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Australian Player Profile - Corvidae. ZenAku (7 comments)
Posted by ZenAku @ 22:35 CDT, 18 August 2017 - iMsg


Pardon the self-promo, for those interested to know a little about the Australian scene, check it out :)
2984 Hits
ADVANCED STRATEGY for RANGER | Quake Champions (1 comment)
Posted by ZenAku @ 04:58 CDT, 29 July 2017 - iMsg
New video on advanced Strategy for utilizing Ranger's ability, strong/weak champion matchups and some clever uses for dire orb teleport using teleporters on duel maps.




Constructive criticism, embrace me
1900 Hits
How to Duel CORRUPTED KEEP | Quake Champions Strategy (16 comments)
Posted by ZenAku @ 09:05 CDT, 18 July 2017 - iMsg
New video on How to Duel CORRUPTED KEEP



Hit me up with any feedback you guys have :)
7516 Hits
How to Duel RUINS OF SARNATH | Quake Champions Strategy (16 comments)
Posted by ZenAku @ 19:28 CDT, 15 July 2017 - iMsg
Hey guys, I made a few videos helping new players and going in-depth on Champions and duel maps.

Here is my latest video:






If this goes against forum rules, feel free to remove the thread :)

Hope you enjoy!
4528 Hits
ZenAku -vs- Chacha (3 comments)
Posted by ZenAku @ 18:54 CST, 17 January 2011 - iMsg


0 1 2 3 4 5 6 7 8 9 10
Rating: 1.3 (3 votes)
Gametype: Duel
Map: Various Maps
Mod: N/A
Viewpoint: ZenAku
How to play back QL demos


Semifinals ZenAku vs Chacha
Map: Hektik

1 2 chachacha
4126 Hits
ZenAku -vs- Ventz (7 comments)
Posted by ZenAku @ 05:54 CST, 12 January 2011 - iMsg


0 1 2 3 4 5 6 7 8 9 10
Rating: - (0 votes)
Gametype: Duel
Map: qztourney4 - Vertical Vengence
Mod: N/A
Viewpoint: ZenAku
How to play back QL demos


Snippet of Australian Quakelive from Intel Extreme Masters Australia
Group stage match - ZenAku vs. Ventz

TO BECOME HOKAGE, THAT IS MY DREAM.
Edited by xou at 06:05 CST, 12 January 2011 - 4745 Hits
Scissors Paper Rock (31 comments)
Posted by ZenAku @ 18:46 CDT, 27 August 2010 - iMsg
Scissors-Paper-Rock
Often as a new player or even a seasoned quake gamer you sometimes think to yourself, before raging of course, is this the correct weapon for me to have out and to make the most use of my weapons (efficiency) to do the most damage possible? Have no fear, your answer is here.
There is no real beating around the bush with these kinds of things. They are static situations which happen almost at least once in every game bar that every weapon is in that map.

Here are the weapons followed by reload times:
Rocket Launcher – Middle to close range distance 800ms
Shotgun – Close Range (likewise to the rail gun, also prone to be efficient if can use at a teleporter or being able to get behind walls whilst still doing damage close range). 1000ms
Plasma Gun – Spam/Close range 100ms
Lightning Gun – Middle to long range 50ms
Rail Gun – Long range, although in close quarters being able to shoot and delve behind walls is still prone in being efficient. 1500ms
Machine Gun – Good for long range damage without rail. 50ms
Rocket launcher vs Rocket Launcher - Even fight. Although in some situations depending on if you’re opponent misses a rocket at close range, in which you jump after 400ms. The point in this is to avoid the evident bounce at close range in which you are forced into your opponent’s bidding. Once you are in the air you are at your own regard. If your opponent decides to shoot you, you fall down and you have free reign over bouncing your opponent and being able to do damage as they can’t deal damage to you (granted you’ve done this correctly and you are at a far enough distance that you can dodge his rockets regardless and he is bounced high enough for you to be able to shoot a rocket at opponent’s feet every 800ms).
Rocket launcher vs Lightning Gun – Same idea although at close distances and around corners you can bounce your opponent around and hence dealing damage as your opponent can’t deal damage to you. You must also consider factors in which rocket is an instant damage weapon and Lightning Gun does 140 over time. Considering that you’re opponent hits 100% lightning gun, after about the 6th or so rocket they begin to out damage you in which your opponent would already be dead regardless.
Rocket launcher vs Rail Gun – same concepts as before depending on close range and at distances of which is more efficient. Being able to deal damage ( rail gun ) and your opponent not being able to deal damage to you ( rocket launcher ).
Rocket launcher vs plasma gun – At a close range fight, depending if your opponent has jumped into a room will determine who wins the fight in terms of efficiency. As plasma gun is a gun which even at close range your opponent is able to dodge but when your opponent is jumping into a room you have free reign of his trajectory.
Plasma gun vs Lightning gun – In terms of efficiency the only problem with this is that your opponent has to be jumping at you when you are in a room. If they can see you have plasma gun out from a distance you are getting the element of surprise.
Through these understandings of the weapons and their manipulation you can begin to make justified decisions as to what weapon to choose and also how to make the most efficient result in your games.
Key things to note:
1. When opponent walks into a room with rocket launcher and you have rocket launcher out, you win. This is the idea that your opponent can’t hear your rocket and that you can see their body before they can see you. Same concept with the rail gun, if someone is trying to peak you with the rail and you are the first person to see where they are coming from therefore you have the first shot. There are also some situations in which they can see you but you can’t see them. This is to do with the positioning of the camera on your character. Go through maps to see the angles in which you can do this.
2. To do with entering a room with a specific weapon. If you’re opponent has plasma gun and you jump in the room, you die. If you walk in the room and your opponent has plasma gun, you win. If your opponent has lightning gun at a distance and you jump in the room, not only do you deal no damage but you also get pushed back. This is something to do with the geometrics of the game and aerial movement. Such as when you are walking down stairs e.g. t9 to mega health, if your opponent has lightning gun, you get stuck.
3. In some situations you may be able to travel at such a speed that even your lightning gun will not be able to stop and therefore you die. In this case the plasma gun is used to its fullest capabilities. In this situation you can also reposition yourself so that your lightning pushes them quicker rather than slower. E.g. standing behind them and not infront e.g. the mega health on ztn, if you circle jump down from grenade launcher and your opponent lightning guns you from the front you are able to get there so fast that they cannot change weapon and you have the upper hand. If you are behind you accelerate them and negate any rocket damage.
4. Last concept is the ability to be able to choose your exits and understand the reload times and corners of the game. If you are going to rail make sure that you are able to 1. Hide, 2. Change weapon in time to have the correct one out, 3. Have enough health to fight if you so choose or run away. So many times on dm6 do people try rail at RA and then get destroyed on the reload time by people with rocket launcher.
5. P.P.S. – By inserting your opponent’s playstyles and patterns, being able to choose what weapon is appropriate and such becomes an easier choice. I’M LOOKING AT YOU DAN DA KING.

