May 2017 - iMsg
474 Hits
New champions suggestions (23 comments)
Posted by wwwAnyBoy @ 12:33 CDT, 20 May 2017 - iMsg
I hear that that new champions coming soon

I think that good choice is orb and bones

Orb can spawn his twin(illusion), somehow. Twins can strafe a little to simulate movement and shots, but shots cant make damage. Like you start recording a strafe movement ot shot.

Bones can attach to the wall for 3-5 sec on any surface for suprising your enemy.
929 Hits
Quake games - which ones are still active and worth getting (4 comments)
Posted by Tayski @ 06:19 CDT, 20 May 2017 - iMsg
I'm "relatively new" to quake games compared to many of you who've been playing since quake1.

My Quake background:
-played quake2 solo on N64
-on PC played Q3A against bots, and a couple of times online back in the day especially FFA. It wasn't my main game but I was definitely a fan.
-played a lot of quake4 when in came out especially with quake4max, mostly duels and a bit of TDM and CTF
-played shit tons of quakelive, started with duels but transitioned more to TDM, FFA, and CA
-now playing some quake champions, mostly TDM and Sacrifice

I have QuakeLive and Quake Champions installed, however I do enjoy the older quake games and would like to get them installed and set up again.

My question is simply, which ones still have players and are worth getting/installing? And what patches / mods should I get?

I just got Quake World with the right patch and played a couple of games and really had fun, but there aren't many players...

Quake2 worth getting?
Quake4 worth re-installing? Where can I get all the patches, q4max etc.?
How about Q3A and CPMA?

ps: I'm mostly a ffa / tdm kinda guy, not really duel anymore.

Thanks for your help!
Edited by Tayski at 06:22 CDT, 20 May 2017 - 539 Hits
gLeague Season One Finals announcement (11 comments)
Posted by Pan1c_ @ 19:28 CDT, 19 May 2017 - iMsg
Hey there! We at gLeagues want to thank everyone for helping us achieve a very successful Season One, and it's now time for the finals! The finals will be played out in a two day Semifinal/Final cup, with brackets and seeds. The top 8 qualified players are invited to play in the cup, and the winner will receive a $75 USD Prize, and the second place finisher will receive a $25 USD Prize.

The Semifinal day will be Saturday May 27th, starting at 12pm EST, with the Final/Grand Final being on Saturday June 3rd, starting at 12pm EST.

The qualified players are, in the order they qualified:

#1. Canada Kwong
#2. Canada Gellehsak
#3. Spain Santile
#4. Finland Gaiia
#5. United States of America Naper
#6. United States of America Miles
#7. United States of America Chea
#8. Canada durr_vision

We hope to see you all there, and we want to thank you all again for helping gLeagues take off, and we hope to see you at the next ladder!

Donations can be sent to Thank you all again, love pan1c.

Edited by Badb0y at 17:00 CDT, 20 May 2017 - 1171 Hits
Demo \ Replay Support? (18 comments)
Posted by Clau @ 08:23 CDT, 19 May 2017 - iMsg

Does anyone know if Quake Champions will have Demo or Replay support?

I have been a Quake player since 2005 and have played every version of Quake (1,2,3,4 and live). One of the best features that these games have, is the ability to record and play back demos/replays of previous matches. This helped me in the beginning to understand the game better, by watching the demos of skilled players and emulating their style/movement.

Over the years, I have collected a lot of these demos from different LAN- and online-tournaments (almost 50 GB of demos). Its nice to be able to instantly watch demos from 1998 to 2017 with mods and at a high resolution and high fps. Its also a good way to analyse your own playing style and identify mistakes, the same way some Starcraft pro players do for example.

Also there are a lot of movie makers, that love to make cool frag videos from multiple demos. Something that will make QuakeChampions more appealing to new players. Just look on YouTube how these frag videos managed to attract a lot of views. Its almost like a form of art but very entertaining and also makes you want to play.

I know that we are now in a new age of streaming and that people kind of forgot about in-game replays. They are more comfortable to search on YT or Twitch, but often the videos are 720p at 30 to 60 fps, often on medium to low in-game quality settings and are highly compressed so that you can see artifacts. But with a demo you can view it in your game, at your settings and 120+ fps, with no buffering or artifacts.

We do have Nvidias Shadowplay and similar software, that lets you record the last 10 to 20 minutes of your game or lets you save a specific frag highlight and upload it directly to something like YT. But its not the same as a demo, because I for example like to play on everything set to low, so that I can achieve 144+ fps. I would have to upload a frag highlight at the worst possible settings, but if I where to go back and load the last demo, I could record it on the highest possible quality and bit-rate, at 60 fps. The video will look much better, and if its also shows some wonderful/exciting gameplay, then it will attract more views and players.

Like I said, I have a good collections of demos, from all Quakes and different tournaments, ranging from a size of a few 100 KBs to 6 MBs. From a historical standpoint, its awesome that I can store these and watch them now and in the future. But If we where to have only streams, then we would have to store these stream-videos in other to "preserve" or store future QC tournaments.

The movie making community was/is very important for Quake, so please provide them with a demo or replay support. They will make awesome frag videos, that will attract a lot of players to this game. Frag videos where one of the main reasons, that kept bringing me back to Quake. Frag videos will simply not be great, if the only option will be to mash stream-videos together, with different Quality settings (both in-game and varying video compressions).

I am concerned that the developer somehow forgot about demos, but I still hope that the support will be implemented. I mean there is a "Camera" icon on the top left side in the Quake Champions main-menu, so I hope that it will be a demo-player like we have in QuakeLive/3 :)

Hopefully some of you agree with me.

PS. Sorry for the wall of text! :))
689 Hits
2gd discussing Quake Champions with totalbiscuit et al. (7 comments)
Posted by Sub_ @ 07:30 CDT, 19 May 2017 - iMsg
Thought some of you might find this interesting, time tags are in the video description:

Edited by Sub_ at 07:33 CDT, 19 May 2017 - 826 Hits
cheapest low input lag monitor (5 comments)
Posted by pAp @ 01:25 CDT, 19 May 2017 - iMsg
what is the cheapest low input lag monitor i can get on amazon europe? (no crt)
591 Hits
Ladder / elo system matchmaking ? (No comments)
Posted by Gp @ 23:25 CDT, 18 May 2017 - iMsg
Is there any announcement for a starcraft 2 kind of ladder for duel ? or cs go kindda ? it is PRIMORDIAL to have a super fluid automatchmaking / ladder system.

Press play and go with a player of your rank found automatically.

And it needs a big and clear UI element to display your rank / elo / mmr / whatever you name it.
156 Hits
The Krefeld Battleground arrives (5 comments)
Posted by chzzen @ 17:25 CDT, 18 May 2017 - iMsg
It's damn about time to as the last ET LAN was more than 500 days ago created by our colleagues of ET United. 12 teams in the 6on6 competition and 14 teams in the 3on3 competition will battle for a total prize pool of 4010 Euro this weekend at the TaKeTV venue.

Matches start each day from 10.00 CEST and will run the whole day. If you know where to find the part on Radar and how to drive the tank on Goldrush, join us!

Schedule: Friday to Sunday from 10:00 CEST
Participants: 14 teams 3on3, 12 teams 6on6
Prize money: 4010 Euro

Links: Community Stream, Merl1nator, Event hub
Edited by Badb0y at 16:59 CDT, 20 May 2017 - 942 Hits
Nyx (No comments)
Posted by He4rTL3sS @ 17:22 CDT, 18 May 2017 - iMsg
316 Hits
junkrat and widomaker zoom in qc... (61 comments)
Posted by Devil61 @ 15:02 CDT, 18 May 2017 - iMsg
So there are the new things from id streaming:

In-Game Voice Communication is being worked on and will become available - hopefully in an upcoming beta test.

In-Game 'Training Mode' is being worked on and will become available - hopefully in an upcoming beta test. However, it was not clear if this meant 'bots' will be part of 'Training Mode'.

In-Game Custom HUDS will become available.

In-Game Configuration will stay In-Game and not as a pull-down console. This allows for players to focus more on game strategy and improving skills - to become better players versus not so much focusing on how to tweak their configs for better advantages.

Sacrifice Game Mode
- The XP and Favor earned during Sacrifice is currently 'low' and is a bug being worked on.
- The process of throwing the soul off the map is going to be corrected.

