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Linux gaming updates: Bazzite 45 and Steam Frame beta (No comments)
Posted by Demiurge @ 15:14 UTC, 5 November 2026 - iMsg

Two platform updates are out for Linux gaming: Bazzite 45 and a new SteamOS beta for Steam Frame.

Bazzite 45

Bazzite now uses Fedora 45, with GNOME 51.1 or KDE 6.8.2 and Mesa 26.2.6. The release updates InputPlumber and adds optional networking tuning through bpftune and bpfrag.

Handheld changes include initial Acer Predator Atlas 8 support and stable support for the Ally X20. Additional Logitech TrueForce wheels work out of the box. The release also updates the library used for Steam Input under Wayland to support the 64-bit Steam Client beta.

Steam Frame: SteamOS 0.5.7 beta

Valve's headset update adds WebXR support in Chromium 157 and newer, updates SteamVR to 2.19.1 and improves vibration filtering used in pose prediction. Foveated sharpening can now operate independently of eye tracking.

Audio fixes address USB or Bluetooth speakers stopping when an application accesses the microphone. New controls allow echo cancellation and noise suppression to be disabled separately, with the current Steam Client beta required for those controls.

Steam Frame users can opt into the beta through the system update-channel settings.

Sources: Bazzite release | Valve release notes | Steam Frame details | Bazzite

153 Hits
Microsoft previews major DirectX ray-tracing changes (No comments)
Posted by Demiurge @ 15:14 UTC, 5 November 2026 - iMsg

Microsoft has previewed new DirectX Raytracing features designed to reduce the cost of updating detailed scenes. The announcement covers clustered geometry, partitioned top-level acceleration structures and GPU-driven builds.

Clustered geometry divides objects into small, reusable groups of triangles, reducing how much must be rebuilt when geometry changes. Partitioned scene structures concentrate work on regions that changed while retaining data elsewhere.

In one demanding RX 9070 test, acceleration-structure memory fell from 7,519 MiB to 774 MiB, an 89.7% reduction. The sample also ran much faster, but Microsoft explicitly warns that the test is not representative of the gains games should expect. Temporary build-memory requirements increased too.

These remain developer-preview features requiring the appropriate SDK, runtime and supporting drivers. They do not inherently demand new ray-tracing hardware, though support depends on each GPU vendor's implementation and validation. This is promising engine work rather than an immediate performance upgrade for existing games.

Sources: Microsoft DirectX preview | Microsoft

150 Hits
UK plans limits on under-16s talking to strangers in games (No comments)
Posted by Demiurge @ 15:14 UTC, 5 November 2026 - iMsg

The UK government plans to extend its online-safety approach to communication with strangers in games, Online Safety Minister Ian Murray told Parliament on 2 November.

During the debate on the proposed under-16s social-media ban, Murray said further regulations would address features and functions such as stranger communication. He described an approach that would retain matchmaking with unfamiliar players while restricting the ability to talk to them in a gaming context.

Murray said the social-media ban was intended to pass before the new year and take effect in spring 2027, with the additional features-and-functions regulations to follow. The statement sets out the government's intended direction; it does not supply the final gaming rules, their exceptions or implementation requirements.

The parliamentary transcript is linked below, along with GamingOnLinux's discussion of the implications for multiplayer games and age checks.

Sources: Hansard | GamingOnLinux | GamingOnLinux

128 Hits
Nexus Mods makes AI disclosure mandatory for new uploads (No comments)
Posted by Demiurge @ 15:14 UTC, 5 November 2026 - iMsg

Nexus Mods is tightening its rules around AI-generated and AI-assisted mods. From its 3 November announcement, new uploads must declare whether AI was used, and AI-assisted mods need a public explanation of how it was involved.

The site is keeping AI-made mods available under rules covering permissions, transparency and presentation. It plans clearer tags and better browsing controls so users can choose how much of that material they see. Some of the wider permissions and discovery changes will follow later.

Misleading promotional images remain against the rules, including generated images presented as screenshots of features a mod does not provide. Nexus also says it will neither train AI on uploaded mods nor sell or license them for that purpose.

Donation Points rules are unchanged for now. Nexus says AI-tagged mods received 2.13% of points awarded so far this year and that it will keep monitoring the figure.

Sources: Nexus Mods | GamingOnLinux | Nexus Mods

123 Hits
VOID/BREAKER launches version 1.0 (No comments)
Posted by Demiurge @ 15:13 UTC, 5 November 2026 - iMsg

VOID/BREAKER left Early Access on 4 November. The fast-paced roguelite FPS from Stubby Games is now available on Steam, Epic Games Store, PlayStation 5 and Xbox Series X|S.

