Dags att läxa upp kidsen i den gamla skolan.

Det har efterfrågats ända sedan Quake Champions annonserades och spelare insåg att fokus låg på olika karaktärer och deras unika förmågor. Ett spelläge som bara handlar om dina rörelser, sikte och taktik - utan möjligheter att teleportera sig eller gå berserk. I och med den senaste patchen, som släpptes igår, är detta möjligt. Numera kan man starta custom-spel med "no abilities" ibockat.

En annan välkommen nyhet är nygamla spelläget instagib, det där som man antingen hatar eller älskar. Personligen var jag länge i det första lägret men har lärt mig uppskatta en stunds railande för att rensa skallen eller värma upp siktesreflexlerna. Id Software har också varit inne och petat mycket på de olika karaktärernas rörelser. En stor förändring är att alla numera har samma basfart och luftaccelerationen har i regel sänkts, även om denna parameter fortfarande kan skilja sig från karaktär till karaktär. Vissa har fått möjligigheten till bunny hop helt borttagen.

Just dessa förändringar, och att weapon stay är standard i allt förutom orankat och quick play, är vad som diskuteras mest bland Quake Champions-spelare just nu.

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GREETINGS CHAMPIONS,
We’ll be deploying an update on 15.03.2018 that includes a new Instagib mode, Ranked 2v2 Team Deathmatch mode, a bunch of Champion and weapon balance changes as well as a ton of new cosmetics for our Spring Celebration! We estimate the update process will take place from 10AM EST - 2PM EST (2PM GMT to 6PM GMT).

GAME MODE UPDATES
NEW GAME MODE: INSTAGIB

  • Instagib is a fun, casual mode

  • In Instagib mode, every shot is a one-hit kill. Players start with the railgun and gauntlet, and there are no weapon, health, armor, or powerup pickups. Champions can use active and passive abilities, and cooldown hourglasses spawn on the map

NEW GAME MODE: RANKED 2V2 TEAM DEATHMATCH

  • 2v2 TDM is a ranked mode where teams of two players face off

  • First team to reach 50 kills or the team with the most kills after 15 minutes expires wins

NEW CUSTOM GAME SETTING:

  • No Abilities

Ranked Play Updates

  • SR is now displayed on Ranked Nameplate

  • SR is now displayed in Profile/Main Menu

  • Rank icon hidden in unranked matches

  • Player level is hidden from other players in Quick Play

Play Incentives

  • Players will earn additional XP for their first match in each mode daily

Shorter Warmup Sequence

  • The warmup time before the match begins has been shortened. Additionally, players can now press the Escape key during the pre-warmup Champion screen to skip directly to the warmup

Weapon Stay

  • Weapon pickups on the map no longer have a cooldown only in Unranked & Quick Play

SPRING CELEBRATION

The Spring Celebration comes with new content players can unlock during the season of Cthalha:

  • Profile icons

  • Nameplates

  • Champion shaders – Pastels

  • Weapon shaders – Pastels

Spring headwear:

  • Unicorn Hat

  • Flower Crown

  • Eggshell Hat

  • New Life Branches

  • During the Spring Celebration, cherry blossom petals can be seen floating in the Main Menu

  • Players can find—and break!—Easter Eggs hidden throughout Cthalha's domain: Ruins of Sarnath and Tempest Shrine. (Ruins of Sarnath also has a more spring-like feel to the map!)

CHAMPION BALANCE

ANARKI

  • Max Armor 50 to 75

  • Base Speed 310 to 300

  • Max Strafe Speed 600 to 2000

  • Air Acceleration 1.1 to 0.6

  • Injection Speed Boost 1.25x to 1.20x

B.J. BLAZKOWICZ

  • Base Speed 310 to 300

  • Max Strafe Speed 560 to 2000

  • Air Acceleration 1.0 to 0.8

  • Bunny Hop removed

  • Forward Acceleration removed

CLUTCH

  • Scale 1.25 to 1.3 (Larger model & hitbox)

  • Starting Health 150 to 125

  • Starting Armor 100 to 150

  • Max Armor 175 to 150

  • Base Speed 290 to 300

  • Max Strafe Speed 320 to 2000

  • Air Acceleration 1.0 to 0.6

  • Forward Acceleration Gear Shift Steps 400/440/550 to 380/440/550

  • Forward Acceleration Gear Shift Time 0.5s to 1.0s

  • Dodge Min Time Delay 0 to 125 (Cooldown after a dodge. Prevents stair-dodge abuse.)