Grenade Launcher
An upcoming new Champion will have some kind of ability relating to the Grenade Launcher. More information will become available when that Champion is introduced.

- Duel Specific Maps (smaller maps) are being tested now and will become available in an upcoming beta test.
- One new upcoming map is a 'fan favorite', but no specific details were shared. It sounds like it is a map that was mostly used for Duel and DM.

- During the entire Closed Beta Tests, the statistics for Matchmaking (MM) skills ARE being saved. This is so that when the game is released, all that information remains with the player so that the matchmaking does not have to start over from Day One.
- Again, the MM skills are saved despite the XP Levels being wiped back to Level 1 in some Beta periods.

Rematches (play again with the same people or duel opponent) will become available.

Beta Testers
Beta Testers are going to receive 'some cool thing' when the game is released. No specific details were released, but they mentioned that this is in the plan.

Live Stream Sessions
More Live Stream Info Sessions will happen and will be announced ahead of time.

syncerror: The zoom damage isn't completely finished yet.
In its finished state the extra damage will "charge" up while you are zoomed in.
Since you will have to be zoomed for whatever amount of time this should stop the macro exploit.

Why are they so idiot? why only one champions can use ability(i suppose) for grande launcher?
why not remove extra zoom for rail instead add this shit damage charge
Edited by Devil61 at 15:03 CDT, 18 May 2017 - 2136 Hits
Dev Livestream w/ Tim Willits & ZeRo4 for 1 hour (7 comments)
Posted by Messing Around @ 13:22 CDT, 18 May 2017 - iMsg

Failed a lot: echo, disconnected mid-match, 2v4 the whole game. But still answer few questions people keep asking
Also no CTF in near future



Personal thought about Sacrifice:

People keep expecting new team strategy coming for this mode after awhile, but how can you pull it off when the game is too chaos, fast pace with random spawn locations?

What i mean is not always the defending team have all 4 people when they cap the point, or the enemy's already get on the point before your team get into position. Basically players are just all over the place

The mode feels like it focus on DM skills of each individual rather than the 'team" aspect.
Also this is Quake, not football, you can't use the same logic for it and say that it's "easier to spectating because there's only 1 ball" Tim
620 Hits
125 FPS Sunday Cup#79 (25 comments)
Posted by Nico_QD @ 05:35 CDT, 18 May 2017 - iMsg
Scheduled: 13:00 CDT, 21 May 2017 to 16:00 CDT, 21 May 2017
Schedule: Passed

The 125 FPS QuakeLive Duel Sunday Cup #79

ATTANTION please, cup will start at 13:00 CDT ! (3h later then usually we start before)

Donate: 125FPS Donate link.
Streams: Russia 102, United Kingdom zLive, United Kingdom nvc; Stream's HUB
Links:125FPS Balance 2017; 125FPS Discord
Edited by Nico_QD at 03:18 CDT, 25 May 2017 - 1829 Hits
Obviously This is the Song for the TV Spot (3 comments)
Posted by Terbo @ 00:07 CDT, 18 May 2017 - iMsg
Quake has paid its dues...

Queen - We Are The Champions

I've paid my dues
Time after time.
I've done my sentence
But committed no crime.
And bad mistakes
I've made a few.
I've had my share of sand kicked in my face
But I've come through.

(And I need just go on and on, and on, and on)

We are the champions, my friends,
And we'll keep on fighting 'til the end.
We are the champions.
We are the champions.
No time for losers
'Cause we are the champions of the world.

I've taken my bows
And my curtain calls.
You brought me fame and fortune, and everything that goes with it.
I thank you all.
But it's been no bed of roses,
No pleasure cruise.
I consider it a challenge before the whole human race,
And I ain't gonna lose.

(And I need just go on and on, and on, and on)

We are the champions, my friends,
And we'll keep on fighting 'til the end.
We are the champions.
We are the champions.
No time for losers
'Cause we are the champions of the world.

We are the champions, my friends,
And we'll keep on fighting 'til the end.
We are the champions.
We are the champions.
No time for losers
'Cause we are the champions.
Of the world
Edited by Terbo at 00:08 CDT, 18 May 2017 - 241 Hits
Hello people,

I opened a thread in official Bethesda forum with my thoughts about the current duel mode.

Here an extract:

"I will repeat that again, you have on your hands the most entertaining 1on1 Mode in the history of e-sport. Do not kill the spirit of this mode. Do not kill all the emotions it can give to the spectators on the stage.

Keep the champions, get rid of rounds and fraglimits."

Lemme know what you think about it and, if you agree, maybe post your conclusion even in the forum so that developers may at least take a look into it.
2301 Hits
Post profile accuracies please! (19 comments)
Posted by T1E @ 12:40 CDT, 17 May 2017 - iMsg

Starting MG: 25%
Upgraded MG: 21%
LG: 23%
RG: 45%

The other weapons are not as meaningful I guess.
1278 Hits
The future of Quake Champion (41 comments)
Posted by Memento_Mori @ 11:13 CDT, 17 May 2017 - iMsg
In the recent weeks, people have been playing the Quake Champion beta, and there have been discussions about various aspects of the game. This column is my attempt to look at Quake Champion as a whole, and try to consider things past the short-term beta.

The Product

We will talk about the actual gameplay later, but for now, let’s look at what QC has as product that its predecessors did not:
- E-Sport Support. One could say this is due to Zenimax/Bethesda buying id Software, and possibly a strategy about how to make the best of id Software intellectual properties – ex: make doom great single player and make quake a great esport + free to play. Regardless of why, this kind of support is unprecedented in Quake. No prize purse has been announced yet, but it might well be a good surprise for many. Besides big cash tournaments, e-sport support means resources spent into developing spectator features, marketing the events, etc. This is an area where previous Quakes had very little support.
- The Free to Play Model. If you’re anyways like me, you won’t like it a priori (and will buy the champion pack), but for the devs and for the future of the game, this model makes a lot of sense. The basics of it are: you make the entry level free, and you will always assume most people never spending a dime on your game. These players exist to increase the popularity of the game, spread the word, and make the game experience more viable to everyone (better match making, etc). You then have the fans, and especially the super fans, who are the one paying for stuff, at times even a lot of money. And of course, you try to make your best to convert free players into paying ones. The more your game picks up, the more money you make in time, which means you can sustain it and grow. It’s like a subscription model in this regard, but has a much more granular payment system, and zero entry barrier. Past the access to all champions, purchases will only affect cosmetics, without altering the gameplay.
- Champions / Drafts / Unique Abilities I believe this aspect is more about the spectacle of the game, rather than a super-deep effect in the metagame (it might matter in the end, but it’s too early to say). But one traditional problems in Quake as a spectators experience has been the lack of explicit elements to look at and talk about. Expert quakers may not care and would likely mute commentators anyways unless it’s joe and 2gd. But for novel spectator, this stuff is necessary. Words fail at quickly and properly describe the thousands of minute details that make a specific position or move good or bad, so commentators are left with little to say and have to look for explicit things. I see champions and ultimates being a thing to talk about, during drafts, during the evolution of a duel, etc. It might well be that in reality those are not the things that make you win, but the spectacle is rarely about that.

The Gameplay

While this is still a beta, and nothing is ever final, the game has changed, and depending how fixated one is on specific points, it may feel like a big departure from the past.

My personal experience is that figuring out how a game plays on paper is very hard, especially if there are many elements to them. At times, just a little change can lead to very surprising results. Trying to be fair here, and sticking to mere observations, I made two lists.