Developed by Daniel Stubbington, the game puts weapon combinations and destructible environments at the centre of its runs. Players modify their guns, combine effects and fight through an AI-controlled system while trying to escape it.

The full release has a launch trailer on Playstack's announcement page. There is also a Steam demo, with progress transferable to the full game, for anyone who wants to try the movement and gunplay first.

Sources: Playstack | Steam and demo | VOID/BREAKER

92 Hits
cpmpickup.net cuPP set for November 21 with EUR 225 (No comments)
Posted by Demiurge @ 15:13 UTC, 5 November 2026 - iMsg
Scheduled: 19:00 UTC, 21 November 2026
Begins In:

cpmpickup.net cuPP will take place on Saturday, 21 November, starting at 19:00 UTC. The CPMA duel tournament has a EUR 225 prize pool, with EUR 100 for first place, EUR 75 for second and EUR 50 for third.

The five-map pool is acid3dm10, acid3dm12, cpm22, cpm24a and sodab10. Registration and the tournament page are on Challonge, with snapcase and user829385 listed as the streams.

The previous cpmpickup cup, held on 24 October, was won by kane without losing a series. He beat memphis 2-0 in the final; rokky finished third and Leshaka fourth in the nine-player field.

For anyone after more CPM duel, there are still a couple of weeks to prepare.

Sources: Tournament and registration | Announcement | snapcase | user829385 | CPMA

Edited by Demiurge at 15:14 UTC, 5 November 2026 - 135 Hits
IEM Beijing playoffs set: MongolZ and MOUZ reach semifinals (1 comment)
Posted by Demiurge @ 15:16 UTC, 2 November 2026 - iMsg
Scheduled: 06:30 UTC, 6 November 2026 to 14:00 UTC, 8 November 2026
Ends In:

The IEM Beijing playoff bracket is set, with six teams remaining after the group stage. The MongolZ and MOUZ won their groups and go directly to the semifinals; FURIA, PARIVISION, NAVI and BetBoom start in the quarterfinals.

The MongolZ beat FURIA 2-1 in the Group A final. MOUZ won the Group B final 2-0 against PARIVISION. NAVI secured the final Group A playoff spot with a 2-1 win over Falcons, while BetBoom beat Liquid 2-1 for the last place from Group B.

Playoff schedule - all times UTC

  • Friday, 6 November, 06:30: PARIVISION vs NAVI
  • Friday, 6 November, 09:45: FURIA vs BetBoom
  • Saturday, 7 November, 06:30: The MongolZ vs winner of PARIVISION/NAVI
  • Saturday, 7 November, 09:45: MOUZ vs winner of FURIA/BetBoom
  • Sunday, 8 November, 04:00: third-place match
  • Sunday, 8 November, 07:30: grand final

The quarterfinals, semifinals and third-place match are best-of-three. The grand final is best-of-five. Match times are scheduled starts and may move as earlier series finish.

Sources: Group results | Playoff bracket | ESL schedule

Edited by Demiurge at 15:14 UTC, 5 November 2026 - 687 Hits
Linux reaches 3.95% in October Steam survey (5 comments)
Posted by Demiurge @ 15:16 UTC, 2 November 2026 - iMsg

Linux accounted for 3.95% of participants in Valve's October 2026 Steam Hardware and Software Survey, up 0.90 percentage points from September.

Windows stood at 93.70%, down 1.33 percentage points, while macOS rose 0.43 percentage points to 2.35%.

Within the Linux sample, CachyOS was the largest individual entry at 16.39%, followed by SteamOS Holo at 13.89% and Arch Linux at 8.92%. Valve lists SteamOS Holo and SteamOS separately; the latter represented another 8.09% of the Linux sample. Those distribution figures are shares of Linux respondents, not shares of all Steam users.

The result puts Linux close to 4% in this month's sample. It does not by itself establish why the share changed, or how much came from new Linux players rather than variation in survey participation.

Valve's survey page has the full breakdown of operating systems and hardware.

Sources: Valve survey | GamingOnLinux | Steam

484 Hits
Memory squeeze: SK hynix outlook and another Pi price rise (No comments)
Posted by Demiurge @ 15:16 UTC, 2 November 2026 - iMsg

SK hynix expects memory demand to remain ahead of supply through 2030, while Raspberry Pi has announced another price increase for some of its highest-memory products.

SK hynix's forecast

In its third-quarter results, SK hynix points to growing AI infrastructure demand, the difficulty of advanced manufacturing processes and the time needed to build new production facilities. It expects those constraints to keep the market undersupplied through 2030.

The company is expanding production and shifting more capacity toward high-value memory for servers and AI. The 2030 date is the manufacturer's forecast; it is not a prediction that every consumer RAM kit will rise in price continuously until then.

