I hope that i haven't missed or mixed anything, however if i did and you'd like to see it here, let me know eighter by PM or just by writing here.
Sorry for all those quote pyramids but i didn't want to edit (aka "fix") what someone else said and there's only one <snip>.
 Beemann, on November 15 2012 - 10:13 PM, said:
Beemann, on November 15 2012 - 10:13 PM, said:
 DarkPulse, on November 16 2012 - 06:44 AM, said:
DarkPulse, on November 16 2012 - 06:44 AM, said:
 Beemann, on November 15 2012 - 10:13 PM, said:
Beemann, on November 15 2012 - 10:13 PM, said:
- Q1: Rocket Launcher and Lightning Gun.
- Q2: Hyperblaster, SSG, Rocket Launcher, Grenade Launcher, Railgun.
- Q3: Railgun and Rocket Launcher. And lots of timing the Megahealth and Red Armor.
 Beemann, on November 16 2012 - 09:40 PM, said:
Beemann, on November 16 2012 - 09:40 PM, said:
 DarkPulse, on November 16 2012 - 06:44 AM, said:
DarkPulse, on November 16 2012 - 06:44 AM, said:
- Q3: Railgun and Rocket Launcher. And lots of timing the Megahealth and Red Armor.
Show me a Quake 3 comp match where only the RL and Rail are used, or even where they're the only weapons that truly matter
Plasma and GL get used for harassment and area denial, LG gets used EXCESSIVELY in straight fights and quite a few fights have come down to a good short-range burst from the Shotgun
And even then, you're dealing with a game in which both teams have access to the SAME weapons. To compare it, just for a moment, to SC, you don't have a game that's imbalanced just because someone queues up more of one unit than another. It's all about proper utilization of the resources you have
Mega and RA are both centralizing factors to an otherwise chaotic deathmatch mode. 1v1s in Quake need to be grounded. If you watch the attempts at Rocket Arena comp you'll know that it took ages to get anything done, because everyone just camped out after a certain point and waited for the enemy to come to them. Outside of that you could play an eternal game of cat and mouse and nobody would ever get anything done
RA and Mega force conflicts, and give an advantage to the victor. They aren't even a deciding factor at THAT point
There are MANY matches that you can look up yourself on youtube in which players like Rapha make up for a lost RA by cycling Yellows, and slowly build a big enough stack to match their opponents
And again, they're equally available to everyone
Quake 3 is built for high-end play, particularly when you factor in CPM
Strafe jumping is a little tricky for some folks to learn initially, but it's fairly simple to do it on a basic level once you know what the proper mouse and keyboard movements are, and it's part of a movement system with nigh-infinite potential
The guns all work well for their given niche, and with the exception of the CG they're all completely reliable. The LG, Shotgun, Railgun, Plasma, Rocket Launcher and Grenade Launcher will always fire in the same manner. It's entirely up to the player to get them to hit the target, and to fire them at their optimal range/in the right setting
 DarkPulse, on November 17 2012 - 06:46 AM, said:
DarkPulse, on November 17 2012 - 06:46 AM, said:

Regarding D20Face's post on how holograms can distract turrets: There was my thing I did not know for the day. That actually makes Holograms kind of useful!
 Beemann, on November 17 2012 - 01:18 PM, said:
Beemann, on November 17 2012 - 01:18 PM, said:
 DarkPulse, on November 17 2012 - 06:46 AM, said:
DarkPulse, on November 17 2012 - 06:46 AM, said:

Not only did you fail to come up with any comp videos that show exclusively rocket and rail, but you've also shown your true colours
UT has an inferior jerky movement system, and a comp scene that honestly does revolve around 2 guns (shock rifle and sniper rifle)
And I can post videos of that being the case
 3Jane, on November 17 2012 - 02:54 PM, said:
3Jane, on November 17 2012 - 02:54 PM, said:

I miss UT. I miss translocating inside someone else body and making the blow up from the inside. CTF <3
Edited by Sparkard, November 18 2012 - 04:41 PM.

 

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