This is where I feel QC matches the previous Quakes:
- Momentum-base Gameplay. The speed cap on champions may make you wanna flip the table, but from what I've seen so far, building and using momentum is still the core of the game. If you manage to go fast, you can use it to your advantage, and it’s fucking cool. Was watching Fazz streaming on the weekend, and he was speeding around using Anarki, and it looked amazing and exciting (even when his running was not always optimal). To me this is the true core of what makes Quake Quake, and it’s very important it stays.
- Weapons/Items/Powerups. It’s kind of obvious, but also quite important. It’s the quake stuff, with some different flavor here and there, but no major upsets. I personally welcome the increased relative strengths of weapons vs stack (either due to more damage output or to less stack). Quad is back to 4x, you can get 1 hit kills more often, etc. This may feel odd coming from QL, but I’d say earlier Quake used to be more like this, and generally, it just mean execution has a bit more relevance compared to control, and this is not the end of the world.
- Combination of movement Systems. Rather than proposing a new movement system, QC champions offer different options from previous Quakes. This is not solving all the problems related to movement (see below), but for non-competitive play, this means you can pretty much pick the style you like, and have fun with it. Competitive play is likely more down to the actual effectiveness of each champion, but if you compete, chances are you know all movement systems anyways.
These are the main things removed or changed:
- Classic Game Modes. It’s unclear what of the classics will be available at launch, but I suspect that the changes that are happening across the whole gameplay may mean that the classic modes no longer make sense, primarily duel.
- Item timings. Health and armor are now on 30 sec. With classic game modes, such a change would have very nasty consequences, such as dudes running around the map pac-man mode and bullying their opponents indefinitely. Thing is, the new modes are different. The chemistry – due to champions and their abilities - is different.
- Weak after Spawn. In previous quake, you are cannon fodder after spawning. Here, you are a champion with a charged ability. One that might give you a free escape ticket, or insta-kill a careless attacker.
- Health System. For reasons that are beyond my current understanding, things have become more complex in this department. I can see this being an attempt to mud the waters and make it harder to know who much health opponents have, but I can’t figure out why that would be a good idea in the first place. I feel I’m missing how this fits into the big picture.
I probably have missed some things, but these were the most important point for me. With these points out of the way, let's talk about how this game can grow.

Game Growth

For the sake of discussion, let’s imagine the following strategies.
1. Going Big Fast. This is Bethesda/id Software putting loads of cash into the tournament, spread the word, and try to get as much exposure as possible to the game. This would be unprecedented for Quake, but it’s not too crazy given the premises of QC.
2. Growing Carefully. On the other side of the spectrum, the idea here would be to prove that you can beat the retention first, and once you know you won’t lose newbies like leaves in autumn, push to grow the game. It means a bit of a shift of priorities, from spectator friendly / e-sports to retention features.
It's unclear where id Software stands right now, but if I had to make a guess, I imagine the former more than the latter. And they are not necessarily to blame. They might consider Quake a grown-up game, they might want to surf the big wave of Bethesda’s support, and try to establish QC as one of the big e-sports out there. It's good and it may work.

My main worry is that Quake may not be as 'grown up' as one could think. Player retention is a department where the game has always been suffering. While, the free to play model and the e-sport support are all about outreach (and they could potentially attract *many* new players) the real question is what is there in QC that will make the new blood stay. Previous iterations have failed at this, and besides some minor differences due to the different point in history, pretty much all Quakes lost most of their players fast. So why should it be different this time around?

Rooting the success or failure of a game to one feature is probably crazy, but I consider the movement of quake its blessing and curse. Quake without strafe jumps & co would not be Quake. Once you know how to move properly the game opens up to you, and you start to be capable of glorious actions that are the reason why people stick to the game. But learning to move properly is a big effort.Not only that, it does not come natural in the game. QL presented you with a training session that hints you need to learn how jump past a large gap, but the process of sitting down and practicing a smooth mouse turn with the right key presses is a process that one has to self impose. But for people to show this dedication, they need to be hooked already, and chances are, they are not at this stage.

As of now, there’s no indication of serious efforts in QC to teach the movement. This might well be something they addressed and we just haven’t seen the content yet. Or they might have ignored it (as it was ignored in all previous Quakes), and I think this will bite back.


Soon we should learn more about the growth strategies for the game, the prize purse for Quakecon, as well as all the other features that were not shown in the beta.

I expect the first months of QC will be quite hot. Top players will want to learn the game as much as possible, qualify their teams, fly to Dallas, and win some big cash, and this process alone, in conjunction with streaming, should create an interesting show. It will also be a proving ground for the new modes. The new duel might be one of those things that turn out to be a disaster or a pleasant surprise, but for sure it's something different, and it's still interest to see what top players will pull out of it.

The real question to me is what happens after QuakeCon 2017. Will this Quake be able to succeed where all previous Quakes have failed? Will the new blood find a place where they can have fun and stay? And what has QC to offer them, as they grind their way through learning the way of Quake? Time should tell us... pretty soon.
Edited by Memento_Mori at 11:15 CDT, 17 May 2017 - 1854 Hits
Official Bethesda stream w/ Tim Willits & ZeRo4 (118 comments)
Posted by Teen Queen @ 08:29 CDT, 17 May 2017 - iMsg
Scheduled: 11:00 CDT, 18 May 2017 to 13:00 CDT, 18 May 2017
Schedule: Passed

The first official Quake Champions livestream with id id Software's creative director United States of America Tim Willits and esports manager United States of America John "ZeRo4" Hill will be going live on Thursday, 11:00 CDT, 18 May 2017.

The duo will discuss game design, strategies, tip and tricks and for those itching for more answers, there's a Bethesda forum thread where you can post your questions that will be addressed in the stream. Stream will mostly revolve around the large scale tech test that started on May 12th and will continue throughout the end of this week.

Links Bethesda Forums, twitch Twitch Stream
Edited by Badb0y at 16:58 CDT, 20 May 2017 - 5385 Hits
TotalBiscut talks about elitism and quake (160 comments)
Posted by Teen Queen @ 08:14 CDT, 17 May 2017 - iMsg
so I watched TB's stream yesterday and he went on a minor rant about fast arena FPS 'fans' that, according to him, don't exactly exist - at least not in any relevant numbers. When 'the next big thing' comes to appease these fans, the games reach a total of maybe 50 or less active players. Bethesda catering to an audience so minuscule, so negligible would be a disaster.

He summed up his thoughts in his QC opinion video at the very beginning and brought some good points on the table.

Take a minute and watch it before answering the question below.

'We', ESR, the butthole of the esport community, kinda-sorta often fit this criteria - the insatiable, unsatisfiable, arrogant whiners, longing for the 'old days' of LAN parties, Q3 clones that aren't supposed to deviate from Q3 but at the same time are rejected for looking too much like Q3

We reject every notion of a change, yet at the same time strive for it.

However, I do believe that TB, never really being part of that culture, never really digging into the meat as much as 'we' did, cannot possibly understand our views and/or concerns.

To play the devil's advocate, I ask the community -

Reflex Arena, Warsow, Toxikk, Quake Live, Xonotic, Unreal Tournament

1) Have you tried any of these games?
2) Have you liked them?
3) if not, why didn't you like them?
4) what stopped you from playing them?
5) What should the game do, in order to grab your attention?

TB strolls around the map in duel mode like a muppet, walking up and down the stairs, aimlessly prancing the same exact route in unfavorable positions, literally walking in circles around RG, constantly jumping on 'small armor' while fully stacked for so long that the duel ended because they reached the time limit.

Makes you wonder, how can a person so unaware of quake playstyle comment on what the 'elite' wants?

Well he's got the steam activity numbers to back up his claims, what do we have?

So for me at least....


1) Tried it
2) I did, the movement is sleek, the team behind it pulled their weight and offered a polished product
3) I'm still convinced that map textures/weapon design could be better and it drove some people off.
4) Lack of time, kept playing QL when I had the time
5) uhhh at this point I'm not sure, but I guess I would have released it later, kept the development in closed beta for a longer time

1) Tried it
2) it was ok
3) don't like cellshaded pigs, sounds, maps, community was too much into instagib
4) lost interest, people that I played with stopped playing
5) no idea, scrap the pigs

1) Didn't bother trying it, even though I have it installed

Quake Live:
1) Tried it
2) It's an ok game
3) Dear god where do I start. Over the course of the years, it felt like QL was just a testing grounds for id/bethesda for their new products. Duel detective, while ineffective, was fun. Team of chaps on IRC made better matchmaking then entire id team. No marketing at all, the game was not advertised at any point of its lifecycle.
4) At this point, QL is where Q3 was 10 years ago. There's those few nutcases still 'going strong' on their favorite CA/CTF servers, playing for fun and enjoying the game. I still hop on every now and then.
5) It needed to be more polished from the get go, the long beta and some questionable updates drove off a lot of people.