  • Dodge Min Cooldown 0 to 300 (Cooldown after landing. Prevents stair-dodge abuse.)

  • Dodge Soft Speed Cap 0 to 690 (Prevents dodging when moving over 690 ups.)

  • Dodge Forward/Strafe Power 10 to 8

  • Dodge Up Power 0.3 to 0.2

  • Mining Drill Rate of Fire 50ms to 58ms (Lowers DPS from 140 to 120)

  • Mining Drill Range 8000u to 1200u

  • Mining Drill Radius 0.10 to 0.15

DOOM SLAYER

  • Base Speed 310 to 300

  • Max Strafe Speed 520 to 2000

  • Air Acceleration 1.0 to 0.8

  • Forward Acceleration removed

GALENA

  • Base Speed 310 to 300

  • Max Strafe Speed 600 to 2000

  • Air Acceleration 0.8 to 0.75

  • Bunny Hop removed

  • Forward Acceleration removed

KEEL

  • Starting Health 175 to 150

  • Max Strafe Speed 480 to 2000

  • Forward Acceleration removed

  • Air Acceleration 1.0 to 0.6

RANGER

  • Base Speed 320 to 300

  • Max Strafe Speed 640 to 2000

  • Air Acceleration 1.0 to 0.8

NYX

  • Base Speed 320 to 300

  • Max Strafe Speed 600 to 2000

  • Air Acceleration 1.0 to 0.8

  • Wall Jump Forward Impulse 0.2 to 0.35

  • Bunny Hop removed

  • Forward Acceleration removed

SCALEBEARER

  • Starting Health 175 to 150

  • Starting Armor 25 to 50

  • Base Speed 290 to 300

  • Max Strafe Speed 480 to 2000

  • Air Acceleration 0.8 to 0.6

  • Forward Accel Max Strafe Speed 520 to 500

  • Forward Acceleration 1.0 to 0.85

  • Increased damage from Bull Rush o 25 to 50 dmg @ 300-399 ups o 50 to 75 dmg @ 400-499 ups

SLASH

  • Starting Health 125 to 100

  • Base Speed 310 to 300

  • Max Strafe Speed 600 to 2000

  • Air Acceleration 1.0 to 0.6

  • Crouchslide Friction 0.8 to 1.5

  • Plasma Trail Speed Boost 1.35x to 1.20x

  • Forward Acceleration removed

SORLAG

  • Starting Armor 50 to 25

  • Base Speed 290 to 300

  • Max Strafe Speed 520 to 2000

  • Air Acceleration 1.1 to 0.6

  • Crouch Jump enabled (jumppad ledge grab)

  • Air Control Maximum Move Speed 35 to 25

  • Air Control Circle Strafe Friction 5.5 to 1.0

  • Bunny Hop Acceleration 0.1 to 0.02

  • Bunny Hop Drag Speed added at 400u

  • Forward Acceleration removed

VISOR

  • Base Speed 310 to 300

  • Max Strafe Speed (2400)

  • Air Acceleration 1.2 to 1.0

  • CHAMPION ABILITY CHANGES

  • Client side hit registration for Sorlag Spit but still server-validated

  • Client side hit registration for Keel's Grenades but still server-validated

  • Client side hit registration for Clutch's Mining Laser but still server-validated

CHAMPION FIXES

  • Fixed the issue where champion movement was affected by FPS for all champs

  • Fixed issues where all champions with bunny hop got speed increases when crouched while jumping

  • Fixed Champions Animations where Hitboxes became misaligned through problems with idle animation

  • Fixed an issue where Sorlag could be attacked with hitscan weapons when she was behind the enemy player

  • Fixed issues where Champions in the menu were loaded for a long time when switching between them

  • Clutch's overall speed cap is 1000 ups (though he can still strafe jump over that) and his dodge speed cap is 690 ups