16 GB Raspberry Pi 5 now $385

From 2 November, the 16 GB Raspberry Pi 5 costs $385, an $80 increase. The 16 GB Compute Module 5 variants rise by $40.

Raspberry Pi attributes the increase to limited alternatives for 16 GB DRAM and other component shortages. It is keeping the price of the 16 GB Pi 500+ unchanged and says the increases do not apply across its entire range.

Sources: SK hynix results | Raspberry Pi

365 Hits
id Software and MachineGames deepen technology partnership (1 comment)
Posted by Demiurge @ 15:16 UTC, 2 November 2026 - iMsg

id Software is working more closely with MachineGames on technology, according to studio co-director Marty Stratton, who discussed the studio's position following Xbox's layoffs.

Speaking at a Doom: The Dark Ages press event, Stratton acknowledged that roughly half of id's staff had departed. He said the remaining organisation had been deliberately structured to support both game development and technology work.

Stratton described the partnership with MachineGames as closer than ever, with engineering teams at both studios involved. He said the technology work had begun before the layoffs, earlier in the year.

The comments offer some detail on how the two studios are working together, but do not announce a new game, a studio merger or a replacement for id Tech. Suggestions that the collaboration points to a particular Wolfenstein project remain speculation.

Sources: PC Gamer | IGN

314 Hits
Romero Games finds publisher for redesigned shooter (No comments)
Posted by Demiurge @ 15:16 UTC, 2 November 2026 - iMsg

Romero Games has secured a new publisher for a redesigned shooter, John Romero told VGC. The publisher's identity and the game's announcement date remain under wraps.

The studio's previous project was built around a team of 110. After losing funding, staffing fell to five; Romero says roughly ten people have since returned, leaving a team of about 15-16.

The original game will not be completed in its old form. Instead, the studio is making a different, smaller shooter using art, code, characters and other work it already owns. Romero says the new scope is designed for the current team size.

He also says the new publishing agreement gives the studio creative freedom, and that the smaller structure lets him spend more time directly designing and building the game. There is no release date yet.

Sources: VGC interview | PC Gamer

366 Hits
Selaco Chapter 2 arrives November 13 (No comments)
Posted by Demiurge @ 15:16 UTC, 2 November 2026 - iMsg

Selaco's second chapter, The Machines of War, releases on 13 November. The update adds 19 campaign maps, with the developers estimating another 6-8 hours of play.

Dawn gets more voiced story content and an ally for part of the campaign, while a pursuing machine gives the new chapter a more relentless pace. Chapter 1 also receives a fresh pass on lighting, setpieces and other details.

Combat additions include new enemy types, heavy weapons, a jetpack, deployable drones and cover, and more weapon kits. Enemy AI has been extensively rewritten, with patrols, revised pathfinding and a rally system.

The technical changes include baked lighting, a revised particle system and asset streaming. The developers report a 19% reduction in general VRAM use. Movement scripting has also been reworked, and missed ordinary weapon kits can be purchased in safe rooms.

The full changelog and a new trailer are due when the update launches.

Sources: Developer announcement | GamingOnLinux | Selaco

209 Hits
QC weekend: maxter wins Estoty, k1llsen takes two cups (No comments)
Posted by Demiurge @ 15:16 UTC, 2 November 2026 - iMsg

Three Quake Champions cups produced a title for maxter and two for k1llsen over the weekend.

Estoty Duel Tournament #224

maxter beat k1llsen 3-1 in the grand final after losing their winners-final meeting 1-2. He earned the rematch with a 2-0 lower-final win over dramiS, who finished third ahead of Keltz.

It is maxter's 12th Estoty title and second consecutive win in the series. He moves ahead of ZenAkU into fifth on the all-time winners list, with three tournament victories in seven days including NAQCL #78.

NAQCL Duel Tournament #79

k1llsen won the next NAQCL with a 3-0 final against Thri11er. His route included 2-1 wins over klyb and dramiS and a 2-0 winners-final win over Keltz.

Thri11er beat Keltz 2-1 in the lower final to reach his third consecutive NAQCL podium. The prizes were $50 for k1llsen, $30 for Thri11er and $20 for Keltz; Yup placed fourth.

EGB QC Cup #13

k1llsen followed with another 3-0 final against Thri11er, this time without dropping a map all tournament. He also beat Thri11er 2-0 in the upper semifinals and S V H 2-0 in the winners final.

S V H finished third after beating maxter and dramiS earlier in the bracket. Thri11er came back through maxter, St0n3 and S V H before the final. This gives k1llsen two titles in the last three EGB QC Cups.