1) Didn't try
Edited by Teen Queen at 08:14 CDT, 17 May 2017 - 5185 Hits
Top QC players - your inital thoughts? (58 comments)
Posted by gbmaster @ 04:41 CDT, 17 May 2017 - iMsg
so now we've had several days to watch the pro's play QC and roughly order who is at the top of the game at this very early stage.

who would you personally say is #1 right now?

my top 5 (in no order) atm is rapha, agent, wind, cypher and cooller

does anyone know whether evil or tox is playing?
3068 Hits
HoQ TDM Spring Season Round #7 (3 comments)
Posted by doz3r @ 01:24 CDT, 17 May 2017 - iMsg
The schedule for round 7 looks like this:

Sunday 21/05/17 14:00 CDT
Div1 Sweden lastpick vs Russia B52 19:30 CEST
Div3 Czech Republic Virtual Owners vs Europe get armor frag bitches

Monday 22/05/17 14:00 CDT
Div2 Russia Quake Brothers vs Russia Hey

Tuesday 23/05/17 14:00 CDT
Div2 Europe Pandæmonium vs Europe unnamedteam 21:30 CEST
Div3 Russia Catz&Slipper vs Czech Republic Virtual Owners
Div3 Europe Placebo Effect vs Sweden OverPowered
Div3 Europe get armor frag bitches vs Europe Chess Club

Monday 29/05/17 14:00 CDT
Div1 Europe Rekt vs Sweden lastpick

Streams: twitch 102 twitch d1z twitch h8m3 twitch k1lljoy twitch luminus twitch proZaC twitch rehepapp twitch roumaniancham twitch xkisa twitch Xron
Links: Rules Schedule House of Quake mIRC HoQLeagues Twitter HouseofQuake
Edited by doz3r at 16:14 CDT, 22 May 2017 - 739 Hits
Mouse effective DPI (4 comments)
Posted by Nombo @ 21:15 CDT, 16 May 2017 - iMsg
Hello everyone, this is my first post here so hopefully I do not cross any red lines, if I however do so let me know

I got these two mice,

-saitek notebook optical mouse (,
pretty standard issue with a 800 fix dpi and probably 125 polling rate

-logitech G203 prodigy (,
which is 200-6400 dpi and 125-1000 polling rate,

And I noticed that running them both at 800 dpi resulted in a much lower effective sensitivity for the latter, which would increase as i decreased the polling rate down from 1000 to 125
I have not read that about polling rate so I was wondering what if not pr caused the difference in sensitivity at equivalent dpi?

421 Hits
Restarting game pro-tip (6 comments)
Posted by gSTRUCTOR @ 17:46 CDT, 16 May 2017 - iMsg
Due to current stuttering issue when playing more than 3 or 4 matches, when a match ends, dont wait for the menu to load and do a clean quit, just touch alt-f4 when game starts to load menu and it will quit instantly.
Edited by gSTRUCTOR at 18:02 CDT, 16 May 2017 - 781 Hits
Looking for someone to grind with (11 comments)
Posted by polterg00se @ 16:52 CDT, 15 May 2017 - iMsg
Hey, so I have a few people on my friends list but none of them are really interested in grinding Quake Champions. I'm a North American Quake Live player looking to transition over to Quake Champions and make the top 100 players on the leaderboards (whenever that comes around). I need 1-4 people who know the game, preferably with at least 2 years of Quake experience. If you feel like you're up for the challenge, let me know and I'll get back to you ASAP.

Portfolio: I don't really want to over-self promote, but I think I'm pretty good at Quake. In Quake Live I've got close to around 1900 elo in duel, but I usually have bad routing and high ping so I always play with 50+ ping. I have above average aim, but not necessarily top tier. I can time the items in both QC and QL. I've beat high level players ranging from 1900 elo to 2400 elo. With time, I personally see myself increasing my knowledge of the game and everything that comes with it.

My gamertag in Quake Champions is polterg00se. Send me your steam url and I'll add you if interested. Btw, I am totally willing to bring over 4 people into this circle, just in case a few of us are not on at the time, you should be able to keep grinding with teammates regardless.
697 Hits
QC stream highlights ft cooller, rapha and cypher (7 comments)
Posted by danulx @ 16:45 CDT, 15 May 2017 - iMsg
746 Hits
QC with picmip 5 (taken from idTV's stream) (129 comments)
Posted by floatingparr0t @ 15:20 CDT, 15 May 2017 - iMsg
So someone showed me this clip from id_'s stream:

He has the graphics turned down to a picmip 5 kind of style and for some reason only he has access to this hidden feature at the moment?

Because afaik I haven't seen any other streamers play with this hidden feature.

It looks pretty nice though and it makes the game for people with low end machines more fps friendly i guess.

I can't wait for this feature/option to be implemented in a future update.
Edited by floatingparr0t at 15:23 CDT, 15 May 2017 - 4976 Hits
Quake 2 console article (3 comments)
Posted by skint @ 09:23 CDT, 15 May 2017 - iMsg
There's an interesting article on Eurogamer about an Xbox 360 port of Quake 2 that was ahead of it's time (in terms of consoles) featuring 1080p60 and included 4 player split screen too. It also mentions that the Xbox 360 version had some slight advantages over the PC original.

There's a Digital Foundry video comparing the various versions of the game.
302 Hits
Hello. Can someone help need ~70g mouse (15 comments)
Posted by Naos @ 17:47 CDT, 14 May 2017 - iMsg
All the mice I found are discontinued like Ninox Aurora and Zowie Mico, there the best for fingertip grip in my opinion . Can someone please help and thank you

865 Hits
LG's range nerf (59 comments)
Posted by He4rTL3sS @ 16:45 CDT, 14 May 2017 - iMsg
From 960units to 768units (like in Q3/QL)

Do you think it is a good thing considering the fact that some Champions can move ultra fast and "bullrush" at you mindlessly then RL.
I know there's some kind of counter to "bullrush", and this counter is about picking up a tank Champions. But still, it's annoying.
And when they'll fix RL delay these kind of moves will be even easier.

I'm personally not against a range nerf, but why not 900units or even 864units instead of 768units ?
Also, you have to take into consideration that some Champs (usually the fastest ones) got smaller hitboxes, making them harder to hit.

Let me know what you think in this poll I made :
2176 Hits
Support this thread! Most likely wont help, but it's worth a try since Sacrifice is 4-man snooze-fest:

What I wrote in the thread:

Title: Sacrifice feedback | CTF | video examples | Personal expression in Quake and it's importance

I will try to stay as objective as possible in this thread as I wish to make Quake a popular game; thus my opinions are not for pure selfish reasons. Quake is very dear to me, indeed.

With that said, my own background might bias my opinions as I am an oldschool CTF player (1999+) who's been actively playing in the dark and dying ages of QL. Before you accuse me of being unreflected whiney veteran, I'd like you to consider the points presented and use reason in your arguements.

You're making a thread this early? Give us a break dude!

I feel ready to make a thread this early because I have now played many Sacrifice matches with the pros. Regardless, with this long experience, you gain insight into how such a mode will play out, and how it will do in the future.

In regards to Sacrifice, and the limitation it puts on individual expression, compared to CTF:
Sacrifice, even though on paper it is an objective-based game mode, it is heavily based on coordination, aim and fragging capacity. This limits the personal freedom and STYLE quake-players had in CTF.
Since everyone is after 1 objective, the game forces 4-manning. This strategy is especially true in higher skill brackets.
Sacrifice requires a coordinated attack/defence between 4 players, which itself makes it chaotic because not everyone will be ready for an attack (depending on if they were just killed or spawned somewhere tricky). In higher skill brackets, you are absolutely forced to stick to this strategy.

Compare CTF with this, in which you can attack with 100/0 HP, and depending on how creative you are as an attacker, you can make a capture without firing a single shot (aside from a rocketjump!); see examples below:

Video Examples:

CTF with abilities?
Yes! CTF is the perfect mode for abilities that exist in QC. I'd wish CTF was the main esports mode, instead of Sacrifice which is basically 1 flagctf + domination.

CTF allows for personal expression and creativity of players, and you are credited for being good at different things. Some are good defenders, others are good flagrunners, others are good at mindgames, others are good aimers. It includes everything. In Sacrifice, you do not have personal expression as it is dependent on 4-manning and powerups.

But wouldn't CTF just make Quake dead again?
Game-modes were not the reason Quake died. I think we can agree on that.
Actually, in the dying years of quakelive, the only objective-based mode that was constantly full and players waiting in line to play, were the oMega public CTF servers. Players included new ones, medium skilled and veterans.