Haven't re-read nor do I have time to add pictures and such. GLHF Guys!!!!


Missed some stuff out e.g. push back with railgun being 320ups so if you shoot directly onto your opponent you are able to run away granted youw ere already moving and don't begin to start moving as soon as you see your opponent therefore your opponent sitll has a chance of hitting you.

Grenade launcher flushes people out - catch people out as they spam it or you will only have one option to coem from and therefore take an item cleanly or get destroyed becaseu they can predict you with right weapon

some more notes:
This is true, the whole main concept of this is the optimal quake being played e.g. perfect timings, perfect aim etc
but at the same time a perfect game of quake can never be palyed between 2 players. 1 Person will always play a perfect game because the other person needs to be making all the wrong decisions for it to be perfect. 2 Perfect games = no frags assuming the maps are completely balanced which at the end of the day is virtually impossible but is possible

At the end of the day you must also get the mathematics behind all of it correct, that is not being abelto get the frag because your severely outstacked and hence numbering your opportunies to limited

Also
DPS Followed by single damage
Shotgun - 110 - 5 per bolt - 20 bolts - Instant
Lightning gun - 140 - 7 - Instant
Rocket Launcher - 125 - 100 - 1000ups
Rail gun - 53 - 80 - Instant
Plasma gun - 200 - 20 - 2000 ups
Machine gun - 50 - 5 - Instant
Grenade launcher - 125 - 100 - ???/???
6281 Hits
DAMAGE RANGES FOR TIERED HIT BEEPS (16 comments)
Posted by ZenAku @ 06:34 CDT, 8 June 2010 - iMsg
SO ESR, WHAT ARE THEY?

E.G. FIRST TIER 1-50 DMG

ETC ETC
3819 Hits
Speed of projectiles in quakelive (10 comments)
Posted by ZenAku @ 00:37 CDT, 30 May 2010 - iMsg
So tell me esr, what are they!?
3880 Hits
HOW SOUND IS DETERMINED + INSTINCTS? (15 comments)
Posted by ZenAku @ 04:52 CDT, 13 April 2010 - iMsg
Not sure if this has been posted anywhere or I should just use my 2 god given ears but I'm sure someone has already been over this before.
I'm looking something like after x amount of distance sounds cannot be heard or when above or below where the sound is occuring the distance is reduced of where it can be heard from or just the amount of walls that reduce the distance of where the sound can be heard from also.

Second part is just common instincts. Assume you know how to play perfect theoretical quake but have not been in every situation in which the theories applies. Any way to decrease the amount of time in which you can apply the theories quicker and all possibilities?

In b4 practice practice practice
4451 Hits
vngrd ZenAku -vs- chacha (11 comments)
Posted by ZenAku @ 00:34 CST, 16 November 2009 - iMsg


0 1 2 3 4 5 6 7 8 9 10
Rating: 1.1 (13 votes)
Gametype: Duel
Map: N/A
Mod: N/A
Viewpoint: ZenAku
How to play back QL demos


friendly game from australia - ztn
5859 Hits
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