  • Fixed a crash with B.J. Blazkowicz when swapping from Gauntlet to slow fire weapons near the end of his ability while shooting

  • Fixed issue when Attacking while Berserking with DOOM Slayer might not work properly when enemies are close together

  • Fixed issue where Slash would lose speed on Blood Covenant when Crouch-sliding through the blood pool

WEAPON BALANCE CHANGES

MACHINEGUN

  • Damage 8 to 9

SHOTGUN

  • Knockback 1 to 2

NAILGUN

  • Reload 75ms to 100ms

  • Knockback 13.5 to 5

  • In-Air Knockback 15 to 5

  • Self-Knockback 22.5 to 30

HEAVY MACHINEGUN ZOOMED

  • Reload 200ms to 150ms

SUPER SHOTGUN

  • Knockback 3 to 4

SUPER NAILGUN

  • Knockback 12 to 5

  • In-air Knockback 10 to 5

  • Self-Knockback 22.5 to 30

  • Splash Damage 14 to 15

  • Splash Radius 0.3 to 0.5

TRI-BOLT

  • Reload 1100ms to 1000ms

  • Splash Damage 120 to 150 (40x3 to 50x3)

ROCKET LAUNCHER

  • Splash Radius 3.3 to 3.2

LIGHTNING GUN

  • Knockback 9 to 8

RAILGUN

  • Zoomed Damage 90 to 100

  • In-Air Knockback 68 to 80

POWER-UPS
Pentagram of Protection

  • Previously absorbed 75% of damage received to carrier, now absorbs 60% of damage received

CLIENT PERFORMANCE IMPROVEMENTS

  • Fixed issue where exceeding 200+ fps caused Players keyboard/mouse input to be duplicated or repeated

MAP FIXES

  • Fixed numerous issues with Ranger being able to reach 'out of bounds' areas by using the Dire Orb

  • Fixed various corrupted Keep collision issues

  • Fixed an issue in Ruins of Sarnath where the lighting at Heavy Armor section appeared too dark

  • Fixed issue on Burial Chamber where invisible collision would stop Ranger's Dire Orb in midair

CHAT FIXES

  • Fixed the issue preventing Players to cycle Chat Channels at the end of the match

  • Fixed the issue causing chat at the end of the match to print in Global Chat

  • Fixed the issue in Chat after the Party Host left, other party members weren't able to type in Party Chat

  • Fixed incorrect notifications in chat when player was added in the ignore list

UI

  • Driver check window added on launch

  • Ranked and unranked modes separated in UI

  • Battle report has been centered

  • Scroll bar color changed to red

  • Fixed issue for Keel Ability HUD not updating properly

  • Death column has been removed from Unranked modes

  • Fixed issue when Friends in Player’s list have Follow button next to Invite button

  • Added 'Matches-left' by the Player in the Match Statistics

  • Fixed an issue where Rank icons were not shown within matches

  • Fixed issue after login when players had no DC checked

  • Fixed issue where Spectator hint list was missing the Killer camera mode command key

  • Fixed issue on Scoreboard where a flag might overlap the ping value

  • Fixed issue in Tutorial where instructional text reverted when the Player picked up Heavy Machinegun while in the Firing Range

  • Fixed various misspellings in the UI

SPAWN SYSTEM

  • Fixed issues for Players spawning in the same location multiple times in a row

  • Fixed issue when Player briefly spawns into the origin of all maps during JSIP

  • Fixed issue in Burial Chamber for respawning too close to Heavy Machine Gun

  • Fixed issue where champions could move while in respawn animation

TECH FIXES

  • Fixed issue where Players became stuck on the "Connecting to server..." screen

  • Fixed issue when Play button is greyed out when a Player attempts to join a session in progress multiple times into the same match

  • Improved Nvidia driver crash logging

  • Added client side hit detection updates


WEAPONS FIXES

  • Added Client hitreg for Tri-bolt but still server-validated

  • Added Client hitreg for shotgun but still server-validated

  • Added Client hitreg for Machinegun but still server-validated

  • Added Client hitreg for Gauntlet but still server-validated

  • Rocket launcher with low ammo now has proper unique animation

  • Railgun Through-shot is now Client hitreg but still server-validated

  • Lag compensated projectiles added with client hitreg for Nailgun

  • Fixed Crash which occurred when swapping from Gauntlet to slow fire weapons near end of BJ's ability