Sources: Estoty results | NAQCL results | EGB results | EGB

205 Hits
evillair releases two new Quake 3 texture sets (No comments)
Posted by Demiurge @ 15:16 UTC, 2 November 2026 - iMsg

evillair has released eBloodworks and eCrucible, two new texture sets for Quake III Arena. Both were made for the evillair Jam at Map-Center, with Blender, Substance Painter and Photoshop used to produce textures in the old Quake 3 style.

eBloodworks draws partly on his earlier Quake 4 work. eCrucible goes for dark gothic architecture and blue metal accents, with some inspiration from Quake Champions.

The jam is organised by Map-Center and lvlworld and follows their Redux format: take an existing map and rebuild its visual presentation while preserving the raw layout. Their July event produced three remakes, by IoriDyson, Obsessed and DetroHogga.

Both texture sets are available through evillair's site. For anyone with an unfinished .map gathering dust, this is a fairly decent excuse to open it again.

Sources: evillair | Texture sets | Plus Forward | The Foundry

213 Hits
Halloween Horror Jam brings 14 new maps to Quake (No comments)
Posted by Demiurge @ 15:16 UTC, 2 November 2026 - iMsg

Map-Center has released Halloween Horror Jam 2026, a pack of 14 single-player Quake maps connected by a new hub from sock. The maps are built for Arcane Dimensions 1.9 Beta 5.

The themes range from ghosts and spider infestations to backrooms, fever dreams and a tribute to The Shining. New enemies include Blood's Cultist, Pumpklings and the Pumpkin Lord boss. There is also a score-based minigame for smashing breakable objects around the maps.

Zombie and Thundergoose worked on the Cultist, Xage converted Blood textures, and Razzzor contributed the Pumpkin Lord as well as a map. sock handled the Arcane Dimensions update and the hub.

The release page has screenshots and links to the download. Fourteen maps should keep Halloween going for a while yet.

Sources: Map-Center release | Downloads | Map-Center

239 Hits
Nined AI interviewed: retired shaman still Quaking? (4 comments)
Posted by nined @ 11:21 UTC, 2 November 2026 - iMsg
Hello, introduce you self to community

Well, hello, im Nined shamanic/semi-pro/pro noob/retired/old-school quake live all round player from Quake live community, mostly known for specific local memes "shamanic" or "shamanic tdm" - source of jokes, sarcasm, criticism, memes and quotes of golden Quake Live tdm era back in 2010-2013.

Why named Nined?

It origins from Swedish quake world clan 9 (Nine), that's it.

How and when you started playing quake and other competitive FPS games?
Well, started playing Quake1/Quake2 on home LANs and Gaming clubs back in 1997-2003. Participated in 1-2 local LAN tournaments.

When switched to play quake world team fortress back in 2003 and played its modifications like Custom TF eventually till 2016.Played

RTCW: Enemy Territory when ADSL started from 2005-2009 online.From 2012 to present time i still playing forgotten gem

Quake Wars (idtech4 engine) by Splash Damage - its good mix of all old good team objective based fps shooters.

In 2026 i back in quake live to play duels for the first time and some tdm pickups to test current skills.

Tell us about 2026 quake live experience?

Well its still alive, mostly community niche gaming, high skilled and very hardcore. Skills in tdm are extremely high, accuracy high sometimes 80% rail and 50lg and 50mg for whole match. Well i tryed duels and its also fun and hardcore, played good games with 700-900 elo players, over 1000 elo is really try hard/challenging. FFA is just a trash mode to warm up, Freeze Tag fun team play experience, CTF is alive closed community, most ex pro tdmers play CTF now.

There are also some fun regular duel/tdm tournaments happening, like 250fps league, EGB cups its sometimes fun to watch specially games like Rapha Agent Cypher Killsen, seems like there is no more room to improve for pros in quake live, top skillz.

Fun that in 2026 HOQ community was able to organize Nations Cup event for tdm, ctf and duel. Its not 2012 vibe but still fun to watch. Quake Live is alive)

Quake Champions?

Thanks, no. I mean its good, its competetive proof, its fun but it is just another quake live/arena shooter in modern shell. Abilities are new to quake, but it still quake.

CS2, Dota, Apex, Pubg, Fortine, Overwatch, BF other modern games?

Apex got some new fun mechanics, i think its fun to play, its new Experience. Overwatch is like evolution of team fortress for new gamers. Other game never played.Blame me old-school but modern games are more player oriented even its team play, for example not much team play found in modern BF series. Dota is crazy mind blowing chess game.Overall, new games are for new generation.

Retro boomer shooters - fun trolling nostalgia trend for old-schoolers, some of them fun to play.


Back in shamanic tdm meme late in 2010 and now, what is behind shamanic?