Is Sacrifice intuitive or fun to watch? Does it allow for personal expression?
The Sacrifice gameplay is by no means friendly or intuitive to newcomers. Rather, I'd argue it's intimidating and is inviting players to become frustrated. Sacrifice is too chaotic and frag-dependent when it is played out. There is too much going on, and too many players at the same place.

If Quake is going to be both fun to play and to spectate, the main e-sports mode cannot be so heavily reliant on frags and 4-man pushes/defenses. This is not that fun to watch either, in my opinion. The casters will not be able to recognize individual contribution or strategy.

To compare, in CTF, you had the time and personal freedom to attack and escape with the flag in various ways. The casters of CTF games could predict movement and try reading a player's unique strategy.

There existed mind-games between an attacker an a defender. Some attackers had good aim, others had grab-and-escape playstyle. For example, on Spidercrossings (q3wcp9), you could time the enemy red armor, force the defender to recognize that you know the timing, and decide to attack the flag as the defender prepares for your redarmor-attack. These are some nuances that makes CTF an extraordinary mode to spectate and play. Furthermore, the attacks in CTF are often coordinated between two or three people, and the map design allows the time for coordinating a planned attack using different routes.

Example of how mindgames can affect gameplay in CTF. This is against the french defender "fishbone", who I knew had a top tier aim. Instead of fighting him (since he is stacked as a defender) I play around forcing his position instead:

These are fun nuances to watch - Sacrifice does not open for these situations as it is dependent on 4-manning and a forced strategy, and not personal expression.

This is a highskill game we played back in QL (that had high rivarly as well), and was casted by zoot and ins. RED vs [nEu]. I want you to recognize the overview CTF provides for spectators, and casters.

Thanks for reading,
Edited by MastermindQUAKE at 12:24 CDT, 14 May 2017 - 1087 Hits
Who of you has <=1 Mbit upload bandwidth? (15 comments)
Posted by T1E @ 12:12 CDT, 14 May 2017 - iMsg
There's an issue with the game, it's being talked about on reddit, the beta forums,.. but not here.

People with low upload bandwidth will have encountered situations in which they pretty much time out, can't interact with the map or opponents anymore. First you can jump around alright, but there's no item pickups, no projectiles (nailgun, rocket) coming out of your gun until the game catches up and all your actions get added to the gamestate with a huge delay all at once (it seems).

On the scoreboard you'll notice 255 ms ping for the duration.

Comments seem to indicate that capping your FPS might alleviate the situation.

Please post here if you are effected by this.
626 Hits
LG Beam (22 comments)
Posted by skint @ 04:20 CDT, 14 May 2017 - iMsg
Someone on Twitch mentioned that the LG beam only shows up when you hit, is that correct?

I thought my Mouse 1 was playing up but seems fine with MG.
1049 Hits
[QC] 31 Humiliations, triple gauntlet god FFA (15 comments)
Posted by kukkii @ 23:35 CDT, 13 May 2017 - iMsg

ok im done with lg.
hello gauntlet
911 Hits
Proof Devs are listening and lag will be fixed (51 comments)
Posted by gojira_ @ 21:38 CDT, 13 May 2017 - iMsg

Welp, there you have it.  SyncError has informed us all through Rapha's stream that it will be fixed.  Now please settle yourselves in and enjoy the ride.
2870 Hits
DOOMBRINGER Euro Cup #1 (44 comments)
Posted by CrazyAl @ 18:01 CDT, 13 May 2017 - iMsg
Scheduled: 07:00 CDT, 20 May 2017 to 11:00 CDT, 20 May 2017
Schedule: Passed

DOOM 2 modding legend Sweden Kristus is organising his first ever duel tournament for his very own Arena FPS game, DOOMBRINGER. The tourney will take place on Saturday 20th May at 07:00 CDT. Check-in opens one hour before!

Admin: Sweden Kristus Scotland CrazyAl
Stream: twitch TastySpleenTV
Links:, DOOMBRINGER Discord, Sign-up, Bracket.
Edited by CrazyAl at 13:30 CDT, 15 May 2017 - 2600 Hits
Posted by zeroql @ 13:49 CDT, 13 May 2017 - iMsg
Lets fill up this topic with highlight and rest, i will start :)

b4nny air rocket on Burial Chamber

nvc crazy mid air

Rapha nutty rail on ZeRo4

Rapha nice rockets

Saylor Twift mid air

Rapha's Triple Gauntlet Kill

Rapha free wall hacks

My Airrockets

Week 1-2 Highlights

Carnage sick air rockets

fazz mid air

fazz sick rail

fazz combo kill

Cypher rocket LG+Rail combo

Cypher rail for days

Cypher mid air

Cypher telefrag on Nitrino DUEL

Cypher LG rail combo

Fatal1ty - shot through the freakin' thing

Fatal1ty - Air rocket

Fatal1ty - Rail Rail Slipgate Kill

Fatal1ty - DoubleBarrelShotgun

tox falls off chair

cooller rj master
2884 Hits
Minimum Requirements ? (25 comments)
Posted by WitreX @ 13:37 CDT, 13 May 2017 - iMsg
So in Bethesda Launcher the Minimum Requirements are
CPU: Intel Core i3-530
GPU: Intel HD 4600

Of course i think this is not true because i have better PC
and i still have total lags (only on start of the match like first 30 seconds then it is ok)...

CPU: AMD Phenom II X4 965 BE
GPU: AMD Radeon HD 5700 Series (5750 1GB)

Can someone say me if they just said bad Min. Req. or it's problem in my PC ?
1163 Hits
Its happening!!! (65 comments)
Posted by gSTRUCTOR @ 12:53 CDT, 13 May 2017 - iMsg
Edited by gSTRUCTOR at 12:55 CDT, 13 May 2017 - 3067 Hits
Your impressions of sacrifice (60 comments)
Posted by fragmaster_ @ 17:40 CDT, 12 May 2017 - iMsg
So, what do you think of sacrifice? i just watched some guy on stream say "all i'm sure of is that at some point there's a soul", and that's exactly how i felt the first few matches even though i read the basic description of the mode several times. took a few matches to realize what's going on, but even now i'm having a hard time following the match, where the soul is going etc. other than that i think the basic idea of sacrifice is interesting.

performance is much worse though in this new version. and looking at the bethesda forums it looks like the majority of players are experiencing performance issues.

also blood covenant is terrible for sacrifice (not that it is any good in any other mode imo). it literally takes two seconds to get the soul from spawn to heavy armor obelisk.
Edited by fragmaster_ at 18:00 CDT, 12 May 2017 - 2774 Hits
Becoming a QUAKE CHAMPION with Ika: Episode #1 (10 comments)
Posted by ika @ 17:06 CDT, 12 May 2017 - iMsg

So, that NDA is finally down.... so I can post QC content to the MASSES =]

This is more aimed at people who are complete noobs but I think ESR might find it entertaining

I plan to continue this as a series so stay tuned
538 Hits
The clock says it's High Noon so I pressed Q (No comments)
Posted by satonade @ 15:40 CDT, 12 May 2017 - iMsg
120 Hits
NA Quake Live Duel Series #3 (5 comments)
Posted by AoDHyDr0 @ 15:33 CDT, 12 May 2017 - iMsg
After a short break, Canada dr0_vision will be hosting the third tournament of their ql Quake Live Duel Series. Following the success of the previous event, which was hosted last month, the organizer is hoping to get more members of the North American community engaged in the game, in anticipation of Quake Champions.

REMINDER, mandatory that all participants must join the appropriate Discord server for the tournament, which is provided in the link below.

Donate: NA Quake Live Duel Series PayPal Link
Stream: twitch dr0_vision
Edited by Teen Queen at 12:46 CDT, 13 May 2017 - 821 Hits
qc too easy (19 comments)
Posted by mray557 @ 11:44 CDT, 12 May 2017 - iMsg
man. i won every game i've played so far. why is this game so easy?
1322 Hits
125 FPS Sunday Cup#78 (15 comments)
Posted by Nico_QD @ 08:38 CDT, 12 May 2017 - iMsg
Scheduled: 10:00 CDT, 14 May 2017 to 15:00 CDT, 14 May 2017
Schedule: Passed

The 125 FPS QuakeLive Duel Sunday Cup #78 (no any season, just sunday cup).

