Is it just me and @Sprony who's not invited? What is this ![]()
Quake Champions
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Quote from grapen
5 hours ago, grapen said: Is it just me and @Sprony who's not invited? What is this

Feel free to pm me your name and email, I can add you to the invite list

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Played a few matches yesterday, still too early to judge but here are my first impressions

First, let's get the bad stuff out of the way. First thing that caught my eye is how small the characters seem, it could be just me but there's something off about the scale that makes the game feel more like UT than Quake. They look tiny compared to the maps. Here's a list of minor annoyances that hopefully will get improved in the future:
- Getting in a match takes forever... too much preparation and too many cutscenes... just drop me in the game!
- The music is really awful... is it just piano notes?
- Respawning feels weird, it needs to be as snappy as Quake 3's
- Too much F2P stuff cluttering the UI.
Now the good stuff:
- The game is fun and the shooting feels solid!
- Love the taunts, specially Slasher's. "I hate being in the receiving end". lol
- The character models look dope.
I'll be playing more, but I like what I played so far

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Awesome! Thanks for the feedback, I'm not working on the project but I'll make sure to pass all feedback and comments along.

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Some infos about the Duel mode...too bad it's in Russian. At least the text is in English

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Never been big on Quake but I thought it was meant to be a level playing field between everyone? No special skills or differences between players. Just pure movement and aim?
My old tutor is complaining on Facebook about the classes and such, he's a pretty hardcore fan as far as I can tell too!
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It's very much still about movement and aim. As the guy from IGN mentioned, the champion abilities are quite insignificant. They are a quick gimmick that can get you out of trouble or provide the finishing move on someone.
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Quote from Radu
2 hours ago, Radu said: It's very much still about movement and aim. As the guy from IGN mentioned, the champion abilities are quite insignificant. They are a quick gimmick that can get you out of trouble or provide the finishing move on someone.
Abilities might be insignificant (and I'm okay with abilities, they could maybe be even bigger thing), but not the health/armor/speed/hitbox differences and "styles" (aircontrol, friction, etc).They should be equal to all.
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Insignificant? One of the dudes can go invisible and frag your sorry ass at will. That's huuuuge.
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I'm not feeling this, watched a gameplay with some rounds and the voices are incredibly annoying.
I know all the hopping around is legacy, but I find it a bit weird that something that came out of a bug is implemented on purpose. I mean if the reason is to move faster why don't just make player speed faster?
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Quote from blackdog
2 hours ago, blackdog said: I mean if the reason is to move faster why don't just make player speed faster?
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Quote from blackdog
3 hours ago, blackdog said: I know all the hopping around is legacy, but I find it a bit weird that something that came out of a bug is implemented on purpose.
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It seems a new closed-beta wave starts for this weekend?
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Quote from blackdog
10 hours ago, blackdog said: I'm not feeling this, watched a gameplay with some rounds and the voices are incredibly annoying.
I know all the hopping around is legacy, but I find it a bit weird that something that came out of a bug is implemented on purpose. I mean if the reason is to move faster why don't just make player speed faster?
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Quote from SotaPoika
18 minutes ago, SotaPoika said: It seems a new closed-beta wave starts for this weekend?
Yep I just got a key

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Thanks for the sarcasm guys. Since I mean what I say, can you explain the flaw in my reasoning?
I know experienced players like to differentiate themselves from newbs, but I think that "mastery" of movement can be offered in different ways. See UT with wall jumps and the likes.
bunnyhopping was a thing in CS as well, is not like it's still a thing 15 years later.
ps: the old school rocket launcher looks very out of place to me among weapons stylised the way they are
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Quote from blackdog
32 minutes ago, blackdog said: I know experienced players like to differentiate themselves from newbs, but I think that "mastery" of movement can be offered in different ways. See UT with wall jumps and the likes.
Strafe jumping in Quake is kind of like recoil control in CS:GO. It's a huge part of the game, without it the gameplay would be boring and much too predictable. To put it simply, your top speed is determined by your strafing skills. In itself it's a pretty neat mechanic, there is a very clear gradient of skills between beginners, average and top players. For many players, strafe jumping is the reason they still play Quake to this day. It's so hard to grasp it can take YEARS to perfect.
But I tend to agree. It looks stupid, sounds stupid, and is also kind of nausea inducing. Don't get me wrong, I love the mechanic, but it's really sad to see the arena FPS genre still stuck in 2000 (if I'm being generous).
I don't like the UT style personally, if you have to double tap to do anything then it's shit. Quake is life.
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Do we have some ID guys here? I would kill for BETA key

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