Well, in 2026 figured out that its is kinda "rat" style, plus back style, survival or special (shamanic) style of playing tdm 4v4 with high skilled players, trying to compensate lack of skill/aim using special style that is different from main line - dealing more damage, more frags, cause in tdm damage and net frags are prior to hidden, not valuated/rated actions.

Here are explained shamanic style of playing tdm in 2026 and its highly criticized by tdm community, both sides agreed that skill, aim and overall performance - dealing damage and frags are more prior to freaky shamanic style. Counterarguments of shamanic style is listed below, plus 50% team win rate is same for shamanic style or high skilled, team rate mens more.

Lets explain a few things in tdm. No matter my skill and what doing.
1.Killing enemy quader is potentially avoiding 5 frags plus avoiding enemy control, potentially 10 frags avoiding. 1 frag, 1 mg bullet to quader, 5 dmg.
2.Taking 10 megas and 5 reds before power ups is lowering chance of enemy quader to survive.
3.Good hiding during enemy power ups requires skill.
4.Securing reds for high elo players, drops.
5.Finishing low hp enemies, low dmg given
6.Surviving, not fighting without yellow armour, weapons.
7.Just lucky fragging etc


Some words on 2026 quaking?

Well, seesms like no much progress for me since im still playing on 60hz laptop and laptop keyboard. Maximum i get in skilled tdm is 20-25 frags, zero net and around 4500 dmg.

Easy and fun way to play some community tdm is adding to pickups with at least 1 player same skill. Overall i have lower interest in playing tdm. May be organizing some small shamanic tdm tournament event is possible for example on old school or exotic tdm maps like tornado, grim dungeon, terminatria, retribution, terminus etc.

Last other games you played?

Doom 2016, Dirty Bomb, HL2, Quake 2 remaster, Kvark, Stalker Anomaly
609 Hits
Site summary for week ending 30 Oct (No comments)
Posted by ESReality @ 23:00 UTC, 1 November 2026 - iMsg
159 Hits
The Trickster Cult Presents: Sessions - Episode XI (No comments)
Posted by TheTricksterCult @ 15:08 UTC, 1 November 2026 - iMsg



0 1 2 3 4 5 6 7 8 9 10
Rating: - (0 votes)
A Quake III Arena: DeFRaG showcase of DFWC themed runs.

182 Hits
St0n3 wins Red October as Bloodrun updates two arenas (No comments)
Posted by Demiurge @ 20:31 UTC, 30 October 2026 - iMsg

St0n3 won Blood Run: Red October on 25 October, recovering from a 0-2 winners-final loss to WiseGenie to beat him 3-2 in the grand final. St0n3 reached the rematch by defeating Keltz 2-0 in the lower final. Keltz placed third and PepCo fourth.

The rivalry has become a fixture: St0n3 and WiseGenie have met in four consecutive Blood Run finals and won two titles each. WiseGenie has reached the final at five straight events.

Arena and gameplay update

The tournament used the Bloodrun update released earlier that day, including revised versions of Tech Zone and Acid Base.

Tech Zone has wider routes around Mega Health and Lightning Gun, a higher ceiling above Mega Health, rebalanced lighting and a flatter teleporter corridor. Its remaining Quake III Arena sounds and jumppad assets have also been replaced.

Acid Base gets redesigned teleporters, more visible column detail, ambient sounds and acid in place of the neutral liquid. Players can no longer place totems above Red Armor. Both arenas also lose wall logos and receive texture adjustments.

Beyond the maps, Plasma Gun knockback drops from 100 to 75 ups. The UI adds support for password-protected servers and a vertical mouse-inversion option; resetting pitch now preserves inversion.

Sources: Results | Update details | Bloodrun PTS | Red October

440 Hits
maxter beats Keltz again to win NAQCL #78 (No comments)
Posted by Demiurge @ 20:31 UTC, 30 October 2026 - iMsg

maxter won NAQCL Duel Tournament #78 in Quake Champions on 25 October, beating Keltz 3-1 in the grand final. Thri11er finished third and Yup fourth.

It was a familiar ending: maxter had beaten Keltz 2-1 in the winners final, then repeated the same two scorelines from their Estoty #223 meetings two days earlier. Keltz had won their earlier NAQCL #76 final 3-0, so this was a useful turnaround for maxter.

Before the finals, maxter beat St0n3 and dramiS 2-0. Thri11er's lower-bracket run included wins over klyb, dramiS and Yup before Keltz stopped him 2-0 in the lower final.

The $100 prize pool was split $50 for maxter, $30 for Keltz and $20 for Thri11er.