At this moment our balance is not enough to feed full 2-month season. Anyway, we will organize various Quake Live duel Cups from time to time. Frequency of the Cups depends on players and donators activity.

Donate: 125FPS Donate link.
Streams: Russia 102, United Kingdom zLive, United Kingdom nvc; Stream's HUB
Links:125FPS Balance 2017; 125FPS Discord
Edited by Nico_QD at 15:20 CDT, 14 May 2017 - 1698 Hits
An nda style intro to #gottagofast for quake champions (14 comments)
Posted by nvc @ 21:36 CDT, 11 May 2017 - iMsg

Strafe jumping. Air control. ALL THE THINGS! It's rough and ready, please don't hate... I recorded it live and I'm NDA'd to fuck. Whilst you might not utilize everything mentioned in this video for Quake Champions, it's important to understand what (or rather why) you are doing some of the things you are doing when attempting to build speed, imo!
Edited by nvc at 21:37 CDT, 11 May 2017 - 712 Hits
can i play now? (4 comments)
Posted by marioQC @ 16:55 CDT, 11 May 2017 - iMsg
can i play quake champions now , there is no a status let me know when im, able to play the game . peace
451 Hits
EF Undead (QL Trickjumping) (12 comments)
Posted by PowerbaL @ 14:13 CDT, 11 May 2017 - iMsg

0 1 2 3 4 5 6 7 8 9 10
Rating: 6.3 (8 votes)
Hey guys,

some weeks ago I finished my first Quake Live movie. All tricks were performed by myself, on old Elite Force maps. "EF" is an FPS Star Trek game based on the q3 engine. While the game is dead by now, some of the most famous maps can be found in the Quake Live workshop.

So if you have ever played Elite Force or just enjoy trickjumping you might want to check it out :)

PLEASE NOTE: Youtube fucked up the Colours, so I strongly recommend the Dropbox Download-Link. Enjoy.
Edited by Teen Queen at 09:14 CDT, 12 May 2017 - 579 Hits
Edited by iavoal at 02:08 CDT, 17 May 2017 - 3762 Hits
Quake Champions tournament at QuakeCon (21 comments)
Posted by Badb0y @ 00:41 CDT, 11 May 2017 - iMsg
Shacknews wrote there will be a QC tournament at quakecon.

Does somebody know the official source of this?

Also there are various byoc-tournaments listed

Am i right that these tournaments are not the main esport events?
1257 Hits
Quake Champion Visor profile (92 comments)
Posted by Teen Queen @ 12:41 CDT, 10 May 2017 - iMsg
The Moscow’s GRU experiment that was first introduced in Quake 3 is making the return to the quake champions roster. His notable active ability is called piercing sight - it temporarily reveals enemy position on the map. His passive ability called Grashopper circumvents the speed caps that other champions have and with enough skill, you can keep up with all champions.

From the Quake Champions website:

"Quake Champions – Visor Champion Trailer
Visor made his debut in Quake 3 Arena, and now he’s back for more bloodshed in Quake Champions. This ruthless, unfeeling killer lives for the fight, and he’s damn good at it. With his Piercing Sight active ability, Visor is designed to always be one step ahead of his opponents, making him perfect for any strategist looking to have some fun in the Arena."

Source: Official website
Links: Beta Signup/Official website, tweet @QuakeChampions, Facebook Facebook
Edited by Teen Queen at 07:54 CDT, 12 May 2017 - 4834 Hits
Killsen, Cypher, Fatality will be streaming QC Friday (59 comments)
Posted by 8952341 @ 11:49 CDT, 10 May 2017 - iMsg

rapha "i will probably have to change my style with this game"

Toxiq.... best aimer in QC right now?

8play evil comes out of the shadows and plays vs cooller:

8play evil attempts his signature LG rush on an invisible cooller

8play evil vs cooller (map 2):

Rapha evades Zero4's tackle with perfect Rocket Jump:

cooller rage (in russian) at his own failed RJ

Fatal1ty, Rapha, Makaveli, carnage have a close TDM game vs noobs:

Fatal1ty raging at noobs, constant ESR request:

Rapha insane combo kill on Zero4 in duel:

Rapha's insane rockets in new Sacrifice game mode:

Cypher nuts combo kill in duel:

Fatal1ty comes up with a joke:

Cypher's spinbot:

Rapha being five steps ahead/ESP

How to use slash ft Fatal1ty

Cooller shows his in-game settings:

When you co-stream with Fatal1ty (rapha pov):

cooller trick moves on cypher, cypher cant help but laugh

Fazz going nuts in Sacrifice scrim w/ vo0, toxic, stermy, spart1e, noctis

Fata1lty bull rush frag quad steal, telefrag, and pummel kill in one run

Confirmed via twitch chat

NDA lifted that day
Edited by 8952341 at 12:47 CDT, 21 May 2017 - 3740 Hits
QC reworked duel idea (2 comments)
Posted by aeoL @ 02:18 CDT, 10 May 2017 - iMsg
If id software are unwilling to return classic duel to QC I have a suggestion for the new mode that might make it more fun. I think if we swap the positions of the weapons to the major items like the Mega Health and Red Armour the mode can play more like a 1v1 hungergame-esque opening with a rush to the weapons and change it so you take more damage while unarmoured. Gives two clear ways of playing, either all out aggressive to grab the weapons or all out passive and stacking up and hiding. Then after that opening the game is played like a duel.

EDIT: I should clarify and mean to say that weapons should be placed in the most vulnerable positions especially near the centre of the map or in between the spawns.
Edited by aeoL at 02:28 CDT, 10 May 2017 - 422 Hits
The Promode League -- Week Three (10 comments)
Posted by xerosawyer @ 17:59 CDT, 9 May 2017 - iMsg
We're now in the final week of games for the regular season with Week 2 all wrapped up. Week 3 contains a lot of important games as many play-off spots are still up for grabs. As you'll see in this week's results, the games were again quite one-sided however there were a couple of great matches, and lots of great performances. As usual, you be able to find the predictions and bets for Week 2 below.

Week 2 Results & VODs

Week 2 once again was largely characterized by decisive games but as a result it also meant that we got to see some very strong performances. It's now become clear that Europe 2 Retards, Russia Promode.RU and United States of America ProMode Admins are a cut above the rest. All of these teams demonstrated great mechanic skills, awareness, and strategy. I would recommend catching games just to get an idea of how good teams are working, and thinking.

Our match of the week for this week goes to Argentina MANGERIS vs United States of America fitemeIRL. There was some great hpb Quad work by Argentina atp who was constantly battling to keep his team in the game, with his partner Argentina loner trying to shore up the offence. The games on Left Behind, and Sanctum had larger scores difference but it always felt like that the Argentinians were one strong cycle away from turning the tide in their favor. The Americans took turns playing hard carry, with United States of America pan1c coming through with a massive game on Santcum, and United States of America Chains taking over on The Hot Place.

Week 3 Predictions & Bets

For this week's predictions I was joined by our very own United States of America Magikarp. The games for this week should be a lot closer with 2 Genders going up against Bald and Beautiful in Group A, CZSK squaring off against Okidoki in Group B, GetServed challenging fitemeIRL in Group C, and finally RuN playing teotl in Group D. All of these games will have very significant play-off implications, as the losers will most likely having to pack up their mice. The game to watch for this week will be 2 Retards vs Sandels which is scheduled for May 11, 2017 at 14:00 CDT and will be streamed on [icon=twitch] nekonTV.

Group B is at a complete deadlock for the second play-off spot with CZSK, Okidoki, Team Spain all tied up in points. As we've said a few times if the real Spain memphis-hady show-ups, it's going to be a game changer, but he continues to be an enigma.

Magikarp Disclaimer: Reminder that I have only joined the CPMA community in August 2016, so my knowledge on the players or even just how players play is still minimal. This is just my personal opinion from what I think, know, and believe from whatever I could remember about these players and can infer. I would say not to take this prediction too seriously.

