Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The railgun also deals less damage!!! Only 80 points of damage, compared to the Railgun from Q3, which deals 100 damage.
The shotgun is really annoying and unrealistic, since it shoots an exaggerated amount of pellets/projectiles and deals really low damage.
PUSH force is also ridiculous there (g_knockback console variable). Every weapon has its own value of push force, and those are really annoying since they feel unrealistic and not funny at all. That can be changed, tho, but it's really infuriating the fact that we HAVE to change the default knockback values for every weapon, since each one of them is annoying.
A much better game in several ways!
There isn't enough people on Quake 3 and most of them are veterants that played the game since the 90's...
I dunno if Quake Champions has a high skill ceilling tho
Yes... for multilayer Quake Live is better considering there's a little bit more people playing. But don't be fooled, Quake Live is also an skill-based game, even with all the facilitating "features".
Well... some people say it's even harder than Quake 3 since there are abilities for each champion/gladiator and even the movement speed varies from champion to champion. Also, there is this champion that can move really fast, and the other that can use a grappling hook and can attack others from above.
Yeah, I've been playing from time to time and there is still some technicality
To be honest the whole "champions" thing turned be down (because it feels like Bethesda wanted to make their own Overwatch using the Quake IP), I am still glad to learn that the champion ability has been nerfed so the game is still closer to Quake (ironically one of the first class-based multiplayer FPS was a Quake mod)
The fact that Quake Champs must be always online is something I don't like; it should be possible to play against and with bots while offline. Correct me if this was already changed in an update.
Being part of a small but incredibly loyal modding community with Team Reaction's Jailbreak for Quake II, we all got to experience the transition together as modding teams Team Reaction and Black Knight Productions combined to give us Jailbreak : Prisoners of War mod (JB:PoW). Some of the most exciting team oriented fast action I have ever experienced.
Much like CTF or Freezetag, JB:PoW teams had to kill to capture their opponents, and defend their bases' jail that held your imprisoned enemies. Enemies could free their teammates by hitting a button which you tried to defend. You also had to try and stay alive, if you died you had a chance to escape if 2 or more teammates were jailed together by hopping on each other and crawling through holes, which were not on every map. It was a great variety, the community itself was amazing and hands down the best group of folks I ever played with. Servers allowed games as large as 8vs8 (possibly 10vs10 at a time) to as little as 3on3, 2on2, even 1vs1 if truly desired. Some of the most beautiful Quake maps were made for Q2: Jailbreak and Q3A: JB:PoW by members of the community, as well as coders always on top of everything. We'll certainly never experience a gaming mod or community like this ever again.. It was truly special.
I still enjoy playing Q3A, still own the original CD, and have CTF, OSP, and other mods installed. I have played more ioQuake3 and other forms of Q3A, but nothing is ever the same.. but I still love some classic CTF and thanks to the US Quake Community it is still possible from time to time. The idtech3 engine by ID Software is still being used for many small mods, games, spin-offs, call them whatever... just proving how amazing that engine was. ID's newer engines have all been incredible, whether the games themselves have been or not... But it's safe to say they have not created or put out a FPS Arena Multiplayer like Q3A since, and never will again.. The community controlled the game, we got years of amazing gaming experiences and memories, all thanks to ID Software and them allowing the community access to the source code for modding and mapping.
Quake Live feels like a watered down version of Q3A arena to me. Not that the graphics are worse as they are actually a tad sharper, brighter, and nicer all around... the game just feels like Quake Lite to me. There are not many maps, nothing special or custom which is sad. The community is not the same and most of the players seem to be children or just botters (not 100% sure about cheating), literally nobody seems to miss a shot and it's ridiculous. Even the best Q3A players on Point Release 1.32 weren't as accurate as players in QL... something funny is going on there. It's just not the same experience IMO, I am sure some clans exist and play competitively, but nowhere near what Q3A had from 1999 into the mid 2000's. Quake Live never seems to have the larger matches like we used to find on random Pubs (Public Servers) either, where people would go at it in games as high as 10vs10, usually the standard was 6on6, and clan matches were generally 4on4, 5on5, sometimes 6on6 depending on the game mode/mod.
Quake Champions is a fun flashback to Q3A's public server days. You just load it up and hope for the best and usually get a nice lot of matches put together. It's probably the closest thing to Q3A that you'll get despite the silly gimmicks and perks some characters have, but Q3A was always a blast with different models and skins before we all started to force the tankjr/pm in bright enemy colors and had our team colors. I would have liked to see QC on an idtech engine, possibly idtech5 or idtech 6, but maybe they weren't available at the time.. and it seems ID Software is leaning more towards what they've been doing, Wolfenstein single-player campaigns and focusing on Doom Eternal.
I am just yapping but Q3A was what I played at the end of middle school all the way through high school. Just about everyone I knew was playing, which was odd as not many friends played PC games in school, but the few that did played Quake and we all loved getting together for LAN parties and going at it all night. Quake 4 quite possibly could have replaced Q3A, but it came out way too soon, wasn't necessary, and ID Software left Raven Soft make the game as they focused on a Single-Player campaign which Q3A did not have. It was a letdown, and the multiplayer was just unnecessary at the time as everyone was still fine with playing Q3A. If ID had waited and did Q4 themselves, possibly a few years later.. We would quite possibly be playing that still, or another Quake.. but ID Software doesn't seem to care about anything anymore besides Doom.. which is okay because Doom '16 was great and I am sure Doom Eternal will be even better.
Q3 - Ammo Regen. Does what it says on the tin.
QL - Armor Regen. Kinda like Q3's Guard, but regens armor.
Q3/QL - Doubler. Quake 3's doubler is massively more powerful and work much better with heavy hitters (BFG/Railgun/RL)
Q3/QL - Scout. Quake 3's scout speeds up your rate of fire and speed. Removes all armor. Quake Live's is massively expanded and on top of the above, it also grants silent footsteps and immunity to self damage (free rocketjumps/plasmaclimbs). It also has 50 armor cap as opposed to 0.
2. QL nerfed weapons. Not cool.
Q3/QL - Railgun/BFG/RL - Most heavy hitters fire slower. Some do less damage (most notably railgun).
3. QL uses different physics. Youtube "Quake 3 Defrag" if you want to get a feeling for the CPM/VQ3 differences. The gist is as follows:
VQ3 - Default Quake 3 movement style. Strafes accelerate nicely. Air control is hard. Sharp turns are all but impossible. Strafes are easier to control and more forgiving. Oh and you can half-beat (my favorite) strafe.
CPMA - QL's take on Cyberathlete Pro Mode. You can't half-beat strafe anymore and you accelerate just a tad slower if your strafes are optimized. Massive air control however and you get other ways to build speed WHILE turning too.You can plasmaslide if you're w3sp.