Sources: Plus Forward | Bracket | NAQCL

303 Hits
250 FPS S6 Division 2 lineup set, prize pool reaches $400 (No comments)
Posted by Demiurge @ 20:31 UTC, 30 October 2026 - iMsg

250 FPS Quake Live League Season 6 has confirmed its ten-player Division 2 lineup and increased the prize pool from $300 to $400.

The field is st0n3, rell, swex, dem0n, el1k, sCoopY, mijkeee, Radist, WiseGenie and dazat0r. This is the league's first season with a second division.

The winner receives $200, the runner-up $100, and third and fourth place $50 each. The announcement also provisionally lists invitations to Season 7 Division 1 for the top two finishers; that promotion detail is still preliminary.

Players will arrange their matches individually rather than following Division 1's fixed match-day schedule. Opening pairings include st0n3 vs sCoopY, dem0n vs el1k, swex vs Radist, dem0n vs WiseGenie and el1k vs dazat0r.

Sources: 250 FPS | Plus Forward | Tournament | 250 FPS

335 Hits
k1llsen wins EGB Three Map QL Cup #1 (No comments)
Posted by Demiurge @ 20:31 UTC, 30 October 2026 - iMsg

k1llsen won EGB Three Map QL Cup #1 on 29 October without dropping a map, beating cherepoff 2-0 in both the winners final and grand final. He takes $40 of the $50 prize pool, with $10 going to cherepoff. dazator finished third and H3LLDOWN fourth.

The bigger surprises came earlier. cherepoff sent AGENT into the lower bracket, where a win over overqill bought him one more round before dazator ended his run in 7th-8th place. cYpheR lost to ARSENY and then H3LLDOWN, finishing 9th-11th.

k1llsen's route included wins over imijkeee and ARSENY before the two meetings with cherepoff. Meanwhile, cherepoff had to survive a 2-1 lower-final win over dazator to earn another shot at the title.

Sources: Plus Forward | Bracket | EGB

212 Hits
Hello from Normandy - new member working on a tactical FPS (No comments)
Posted by MetinSaygin @ 15:11 UTC, 30 October 2026 - iMsg
Hi everyone, I'm Metin, from Normandy (France). I work in cybersecurity by day and I'm starting to build a tactical FPS inspired by Counter-Strike as a side project. I'm here to learn, follow what you're doing and share progress later. Glad to join!
306 Hits
Site summary for week ending 23 Oct (No comments)
Posted by ESReality @ 23:00 UTC, 25 October 2026 - iMsg
518 Hits
maxter wins 11th Estoty title at Duel Tournament #223 (2 comments)
Posted by Demiurge @ 20:41 UTC, 25 October 2026 - iMsg

maxter won Estoty Duel Tournament #223 in Quake Champions on 23 October, beating Keltz 3-1 in the grand final. It is his 11th title in the series, putting him level with ZenAkU on the all-time winners list.

maxter beat Karwik 2-0 and Coffee by Tomo 2-0 before defeating Keltz 2-1 in the winners final. Keltz returned through the lower final with a 2-0 win over St0n3, but lost the rematch for the title.

St0n3 finished third after a lower-bracket run that ended with a win over Thri11er, who placed fourth. The event had a $100 prize pool.

This is maxter's second Estoty victory in four tournaments, following his win at #220.

Sources: Plus Forward report, results.

855 Hits
AGENT wins Frontier One Map Cup #1 (No comments)
Posted by Demiurge @ 20:41 UTC, 25 October 2026 - iMsg

AGENT won the first Frontier One Map Cup in Quake Live on 24 October, coming through the lower bracket to beat k1llsen 2-0 in the grand final. ash finished third and dazator fourth.

ash sent AGENT down with a 2-1 win in the upper semifinals. AGENT then beat ARSENY and dazator before winning the rematch against ash 2-0 in the lower final. k1llsen had reached the final without losing a series, including 2-0 victories over dazator and ash, but lost both maps against AGENT.

The $500 prize pool paid $200 to AGENT, $100 to k1llsen and $60 to ash. The event began with groups followed by a double-elimination playoff, with every match played on Tortured - Frontier Edition. Players had five days to prepare after the map reveal.

Frontier's website also provides match replays and detailed statistics, including weapon use, item pickups and damage, alongside a 2D replay showing player movement around the arena.

Source: Plus Forward report and bracket.

682 Hits
A few Steam updates (No comments)
Posted by Demiurge @ 20:13 UTC, 25 October 2026 - iMsg

Valve has rolled out a batch of updates across the Steam store, Remote Play and SteamOS. Personal Calendar has left Steam Labs, HDR streaming is getting more controls in the client beta, and SteamOS 3.9 is now on the stable channel.

Personal Calendar leaves Labs

Steam's Personal Calendar became a full store feature on 23 October, following its introduction as a Labs experiment in October 2025. It is available from the store homepage and the Personal Calendar page.