Streams: twitch nekontv, twitch xerosawyer
Links: cpma The Promode League, cpma Event Hub, cpma CPMA Discord
Edited by xerosawyer at 18:01 CDT, 9 May 2017 - 1310 Hits
Few plays from QL (2 comments)
Posted by danulx @ 16:37 CDT, 9 May 2017 - iMsg
found this on pc today

292 Hits
HoQ TDM Spring Season Round #6 (8 comments)
Posted by doz3r @ 16:24 CDT, 9 May 2017 - iMsg
The schedule for round 6 looks like this:

Wednesday 10/05/17 14:00 CDT
Div2 Russia Raks vs Europe unnamedteam

Thursday 11/05/17 14:00 CDT
Div3 Russia Catz&Slipper vs Russia Anchors

Saturday 13/05/17 14:00 CDT
Div3 Europe Placebo Effect vs Europe Chess Club

Sunday 14/05/17 14:00 CDT
Div1 Russia KogdaKvad vs Hungary Team Hungary reschedule
Div1 Russia B52 vs Hungary Team Hungary
Div1 Sweden lastpick vs Europe Falafel Kings
Div2 Europe I Love my Squad vs Russia Hey

Monday 15/05/17 14:00 CDT
Div2 Russia Quake Brothers vs Europe Zombei reschedule
Div2 Russia Raks vs Europe Pandæmonium wildcard by Pandæmonium
Div2 Europe unnamedteam vs Europe I Love My Squad

Tuesday 16/05/17 14:00 CDT
Div3 Europe Chess Club vs Poland Platige Team
Div3 Russia Anchors vs Europe Placebo Effect
Div3 Sweden OverPowered vs Russia Catz&Slipper

Sunday 21/05/17 14:00 CDT
Div3 Czech Republic Virtual Owners vs Europe get armor frag bitches

Streams: twitch 102 twitch d1z twitch h8m3 twitch k1lljoy twitch luminus twitch proZaC twitch rehepapp twitch roumaniancham twitch xkisa twitch Xron
Links: Rules Schedule House of Quake mIRC HoQLeagues Twitter HouseofQuake
Edited by doz3r at 11:37 CDT, 16 May 2017 - 1130 Hits
Need help with sensitivity (17 comments)
Posted by chi @ 16:09 CDT, 9 May 2017 - iMsg
To keep it semi short ive been playing QL for 7 months now around 1500-1600 elo. This is my first arena fps, ive been lurking these forums for a few months soaking up all the info I can gather I feel im on a decent track to improving in positioning, timing, map awareness but my real struggle is sensitivity. I cant find whats comfortable and consistent for me im wondering what you would recommend. The problem being is I have early onset parkinsons disease (had it for 2 years now) its been slowly getting worse and im realizing i might not be able to play pc games in a few years from now. In the mean time I would still like to enjoy quake as best as possible. Currently im on 400 dpi 1.57 sens 0.04 accel 2.40 cap and i also use turn binds instead of wasd i use okl; (left handed) and j is binded to +left ' is binded to +right. This is probably the fastest sens ive played at in awhile and I heavily rely on using turn binds for jumps and close encounters. What would you recommend I try? lower sens more accel, use accel offset, low sens in general? I really dont know what to do. Thank you for taking the time to read this and would appreciate so tips.
847 Hits
QuakeLive on Linux (12 comments)
Posted by Thread Ender @ 16:03 CDT, 9 May 2017 - iMsg
Surely, there must be a way of playing QuakeLive on Linux even if support for the current/updated client is dropped or steam only, there were at one point QL releases/bins that ran natively on Linux. Even if only for offline playing with bots, is there anything available out there?
767 Hits
STRAFE® IS OUT (40 comments)
Posted by adem @ 11:45 CDT, 9 May 2017 - iMsg
STRAFE® is the fastest, bloodiest, deadliest, most adjective-abusing, action-packed first-person shooter of 1996. Featuring breathtaking photorealistic graphics and persistent gore that allows you to paint levels red with the excessive entrails of your enemies.

Links: Official page, Buy on Steam
Edited by qmau at 12:28 CDT, 9 May 2017 - 2865 Hits
Victory Day (22 comments)
Posted by Danmer @ 10:42 CDT, 9 May 2017 - iMsg
1124 Hits
#rekt yt + web (11 comments)
Posted by esdf @ 10:22 CDT, 9 May 2017 - iMsg
long story short, & are the websites. you can find configs, demos, shitposts and what not there.

rekt yt is rekt yt channel, slap follow/subscribe button hard. demos from clan wars uploaded regularly (thanks to maverick's igmdb). vods as well. even live stream is there for each war. also some random demos get uploaded here and there just because.


ps. this is in quake champions forums cause obviously we're quake champions.
695 Hits
i'm NOT believe in QC success (48 comments)
Posted by wwwAnyBoy @ 04:19 CDT, 9 May 2017 - iMsg
In this thread I will try to gather all my thoughts. It will be one big picture.
This post for people who 18+ otherwise many moments to you will be not clear.

Why you need to read such long post? Because i'm very confident in my suggestions and experience.
I consider all interests and all factors. I can be mistaken only in force of experts in marketing and advertising influence :\

IF YOU CAN'T UNDERSTAND SOMETHING, JUST ASK ME.(trolls, kids, idiots will be detected)

We faced big problems - interests of 3 groups.
1 - Old players community
2 - New players community
3 - Id Software

Group 1 vs Group 3.

Old players want competitive, difficult and serious esport game. For now QC does not correspond to expectations.

Id Software wants more money and simplifies QC for group 2.

Group 2 vs Group 1

Old players want competitive, difficult and serious esport game.

Newcomers want game like Counter Strike, Dota.

Group 3 vs Group 2

Id wants more money, but newcomers will not pay for QC, because simplified QC still too difficult for newcomers.

For those who has missed my thought, once again:
QC does not meet requirements of groups 1 and 2.

QC more simple, like 1/2 of QL. But in the same time QC more difficult for group 2, like 3 x CounterStrike.

In my head something like this when i think about "game DIFFICULTY" (from my experience):
All factors are approximate ;) and they comes from my feelings and intuition.

QL = 6*CS = 2*QC = 12*DOTA = 0.08*Chess

Now, about QuakeLive gametypes:

Duel= 2*TDM = 3*CTF = 6*CA = 20*Instagib

About CS and QL duel:

Duel = 6*CS


I belong to group 1 (Old community). And in my head i can see some priority according to "3 groups" (from most to less). "Group priority" means: what group is more important, whose interests are most important. It means, the group standing more low, can have satisfaction, only if group standing on one step above has satisfaction.

3 Id Software (Most important) 1st place
2 New players (Also most important) 2nd place
1 Old players (Less important) 3rd place.

Old players (group 1) are less important, because of 500 players online (on servers). Who cares about them?, they can't bring a lot of money.

New players (group 2) are more important, they has a lot of money. For example 100 000 online players in Counter Strike and 500 players in QL.

Id Software (group 3) are most important. Because if they has qualified personnel and a lot of money, they can satisfy new players.

Again, in my head: (strong personnel + money) can satisfy new players by good game. It will bring a much more money for ID Software. And only after that old players(group 1) will receive more players in their professional gametypes(duel tdm, etc).

So, old players less important...., but they has one trump! They have a huge experience! It means, old players like qualified personnel for ID :)

Ok, old players helps ID Software to satisfy new players. But is there any guarantee for old players? I mean, if ID will deceive old players? And old players will not receive the necessary game modes?

Tim Willits in interview said that "there is no problem, we can include old gametypes in QC".

For now situation looks like there are some non-paper agreements.
Id gives simple gametypes for new players, new players gives to ID their money.
ID gives perfect professional gametypes for old players, old players gives to ID some help + little amount of money.


As i mentioned above, current QC gametypes not enough simple for new players. I mean, game not ready for new players. In current state TDM not ready for new players. I can't believe that current TDM(Duel) will have great success.

-Because Blizzard spend a lot of money for OverWatch advertisement, more than ID.
-Not enough amount of tutorials for new players. Not enough info about game rules.
-Not enough money for tournaments.

And in my opinion, TDM must be closer to CS or OverWatch. For now its more close to Quake. And very, VERY far from CS or OverWatch.

My assumption (only mine), that TDM should be completely altered for new players. And it means, that future QC community must be divided by two groups.