  • Fixed issue when Direct Rocket hit may deal no damage

  • Fixed issue where Explosion effects, damage, and knock-back could be de-synced for Keel's Grenade Swarm or the Tri-bolt

CRASH FIXES

  • Fix added for Crash to Desktop issue while loading into the game

  • Fixed crash for when Player switched to RL on the end of BJB active ability

  • Fixed other misc. crash issues

  • Fixed a crash which occurred after Closing or force quitting the game

  • Fixed crash after being Alt-tabbed for an extended period of time

  • Fixed issue where Server may crash after extended play in sacrifice

MISC FIXES

  • Fixed issue where Low health audio persisted on post-match lineup

  • Fixed issue where Gore floats when a Player is killed on certain maps

  • Fixed issue where Player Gore had weapon collision

  • Fixed issue when Spectators will not load in until 1 minute has been reached in the match warmup

  • Fixed issue when Players can become stuck on loading screen and crash after they quit a match

  • Fixed issue when Spectator could get stuck in coordinates after loading into the game

  • Fixed issue when Player has been spectator in lobby but loaded into the game as a player

  • Fixed issue in Ranked where Players would receive a loss when teammates and enemy teams quits ranked match

  • Fixed issue where Usernames or Passwords that included special characters were unable to link accounts

  • Fixed issue for Bundle Codes where some Players didn’t receive all intended items after linking accounts

  • Fixed issue where Medal progress was saved even when players quit mid-match

  • Contacts are now sorted by Online and Offline status

  • Fixed issue where Long Fall scream audio is faint or nonexistent for Ranger

  • Fixed issue on Post-Match Sequence where not all teammates appear on the victory podium

  • Fixed issues where Champion item previews had issues when using the zoom function

CTF utan abilities o kanske gammal grapplehook ala q2 vore skoj igen :D 19/03 Finns CPMA/Pro mode läge? Kan fan inte spela Quake utan aircontrol och instant weapon switch. Känns inte heller som Quake i mitt tycket utan dessa självklara abilites. Fanns där redan i orginal Quake 1996, att de sedan slöa ner spelet fattar jag inte... 17/03 De skulle släppt matchmaking utan abilities och haft abilities i något speciellt spelläge. Jag testade betan och hatade abilities. Att någon får fördelar för att de har en karaktär som kontrar din karaktär är äckligt i ett fps. 16/03 Instagib uppskattas, brukar gilla o slölira sånt. Hade blivit ännu lyckligare av att se FreezeTag dock :) 16/03 Fick spelet mailat av Id. Väldigt osäker på varför. Framgick inte riktigt vad jag kunde uppfatta. Men inbillar mig att det var för att jag - på riktigt - knäckte på Q3A. Kan fortfarande min cd-key.. Kan väl inte skrövla om att jag älskade den här titeln... 16/03 Så någon har läst mina kommentarer! http://www.reactiongifs.com/r/tchd.gif 16/03 Tack för bilden, det gör det sannerligen inte. Hårda men rättvisa ord. Minns att många var väldigt hypade när spelet väl annonserades, synd att det blev en sådan sörja. Jag kikade lite på nya UT men det är samma sak där, spelet har inte rörts på månader... 16/03 Känns som QC från första början blev fel, man snegla nog lite för mycket åt andra håll inom genre och tappa sitt fästa inom Quake. Att ha olika abilities kändes lite Overwatch, lite som att tillföra klasser i CS:GO...hade nog varit big no no för CS:GO... 16/03 Utvecklarna famlar i mörkret och gör stora ändringar i ren desperation för att hitta någonting som fungerar. Nu har alla karaktärer samma bashastighet men de har fortfarande helt olika hitboxes. Hur är det balanserat? Ett spelläge utan abilities är ännu... 16/03 Även om jag inte längre är det minsta intresserad av QC så undrar jag om det här spelläget innebär att alla spelar samma karaktär eller om olika spelare fortfarande kan röra sig på olika sätt? För att inte nämna storleken på hitboxen. 16/03
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