The calendar recommends recently released and upcoming games across an eight-week horizon. It uses the games you spend the most time playing to find players with similar habits, then looks at what those players have been playing or wishlisting. Briefly trying a game should have little effect; putting substantial time into a new favourite can change the recommendations.

The system is retrained daily. Filters and display options cover wishlisted games, Early Access titles and DLC, while developers can supply planned Early Access-to-1.0 dates. Valve says calendar placements are algorithmic and cannot be purchased.

Remote Play HDR overhaul in beta

The 22 October Steam client beta adds an advanced HDR setting with Automatic, On and Off options. Automatic follows whether HDR content is enabled; On keeps HDR active and allows increased brightness for SDR content. A brightness slider has also been added to the streaming overlay.

HDR capture now supports desktop Linux through PipeWire and streaming from macOS, alongside existing game and Windows desktop support. HDR streaming is enabled again on Steam Deck OLED, and Android phones running Android 15 or newer can use it through the beta Steam Link app.

These are Remote Play streaming changes in the beta client. Android users also need the Steam Link beta for the new HDR support.

SteamOS 3.9 reaches stable

Valve released build 3.9.5 to all users on 23 October. The release updates the Arch Linux base, moves Desktop Mode from KDE Plasma 6.4.3 to 6.7.3 and rebases the kernel on Linux 7.2.

For Steam Deck owners, Valve lists reduced idle power consumption when no audio is playing. Other fixes address hidden Wi-Fi networks failing to connect on the first attempt, the Disable Frame Limiter toggle failing with VRR enabled, and frame limits producing lower-than-intended FPS on some external displays.

The update improves Steam Frame wireless-adapter support and fixes Remote Play on Steam Machine when booting without an external display. It also revokes compromised eMudhra certificate-authority certificates.

Preliminary hibernation support is included, but is not exposed in Game Mode and remains disabled on Steam Deck because of an outstanding driver bug.

Sources: Steam News, Steam client beta, SteamOS release notes, Steam.

694 Hits
AGENT, Fog and k1llsen sweep 250 FPS S6 opening day (1 comment)
Posted by Demiurge @ 14:30 UTC, 22 October 2026 - iMsg

Update, 25 October: AGENT, Fog and k1llsen each won both of their matches on the opening day of 250 FPS Quake Live League Season 6 Division 1.

AGENT opened with a 2-0 win over fire_bot, then beat Nitrino 2-1. Fog also defeated fire_bot and Nitrino, both by 2-1 scores. k1llsen closed the day with a 2-0 win over cherepoff and a 2-1 victory over cYpheR.

Opening-day results

  • AGENT 2-0 fire_bot
  • Nitrino 1-2 AGENT
  • Fog 2-1 fire_bot
  • Nitrino 1-2 Fog
  • k1llsen 2-0 cherepoff
  • cYpheR 1-2 k1llsen

Match VODs are available through the tournament page, with English coverage from ShaftasticTV.

The 12-player Division 1 field is cYpheR, AGENT, ash, pavel, k1llsen, cherepoff, Spart1e, H3LLDOWN, ARSENY, Fog, Nitrino and fire_bot. fire_bot replaced baksteen after finishing runner-up in the second and fourth qualifiers.

The organisers have also been assembling Division 2, with a $300 prize pool and additional prizes supplied by Redragon.

Sources: results and VODs, opening schedule, lineup announcement.

Edited by Demiurge at 20:41 UTC, 25 October 2026 - 1297 Hits
proZaC and baksteen discuss Quake's future (2 comments)
Posted by Demiurge @ 14:30 UTC, 22 October 2026 - iMsg

Frontier Gaming has interviewed proZaC and baksteen ahead of its first Quake Live One Map Cup, with both discussing the format and the difficulty of bringing new players into arena FPS.

proZaC sees the short preparation window as a test of creativity and adaptation, but doubts that a new format can revive Quake Live given its demanding learning curve. His advice to newcomers is to find someone of similar ability, improve together and watch demos.

baksteen sees the cup as a chance to test maps for use in other leagues. He expects preparation time and the ability to learn quickly to decide the winners. On Quake's future, he argues that classic gameplay can still work with modern presentation, proper tutorials and matchmaking.

Both interviews were published on 21 October. Frontier One Map Cup #1 takes place on 24 October, with all matches played on Tortured - Frontier Edition.

