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Aug 20, 2019 at 4:27 PM
Posted by HarleyQuinn
Quake Champions is an upcoming first-person shooter video game developed by id Software and published by Bethesda Softworks, as part of the Quake series of multiplayer shooters. Quake Champions will be the first main entry in the Quake series since 2005's Quake 4. The game is due for release on Microsoft Windows.

Tim Willits is leading the developing for the game and is intended for release within 2017. Quake Champions is a PC-exclusive, multiplayer-only game, described as a "competitive arena-style, character-based shooter." The game will be based on the gameplay of Quake III and Quake Live, while taking inspiration from the original Quake for its visual design. The selectable characters (referred to as "champions") all have passive abilities (e.g. extra speed), and active abilities (e.g. ghost walking) but the core style of gameplay remains the same. Active abilities have a cooldown that lasts roughly 30-45 seconds; the specific length varies by champion. The abilities are based on a rock-paper-scissors system, where certain abilities have natural counters. It is up to players to discover which champions work best together. Over a dozen champions are expected to be playable when the beta launches. It is intended that, abilities aside, player skill will be the determining feature.

Loadouts do not feature. The game will feature leagues and ranks, and its modes will include duels and deathmatch, but also team-based play. The game is intended to have an e-sports presence, and to become an event at QuakeCon. Because of the presence of abilities, Quake Champions will have more of an emphasis on team-based modes rather than 1v1 or free-for-all gameplay, when compared to Quake III.

The game also features character customization such as hats and weapon skins

The gameplay allows rocket jumping.
Game Types

Free-for-all
Sacrifice
Duel
Team Deathmatch

Upcoming Game Types

Instagib
2v2 Team Deathmatch
Capture the Flag

Custom games will also be allowed.
Payment Model

The game uses a free-to-play model. All players will have access to Ranger for free. Otherwise, players can purchase the Champions Pack, which will give them access to all champions for an unlimited point of time, or they can spend in-game currency called "favor" to 'rent' champions for a timed period. Those who purchase the Champions Pack and those who use the free-to-play model won't be divided between matches. The Champions Pack is considered the de facto pay-to-play option; the equivalent of purchasing a full game from the outset.
Development

Developer(s) id Software
Publisher(s) Bethesda Softworks
Director(s) Tim Willits
Producer(s) Brandon Riffe
Matthew Charles
Designer(s) Adam Pyle
Programmer(s) Billy Ethan Khan
Artist(s) Shinichiro Hara
Composer(s) Chris Vrenna

Currently 11 characters are featured yet the game has been confirmed to be released with 12. More champions, maps and realms are rumored yet to be arrive in the coming days from the looks of datamined information over the web and internet forums.

Ranger (Starting character)
Anarki
B.J. Blazkowicz
Clutch
Doom Slayer
Galena
Nyx
Scalebearer
Slash
Sorlag
Visor
Keel

Weapons

Starting weapons can be selected by the player
Starting

Machine Gun
Shotgun
Nailgun

Pickup

Heavy Machine Gun
Lightning Gun
Rocket Launcher
Railgun
Super Nailgun
Super Shotgun

Maps

Blood Covenant
Blood Run
Burial Chamber
Church of Azathoth
Corrupted Keep
Lockbox
Ruins of Sarnath
Tempest Shrine
Vale of Pnath

Elder God/Domains

Azathoth
Chthon
Chalha
Ithagnal
Volkerh

Realms

Dimension of the Doomed
The Elder World
The Netherworld
The Realm of Black Magic

Known Issues

From the day one Quake Champions were known to suffer bad infrastructure of netcode and synchronization between clients.

Players have "shared lag" effect which natural internal latency adjusts itself to the highest latency player in the map. As a result entirety of players suffering same latency effect.
Lightning Gun fire rate depends on player's frame rate per second. To get the maximum performance from LG fire rate players must have 140 frame rate per second rate.
Sometimes Rocket Launcher projectiles phase through enemies or do "0" damage clearly even if the hit connects and blast detonation is clearly seen on the model.
Hitboxes don't align with model when taking bouncepads.
Nailgun projectiles don't register even with clear hits or leading. May absurdly register when they hit a solid obstacle out of air.
Some Champions are infamous about their hitbox and model not aligning together when strafing.

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