![]() Instead of downgrading the things that made q3 an obviously better game, why don't you guys try to stick with the good stuff of the past games (weapon drops in q2 and q3's physics) and make sure it's still part of the engine of the "next" game? This whole brand new "id Q4 attitude" doesn't really helps the quake community when you consider that there's probably a good reason why people still play q3 even after what.8 years? Sounds like you think everything q3 is garbage, "dwarf hitboxes", "inbalanced railgun" and whatnot.does it pisses you off when you realize about 15 times more people play q3 even if you think it's garbage? IF its possible - excuse me for not reading it correctly (I hope I did) Let the servers set 125fps and let the clients control their own fps cap so everyone can play stable q4 (like everyone controlled it the same way in q3 when not everyone had 125fps hardware) Not even for LAN as you mention becuase who wants to prac for an event with 60fps and when you actually play the tournament you suddently has 125fps - quite a difference :) Its not possible to set the server to 125fps and still let the clients control their own maxfps? If not make it happend for the final verison of 1.4 or that function is worth nothing at all. You have to make sure however that server and clients connected to the If set higher, server and clients will tick faster,Īllowing for tighter input control and higher FPS. Default is set to 60 fps, which is consistent with * si_fps server setting allows server administrators to customize the Sure 5 ammo will work in 1v1 and to some extent in tdm (still very little damage in weapon pickup with 450dmg compared to 1000 in rl etc), but it really screws defenders in ctf. To me it seems like CTF wasn't factored in to equation when altering the railgun. In ctf the amount of health and armour available to attackers is massive compared to what you'll find in other gametypes and defenders die alot more seldom than attackers (which means they have to go to railgun spawn every time there is a break between attacks). In addition to that alot of ctf bases are so big that you use MG instead of RL or HB and you sometimes have to leave your flag unguarded for as much as 5 secs to be able to pick a railgun (if it's even there and depending on the base). It's also not unlikely that you'll spend alot of rails trying to stop attackers from comming into the base while they rail back. Now the 2 defs have 10 ammo in total, and it probably takes 7 hits to kill the 3 attackers, which means the defs have to hit 70% rail to win a battle or they run out of ammo while the attackers have most likely 10-15 shots in total with rail so they have to hit in the range of 30-40% rail to kill the 2 defs. Each attacker takes 2-3 rail hits to kill, defenders take 2 rail hits most of the time. 3 attackers come into base and you have standard 2 defenders. I tried Q3 with sv_fps 120 on LAN and we used to get silly accuracies with that setting, especially with MG/LG (and for obvious reasons).ĥ rail ammo on pickup is a GREAT idea for ctf. Oh and last but not least, that 125 tickrate thing, am I mistaken or is it similar to setting Q3's sv_fps to 125 ? Because if it this is right, I'm not sure it's a good thing. Oh and players who don't play that often and don't have all maps and/or all versions of them in their Q4 folder. Even with http download I can't imagine what hassle it must be to find a fair server for a Clanbase game with all the newbie server admins around dropping random maps on their servers, forgetting older versions, and so on. To me it's merely a cosmetic change.Ībout the netcode tweaks, I haven't tested those so I'll keep quiet about that, hoping it is indeed better.Ībout the SG consistant spread, it's great. I'll be waiting for 1.4 games to see if RG is indeed balanced now, but I strongly doubt it. Which quite surprised me considering how conservative people can get when it comes to RG. And AFAIK 63% of ESR's users have voted for 80 dmg (39%), 75 dmg or lower. One of railgun's main problems is its awful knockback, and it's still here. So you're assuming Q4's rail is balanced based on a mere 10 dmg decrease ? I think you're assuming a lot.
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