Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Recent Profile Visitors

11,061 profile views
  1. I really wish the game didn't have crossplay and controller support was limited to zero aim-assist except for Campaign. Trying to shove in crossplay and pander to console gamers when they aren't even the target audience in the first place is just going to compromise so much of the port's design and throw it's competitive integrity eternally into question. Hell I even suspect mods will be ultra limited as a result. I've already seen so much in the MCC Steam Discussions that just makes me want to rip my hair out. People asking for splitscreen. People saying KBM should be banned. People claiming FPS grants unfair advantage and should be limited. Console gamers who understand nothing of PC gaming yet for some reason aren't content to just stick to their own separate port of the game that they already own...
  2. Rockets do 100 damage on direct hit in all Quake games. Max splash damage and player health depends a lot on specific game and patch, and splash damage scales with distance from center. Splash damage is probably like 60-80 on average. Quake 3 for example used to spawn people with only 100hp and no armor, meaning even a railgun could go around point and click one-shotting everyone without stack. In Quake Live it was (rightfully, imo) nerfed to 80 damage and people instead spawn with 125hp that deteriorates to 100 over time. Armor in Quake works by taking the damage of the shot, applying 66% of that damage to armor and the remaining 33% to health. Which is why it's crucial to pick up at least a little bit of it, can be the difference between getting oneshot or not. Armor and Health Pickups let you (temporarily, depletes over time) max both out at 200 each, which is again the difference between getting instakilled and taking several seconds and 4-5 shots to put down. TLDR it's all situational. More editing but I keep forgetting shit...quad damage as the name implies quadruples damage. IIRC quad damage Railgun or Direct Rocket can one-shot people even if they have the maximum possible health. Protection is a direct counter, it reduces all damage taken by 80%, effectively quadrupling your hp.
  3. Obviously as a Ce fan I don't agree with the 1.0s killtime and 1.6s baseline for everything. But it's better than what we have now. The Shotgun is also the second major point I diverge on. Make it a two-shot...fine. But in that case the firing rate should let it's two-shot TTK come close to the utilities perfect while far exceeding the average (if the perfect TTK of the utility is 1.0s and the average is 1.6s, the Shotgun should near always kill in 1.2s), and it should have decent two-shot range so it can still be used as a finisher and not have to rely on lameass point blank melee-comboing to do anything (we already have the AR for that???). Otherwise it's just a weakass weapon that will nearly always lose to the utility anyways, either by virtue of being far too slow to kill even within it's own effective range or far too easy to stay out of range of. If you want the mauler then add the mauler separately and let customs / maps sort it out, don't obliterate a perfectly good weapon. I would also suggest letting it retain OSK on centered-headshot-all-pellets only, just so it's still powerful just not as braindead. The other ideas I have no problem with. A weak sentinel beam would have a very unique place in a projectile sandbox. Fixed PR and Concussion Rifle Blast Jumping are things I've suggested a lot as well.
  4. In terms of importance: Mapmaker / Forge. In-game timer. More gametype settings than the barebones offering it has now. There's tons of things I'd change or fix about the game, but if I could only pick a single thing to "add" it would be one of those.
  5. Poor word choice, I mean more slong the lines of dark and edgy. It's not a franchise with wailing death metal and torture scenes and dystopian societies and the pained screams of your enemies and "edgy" satanic imagery and etc etc envelope pushing etc. It's a self aware half-serious, half-comedic franchise with a positive view of human future against overwhelming odds. I.e. it's a giant leap from wortwortwort or food nipple to ripping off an elites arm and shoving it up it's ass. Reach was serious, gritty even, but not dark and depraved. And to be clear I'm not some sheltered altar boi offended by any of that. I just don't think it fits tonally.
  6. I don't care about gratuitous gore, just feels tonally out of place in this series (halo is not nor has ever been dark and gritty), especially when MP enemies are highly durable spartans. Blood should return. Its satisfying, not over the top and can have legitimate story reasons to exist. The mission 343 Guilty Spark made excellent use of it and it's not something I recall seeing much of if at all in the other games.
  7. It's so inconsequential I legitimately struggle to think of any upsides or downsides to having it or not. I guess I view it as an unnecessary button press? Venting your weapon prevents you from firing it...but letting it cool down automatically also in effect prevents you from firing it anyways because the moment you start firing it is the moment you're no longer letting it recharge. Like might as well have the venting rate be the same as the default cooldown rate and just not have a venting mechanic. It doesn't strike me as much more than cosmetic. They're both functionally the same, just one has a unique animation and one does not. The only slight difference I can see is that with venting there's a minor delay between stopping the animation and firing so you're forced to commit to the "reload", whereas with a fast natural cooldown you can fire instantly at any time. I don't see any reason to make plasma weapons more vulnerable, even if only such a miniscule amount. You could say it adds risk-reward but again its so inconsequential it's just...why?
  8. I'm 99% sure that Supermelee123, Fixaimingpls, and Meleeisback are all the same person.
  9. Demon Runes would be more or less fine if you weren't both an instakilling machine AND a behemoth that takes 9001 shots to kill. Aside from arguably a few cases it takes no actual effort to go on a spree as demon. There should be some risk to it.
