I don't agree with almost every sentence from your post. Otherwise we are looking at a whole different Quake. It's not my intention to hit on the game before it's release - but I'd rather they left duel alone. You are chasing your opponent on ZTN to equalise with a few seconds of the game remaining - you use Visor's wallhack from the mega area and see your opponent hiding at the lower tele below RA (annoying at the best of times) so you chase - only to get there and he's dropped a totem/mine right in front of the tele. How does dropping what are basically proximity mines (Galena) at the exit of teleporters and doorways raise the skill-level of the game? Take for example the recent rapha v evil Quakecon final - with all the overtimes it had - place any of those abilities toward the end of those overtimes and you just wouldn't have had the same match.
The game looks visually lovely and by all accounts so far - seems to play well - but am I alone in wishing they'd at least leave the duel mode 'ability free'? I found this interview yesterday and read it.Īnd after some thought - basically what they are saying is - these champion 'abilities' make it easier for new players in team modes (come and play) but add a layer of complexity to duel and experienced players.Īren't they just telling us what they think we want to hear and they'll do what they want anyway? Just like they did with the changes they made to Quake Live. That was really important for us: not to mess that up.Source: I want our players to understand that they are going to feel right at home with the weapons. So we know the speed of a rocket, and we know the damage-over-time of a lightning gun. Remember, the Quake weapons have been refined, debated and tweaked for 21 years. "We've kept a lot of the weapons pretty familiar - but we have a few surprises that I don't want to announce quite yet. The holy trinity of Quake is of course rocket, rail and lightning gun, so we did not mess with the holy trinity, okay? We would be roasted if we messed with them.
So that game mode is still being developed.New weapons will be coming. you held your Sacrifice Point and then you got more points for your frags, but now we're switching it to an act, so that you have to activate the points. As Capture The Flag and Rocket Arena/Clan Arena have yet to be mentioned, both rise to the top for speculation.
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We may tweak it some, but our current plan is to start with three champions.Willits says new mode Sacrifice is being tweaked, and offered up that id Software is working on a new unannounced team mode. We're waiting to hear back from our fans after our closed beta test about what people think of Duel. But then I had an argument with one of our programmers who said: 'No, no, no: you can use her offensively in 1v1, and if you play her like this, you'll have an advantage.' Like, for instance, Galena is better in team game modes, I believe, than 1v1. Our current Duel mode allows you to bring three champions into the match, so you need to figure out which ones will work best. It fills a nice little missing 1v1 hole that we currently have in the competitive games industry. Our Duel mode allows you to pick your group of champions and then compete one-versus-one, so there's more strategy.ĭepending on what you and the other player picks, you can really have a lot of thinking to do and analysis in the matches, and it becomes another layer on top of just the raw skill that I think people will really be encouraged with. Willits has now revealed in a new interview how duel is currently working within QC - which for now includes Champions - while hinting at a new team mode and weapons. Quake Champions Executive Director Tim Willits recently spoke of id Software's commitment to both duel and team modes in QC.