1. Hardcore-professional gametypes for small amount of old players (TDM and Duel gametypes)
2. Simple gametypes for a huge amount of new players. (TDM and Duel gametypes)

As i said, TDM for new players must be much closer to CS or OverWatch. As a result old Quake players should not play these simple gametypes, because of huge difference in gameplay, rules, maps(!!). Old players should barf when they see simple gametypes. How close to CS\OverWatch simple gametypes should be? I think gameplay should be 70-80% like CS\OW. Players from CS\OW should feel that QC their improved version of CS\OW.

Yes, may be it's too late for such changes ;) But, i will be very happy if i'm wrong and current TDM\Duel will have great success.


Now, about hardcore-professional gametypes.

I'm already wrote a lot about simplifications. Now shortly, what i want (and many old\pro players too). It looks like instruction, you can't break it ;).

Once again, you can't avoid this instruction! If you change something else, you can crush gameplay TOTALLY! If you can't understand something, just ask me.

About DUEL

-Full copy of QL duel + Champions + champions abilities + Selectable spawns.

Now about champions balance.

Champions must differ from each other only by appearance and abilities. It means the same hitboxes for all, same strafe speed(320 units max+same accel) for all, and very small difference in strafe-jumps. No hp\armor limits, only 200\200 max (like in QL) for all champions, 125\0 on spawn for every champion.

After that it is necessary to balance ONLY champions abilities. We can balance abilities after some period of time, during beta, or later, or somehow.

About selectable spawns.

All pro players not agree with random spawns in QL. "lucky spawn" "he win because of lucky spawn".

You can select spawn after your death, by clicking on a picture (3-4 points on a choice).

About TDM

Same changes as in DUEL (see above).


Ok, we have 2 groups of gametypes.
1. Hardcore-professional gametypes for small amount of old players (TDM and Duel gametypes)
2. Simple gametypes for a huge amount of new players. (TDM and Duel gametypes)

I believe that some part from huge amount of new players will come to Hardcore-professional gametypes somehow. And we must have some tricky system which entices new players in hardcore-professional gametypes. May be any special champion skins \ vanity, weapon models, special words in main menu, achievements, pictures, icons.

Other mini suggestions from me.

-In games like Batman AA,AO,AK and Castlevania you can see some unavailable HARDCORE gametype in main menu. This gametype becomes available after you finished main story. So i think we can make the same in QC. You can play only if you finished tutorial course, or you have reached some level(XP). For example you can play hardcore-professional gametypes only if you reach some XP level in simple gametypes.

-Everyone knows that "more gametypes = less players in each gametype". I suggest 3 gametypes for new players and 3 gametypes for old players. Other mini-gametypes like instagib and EyeToEye must be like "Training halls"(with ELO) in main menu of the game.

-ELO everywhere, you know =). Matchmaking must be artful(tricky) system which considers quantity of players online, ELO, pings. Matchmaking system must be adaptable to current amount of players, she must suggest to player different options. She must help him with different hints. There is one small part of hint system we can see in many games while level is loading. But matchmaking must be more smarter than these hints. In more details read here

-Artificial ping. Artificial ping increases total amount of players. When your opponent has lower ping than you, his ping automatically becomes higher. In more details read here

IF YOU CAN'T UNDERSTAND SOMETHING, JUST ASK ME.(trolls, kids, idiots will be detected)
2452 Hits
Genji DragonBlade Glitch... Unlimited Swings? (9 comments)
Posted by jaystopplays @ 22:48 CDT, 8 May 2017 - iMsg
Has this happened to anyone else let me know.
578 Hits
Craziest Ult Shutdown I've Ever Seen!!! (7 comments)
Posted by jaystopplays @ 19:21 CDT, 8 May 2017 - iMsg
576 Hits
Quake Champions Beta Impressions (36 comments)
Posted by qmau @ 16:15 CDT, 8 May 2017 - iMsg
Extremely Favorable
Generally Favorable
Generally Neutral
Extremely Neutral
Generally Negative
Extremely Negative
Haven't Played

  (view results, discard poll)
With the closed beta coming to a...close, what is your general impression of Quake Champions?
2707 Hits
Bullrush (7 comments)
Posted by Teen Queen @ 14:15 CDT, 8 May 2017 - iMsg
Edited by Teen Queen at 14:15 CDT, 8 May 2017 - 644 Hits
How to get a Sextuplet Kill in first 10 Seconds!!! (8 comments)
Posted by jaystopplays @ 13:31 CDT, 8 May 2017 - iMsg
536 Hits
New mouse to buy? (16 comments)
Posted by Devil61 @ 13:04 CDT, 8 May 2017 - iMsg
Apparently my steelseries rival have some problem with sensor (sensitivity changing random) and i want to buy one new mouse,i would buy zowie fk1 but i'm afraid it may have the same problem cause the sensor is the 3310. someone has some opinions on a good mouse? ps Do not tell me to buy the mouse wmo :D
1075 Hits
Lag Question? (5 comments)
Posted by Jamerio @ 12:17 CDT, 8 May 2017 - iMsg
I have an RZ2233 which apparently has about 10 ms input lag, so I propose the following question.

Opponent 1 has a monitor with virtually no measurable input lag and 20ms ping.

Opponent 2 has a monitor with 10ms input lag and 10 ping.

Assuming all the other conditions are identical and get good performance, is it a fair fight, or would 10 ms from the bandwidth be better or worse than the 10 ms gained from input lag?

In other words, is input lag on a 1:1 basis with bandwidth lag the same thing?

I'm talking about this from a mostly LG/RG perspective too.


27 inch monitor or 24?
Assuming same internals, would you react faster and get better percentage on the bigger screen?
Edited by qmau at 13:55 CDT, 8 May 2017 - 248 Hits
Follow the ATR QC Twitch Team Streamers! (9 comments)
Posted by nvc @ 11:20 CDT, 8 May 2017 - iMsg
If any of you have tuned into my recent Quake Live 125fps coverage you'll have seen the All The Rage logo on the lower right section of the screen. That's the Twitch team I created with a bunch of friends.

When the NDA drops on 12th May several of us will be streaming, outside of team practice anyway. There are some familiar faces that I'm sure you'll recognise... obviously from Dark Souls (Fazz) or H1Z1 (Fazz and Noctis) :D!


You can find all of our streamers on the main page:

Our Twitter automatically tweets when they're live:

Edited by nvc at 11:23 CDT, 8 May 2017 - 862 Hits
ESL Unreal Tournament Duel Spring League 2017 (No comments)
Posted by qmau @ 10:54 CDT, 8 May 2017 - iMsg
View Coverage: ESL UT DSL 2017
Organiser: ESL
Duration: 4 May 2017 to 4 May 2017

ESL is running Unreal Tournament Pre-Alpha Duel League! It started with open qualification cups, where top players qualified to the groupstage. The league is based in Europe, where best 8 players are playing in order to qualify to playoffs. Two groups are made of 4 players, where top 2 players from each group will qualify for finals.

All matches will be covered by Zaccubus and frag^m so expect some quality coverage.

Stream: twitch Zaccubus Stream

Stream: twitch mouz|frag^m Stream

Links: ESL ESL Announcmeent, ESL Twitter ESLUnreal, ut UT Pre-Alpha download, ESL League Rankings, ESL League Results & Schedule, VoDs
Edited by qmau at 08:33 CDT, 9 May 2017 - 232 Hits
Quake Champions new gametype and large scale open tech test (154 comments)
Posted by Teen Queen @ 10:52 CDT, 8 May 2017 - iMsg
Quake Champions will be open for everyone for large scale tech testing, from May 12 through May 21 - 9 days of 'open beta' available to all players who weren't lucky enough to grab a key. The servers will run throughout the whole semi-open beta period 24/7 with all champions unlocked.

Another big news is the announcement of the Sacrifice gametype. It appears that it will function similar to duel mechanics, a round based elimination combat - pick your champions and battle it out in the arena.

During the upcoming Tech Test, you’ll also be able to try out an all-new 4v4, team-based competitive mode: Sacrifice. Pick your teams and Champions wisely and work together to dominate the Arena in this new mode.

Next wave of beta will also be dropping the NDA.
This tech test will have no NDA, so expect plenty of impressions and discussion through the next week.

NDA expires on May 12th according to the official twitter.

Source: Official website
Links: Beta Signup/Official website, tweet @QuakeChampions, Facebook Facebook
Edited by Badb0y at 15:53 CDT, 8 May 2017 - 7887 Hits
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