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Need some of you guys to push for rational improvements (136 comments)
Posted by subterfuge @ 18:42 CDT, 19 September 2018 - iMsg
In light of Holy Trinity it's come to the attention of a lot of people how much fun QC is without active, damage-based abilities, and the allowance of free-flowing movement. I think it would make sense if more people participated in conversations about having a casual mode with active abilities, and a comp mode without them, but with different champion-based health and movement options, because that doesn't break the game as much as being able to instagib with Ranger, DK, or BJ.

Having 2V2, 1V1, and CTF be playable without abilities, while casual modes like TDM and DM retain them, would be fine for most people imho.

Especially if comp game modes replace the shitty netcode with traditional forms of prediction.
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What does QC need to be more competitive? (77 comments)
Posted by subterfuge @ 02:42 CDT, 21 June 2018 - iMsg
My concept of a competitive QC game would be the inclusion of a few things, namely, a competitive mode that stands behind a barrier of various training maps that force the player to execute a variety of aim based challenges in the destruction of bots, and movement based challenges in the completion of basic defrag maps. The very last map is a more complex map that combines 1vs1 an advanced bot on a map that has jumps that require ~500 UPS jumps to complete.

After that, you unlock competitive mode which inverts the normal game settings.

No champion abilities.
No differences in hit boxes, health or armor.
Universal movement for all players, whether CPM movement is default or you get it from picking up a particular item that you have until death.
Swinging hook should be a pickup weapon, as it is basically CPM movement in every direction:
https://www.youtube.com/watch?v=ZrQjrxK40t4
Server side hit detection.
No speed cap.
Comprehensive stats.
Dedicated servers.
Bright skins.

What else do you guys think should be included in a competitive game mode?
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Games like Wolfenstein: Enemy Territory? (4 comments)
Posted by subterfuge @ 11:48 CDT, 13 April 2016 - iMsg
Hello. I've been trying to figure out if there's a game like Wolfenstein Enemy Territory anywhere?

I've lately been taking some of my free time to design a total conversion for Q3A that's more similar to Wolf in terms of the scripted events and gametypes that are map dependent. Problem is, I'm not sure there are any other games that have such variation.

In Wolf, there were so many extremely diverse and odd maps, to name a few, V2 Rocket, Minas Tirith, Railgun, and my favorite of all of them, Axis Lab.

So, does anyone know of any more modern shooters with objectives that are more complex and layered than capturing points, flags, or elimination, like Wolf: ET was?
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