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[TT] Quake arena based shooter annouced in E3 - Page 6

post #51 of 62
Quote:
Originally Posted by ToTheSun! View Post

You have to aim well at the target.
Gee whiz! Why didn`t I think of that?! Guess I`ve been doing it wrong all this time for 600 hours (Though I wonder how I have 50k kills)...silly me, thinking along the lines of the general concensus that BF4`s hit rego and in-built engine based latency is totally crap, guess I better change my tune, since speaking from experience is not the thing to do these days...
Edited by GHADthc - 6/13/16 at 10:38pm
post #52 of 62
Quote:
Originally Posted by GHADthc View Post

Quote:
Originally Posted by ToTheSun! View Post

You have to aim well at the target.
Gee whiz! Why didn`t I think of that?! Guess I`ve been doing it wrong all this time for 600 hours (Though I wonder how I have 50k kills)...silly me, thinking along the lines of the general concensus that BF4`s hit rego and in-built engine based latency is totally crap, guess I better change my tune, since speaking from experience is not the thing to do these days...
Speaking from experience is not the way to go, as i can, just as easily, find someone with more in-game time than you, more accuracy, and less complaints.

If the game registers shots well for some players and not for others, how do you place the blame on the engine?
After the very first few rough months when things were still getting sorted out with the game and its horrendous launch, in servers where i was not playing with 100+ ms ping and packet loss (thanks, old ISP), i couldn't find statistically significant instances in which hitreg was bad.

More quickly i'd blame your connection.
    
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post #53 of 62
Quote:
Originally Posted by LoLomgbbq View Post

haven't touched it in awhile, but last i read they've nerfed it it into an almost different game. Gibbings gone for one thing (not that its integral to the base game) and FFA and CTF are pretty much dead along with TDM and apparently CTF is broken, but im not sure of the details. Then theres the divded player base because Tiers, Premium/Non-Premium, etc.

http://www.esreality.com/?a=post&id=2794690

From what I know about Quake Live is, it used to be subscription based but they switched to steam where you buy the game once. If you had a Quake Live account before this conversion you got the game for free I believe.

Well, me and my friends did anyway. I never payed for the subscription because I thought it was ridiculous but yeah, I got the game anyway. thumb.gif
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post #54 of 62
I might play thus if they release it in beta for free to test play before buying.

There arr a few games id like to see come back.

Call of duty 1 revamp, cod2, mw1,waw.
post #55 of 62
Quote:
Originally Posted by ToTheSun! View Post

Speaking from experience is not the way to go, as i can, just as easily, find someone with more in-game time than you, more accuracy, and less complaints.

If the game registers shots well for some players and not for others, how do you place the blame on the engine?
After the very first few rough months when things were still getting sorted out with the game and its horrendous launch, in servers where i was not playing with 100+ ms ping and packet loss (thanks, old ISP), i couldn't find statistically significant instances in which hitreg was bad.

More quickly i'd blame your connection.
Okay I'll admit its come a looong way from launch, it plays like an almost different game now, but there is still some pretty whacky instances of bad hit rego that rear their ugly head more often than I (and I'm sure many other players too) would like.

It becomes especially noticeable on hardcore servers, where you tend to quickly realize someone should be dead after eating 5-6 hits from a burst point blank, but they somehow keep moving and shooting back, where is any other time ordinarily they would be toast in an instant, and my ping is about 29 on average (depending on server ofc), which isn't the best, but that's not too shabby.

I mention the engine, because it actually has inbuilt latency to attempt to compensate for all the players varying levels of ping, Dice went into great detail mentioning this, unless they have completely back peddled on that when they introduced higher tick servers? Which have their own share of problems, like the physics being borked on 120/144Hz tick servers etc..
post #56 of 62
Quote:
Originally Posted by GHADthc View Post

Quote:
Originally Posted by ToTheSun! View Post

Speaking from experience is not the way to go, as i can, just as easily, find someone with more in-game time than you, more accuracy, and less complaints.

If the game registers shots well for some players and not for others, how do you place the blame on the engine?
After the very first few rough months when things were still getting sorted out with the game and its horrendous launch, in servers where i was not playing with 100+ ms ping and packet loss (thanks, old ISP), i couldn't find statistically significant instances in which hitreg was bad.

More quickly i'd blame your connection.
Okay I'll admit its come a looong way from launch, it plays like an almost different game now, but there is still some pretty whacky instances of bad hit rego that rear their ugly head more often than I (and I'm sure many other players too) would like.

It becomes especially noticeable on hardcore servers, where you tend to quickly realize someone should be dead after eating 5-6 hits from a burst point blank, but they somehow keep moving and shooting back, where is any other time ordinarily they would be toast in an instant, and my ping is about 29 on average (depending on server ofc), which isn't the best, but that's not too shabby.

I mention the engine, because it actually has inbuilt latency to attempt to compensate for all the players varying levels of ping, Dice went into great detail mentioning this, unless they have completely back peddled on that when they introduced higher tick servers? Which have their own share of problems, like the physics being borked on 120/144Hz tick servers etc..
I can't say much for hardcore (not that i believe it would be any different from vanilla). All i can say is that, when variables foreign to the engine are removed, the game behaves as expected. I rented a server several months where i would practice and do scrims. Hitreg was good enough to the point where i could count hitmarkers to assess HP left or kills. They've upped tickrate since then, which i've had the chance to experience in public servers. It didn't differ muchly for me. I've seen gameplay videos of other players, as well, with flawless hitreg. That must mean the bottleneck, when there is one, has to be somewhere else, logic dictates.
    
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post #57 of 62
Hyped and even more scared.
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post #58 of 62
I want to be excited for this but the truth of the matter is that I don't have what it takes to have a good time in an arena shooter anymore.
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post #59 of 62
Meh.

Rather this was a new SP campaign than more arena shooters.
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post #60 of 62
I'm disappointed. Playing overwatch had me pining for a good old quake style game. Classes kill that.

Original team fortress was fun, perhaps it won't be as bad as I think...
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