  10. There are any number of reasons why people don't play Quake. If the skillgap alone were an issue we wouldn't see people playing other competitive games. I think the most damning thing about the Quake franchise is that it's purely competitive. Like if you want to relax in Quake...you just stop playing Quake. There's serious modes then slightly less modes like instagib which are still pretty sweaty in their own right. Due to the design there's few if any "lmfao what the shit just happened" moments in the game either. It's just pure sweat. Team Fortress 2 at it's core is very similar skill-gap wise (Quake fans will deny this up and down but at it's core it shares many of the same learned and applied skills) ...except it also has a much more accessible skill floor and a million different goof off modes and gameplay aspects for casual minded gamers to enjoy. Hence why Quake is at 600 players and TF2 has maintained above 50k for over a decade now. Even CSGO at least has things like Surf and 16v16 cs_office going for it. For Quake the skillgap is also less mental and more strictly twitch in nature as well, not much room for a thinker to excel over someone with great reflexes. Well okay that's not entirely accurate, there are plenty of mental aspects to Quake's skillgap, the problem is they're just cryptic and unintuitive for anyone who isn't already familiar with the game. Knowing where to hold, what traps to set, what weapons to use, where to attack, etc. in a game like Rainbow Six or CS is common everyday reasoning, it follows from sensible real life experience. Whereas in Quake or similar games it's like "okay if I rocket jump to X I'll be in position to spawn my teammate at Y and also drop right on top of the mini healths while skipping the +50 health because I'm at 80/100 and it doesn't overheal like the minihealths do and-" you see my point, it's all intricate knowledge of game mechanics instead of intuitive, familiar reasoning.
  11. Needler - Useless. Decent for burst killing enemies stealthfully on large maps with their back to you but that's pretty much it. Plasma Pistol - OS counter and potential melee combos, otherwise useless. Plasma Rifle - OS counter, Ambush, beatdowns...but extremely niche. Then again it's still the most useful it's been in the entire franchise here. Assault Rifle - Great choice. Outdamages Magnum in CQC in most situations, has great melee synergy, helps with using and detecting active camo, shreds shieldless enemies. Shotgun, Rockets, Sniper (Flamethrower, Fuel Rod) - All obviously worth using over Magnum in their respective situations. Sure the Magnum is able to contest them but they also tend to have quick spawn times and still be the ideal choice. "bUt tHosEe aRe pOwEr wEaPoNs". First of all that doesn't even invalidate the point, they're still weapons besides the Magnum that see use. And second of all no they are not, aside from the Rockets they have the same frequency and spawn times as any normal weapon. It's like claiming the Barrett in CoD4 is a power weapon...without considering the context of the sandbox it's found in. Yeah the Magnum is going to be used constantly anyways because it's versatile and the spawn weapon. As opposed to what? Halo 2 or Halo 3 where the BR is used constantly because it's better than all the crappy redundant automatics and other rifles anyways? The same "problem" is hardly unique to Ce. I have plenty of ideas for unique weapons, or ways to rework existing weapons to be more unique...I just don't feel obligated to copy-paste the entire list everytime I make an offhand comment about the need for the game to have unique weapons because it's irrelevant to and would just distract from the statement I'm making. And since it was mentioned, I don't want a 1:1 clone of Ce, which has clear problems of it's own. I want a game that actually builds on Ce's foundation. Halo 5 and Halo Reach are similar in some important aspects (reliable singleshot primary, reduced sandbox clutter, reduced killtimes, weapon nading, etc) but then they just unfortunately miss the mark in everything else. Which is why Halo 5 is especially disappointing to me, it was taking some serious steps in the right direction but then just went full r*tard.
  12. I mean, I have every right to dictate for myself whose opinions I consider to be good or garbage. It's ignorant to claim I HAVE TO acknowledge things as high quality just because other people find them high quality. They're popular but that's the one and only objective statement that can be made here. Well that and I think "less experienced people tend to have lower standards due to limited range of experience" is a valid axiom. And bruh you constantly demonize people for liking Ce.
  13. Popularity is not an indicator of good quality because the masses tend to have ignorant (inexperienced?), garbage tastes in...just about everything. This will always be the case when you compare average joe off the street to an actual dedicated hobbyist who knows their shit and has seen it all before. Like both those animes are terrible dude, where the plot is little more than a vehicle for the next bIg fIgHt ScEnE and the characters are all copy-pasted tropes. They're widely enjoyed because they're junk food, easy entertainment...not because they're the pinnacle of intelligent media. Not all popular things are bad, obviously, and there are popular things I enjoy. But a fuckton of them sure as hell are because of everything I said above. I don't base my opinions on popularity, that's stupid. I base them on my own taste and experience. I don't care how many people play Fortnite. It's an instant gratification RNG-fest, and as much as people claim to love it they sure were quick to abandon it in favor of the next instant-gratification RNG fest... DooM is similar but not so similar you can just copy-paste mechanics thoughtlessly. A lot easier to track double-jumpers and such with a Shotgun or mid-air detonating Rocket than it is with a precision weapon with a small margin of error... Even if these mechanics could work you have to ask two important questions. 1. Is Thrust good for Halo in the first place? I mean with a speed, crisp strafe you shouldn't really need a dodge mechanic anyways, and it would be potentially overbearing if it were added on top of that. 2. Do these mechanics even address the "problems" that sprint seeks to address? Dodges on a long timer don't exactly make map traversal faster, while on a short timer they become just as game-defining as sprint is. At least they're worth consideration, and at least thrust-with-gun is better than thrust-without-gun. I'll give you that much.
  14. I really want to believe that whole popularity = quality thing is trolling. And were just arguing in circles. The differences AREN'T meaningful, hence why I want the guns removed.

Important Information

By using this site, you agree to our Terms of Use.