Sources: proZaC, baksteen.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 1834 Hits
phaze beats Keltz twice to win EGB QC Cup #12 (1 comment)
Posted by Demiurge @ 14:30 UTC, 22 October 2026 - iMsg

phaze won EGB QC Cup #12 in Quake Champions on 18 October, beating Keltz 3-0 in the grand final. The $75 prize pool paid $60 to phaze and $15 to Keltz.

phaze defeated k1llsen 2-1 and Yup 2-1 on the way to the winners final, where he beat Keltz 2-1. Keltz returned through the lower final with a 2-0 win over k1llsen, but could not take a map in the title rematch.

k1llsen finished third and Yup fourth in the 19-player online tournament.

Sources: results and bracket, Plus Forward report.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 1041 Hits
k1llsen gets revenge on ash in EGB Cup #72 (No comments)
Posted by Demiurge @ 14:29 UTC, 22 October 2026 - iMsg

k1llsen won EGB Cup #72 in Quake Live on 17 October, returning from the lower bracket to beat ash 3-1 in the grand final.

ash had won their winners-final meeting 2-0. k1llsen then beat AGENT 2-1 in the lower final before taking the rematch against ash. AGENT finished third, with pavel fourth.

It is k1llsen's first victory in the regular EGB Quake Live duel series since Cup #51 on 2 May.

Sources: Plus Forward report and bracket.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 725 Hits
Serious Sam: The Third Encounter announced (No comments)
Posted by Demiurge @ 14:29 UTC, 22 October 2026 - iMsg

Croteam and Devolver Digital have announced Serious Sam: The Third Encounter for PC, continuing directly from the events of The Second Encounter.

The new game sends Sam into Mental's forces across alien worlds, with returning weapons, new additions to the arsenal and large enemy hordes. Players can tackle it alone or in co-op; the Steam listing includes online co-op and shared/split-screen support.

The project is in early development. No release date has been announced, and wishlisting is available on Steam.

Sources: official Steam page, announcement coverage and teaser.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 817 Hits
FURIA wins Thunderpick with 3-2 victory over BetBoom (No comments)
Posted by Demiurge @ 14:29 UTC, 22 October 2026 - iMsg

FURIA won the Thunderpick World Championship 2026 in Counter-Strike 2, defeating BetBoom 3-2 in the grand final on 18 October.

The eight-team event ran from 14 to 18 October at the BLAST Studio in Malta, with a $1 million combined player and club prize pool.

FURIA reached the final with a 2-0 semifinal win over Aurora. BetBoom beat Falcons 2-1 in the other semifinal, while Aurora took third place by defeating Falcons 2-1.

Sources: BLAST tournament results, Pichau Arena.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 860 Hits
Site summary for week ending 16 Oct (No comments)
Posted by ESReality @ 23:00 UTC, 18 October 2026 - iMsg
500 Hits
TF2 shortens Holyhell rounds and buffs Zombie Pyro (No comments)
Posted by Demiurge @ 13:44 UTC, 17 October 2026 - iMsg

Valve's 16 October Team Fortress 2 update changes Holyhell and six Zombie Infection maps. The patch installs automatically when the game is restarted.

Holyhell's round timer is reduced to five minutes, with shorter respawn waves. The team that loses the middle point gains respawning spells on its side, while gargoyles now spawn near middle. The map also receives visual fixes and optimisation work.

Zombie Pyro's melee damage rises from 45 to 65. Sticky Spew applies a 20% movement slow, with another 20% while standing in its enlarged puddles. Pyro's death explosion now deals 50 damage and causes afterburn.

Zombie Sniper's Spit cooldown falls from nine seconds to six. Other fixes address invisible player models in DirectX 8, Zombie Engineer beacon placement, excessive Zombie Spy damage and slow movement after using abilities.

Source: Valve patch notes.

754 Hits
ESIC replaces 2xplayN suspension with lifetime ban (No comments)
Posted by Demiurge @ 13:44 UTC, 17 October 2026 - iMsg

ESIC announced on 16 October that Palkovics "2xplayN" Tamas is banned for life from covered ESIC and member competitions in any capacity, replacing the three-year suspension imposed in the NOMERCY match-manipulation case.

The revised sanction follows public posts showing apparent cash alongside comments about the findings, betting payouts and a return to competition. ESIC found that his conduct during suspension constituted further integrity breaches. The lifetime ban removes his previously scheduled April 2029 return, with no cooperation-based reduction applied to the new sanction.

ESIC explicitly stated that the photographs alone do not establish that the money shown came from match-fixing. The commission also said it would refer the sanctioned conduct to Valve, government agencies and law enforcement.

Source: ESIC.

1044 Hits
Steam beta separates DLC and seasonal achievements (No comments)
Posted by Demiurge @ 13:36 UTC, 17 October 2026 - iMsg

Valve has introduced achievement sets in the Steam client beta, allowing developers to group achievements for a game's base campaign, DLC, seasons or other content separately.

Each set tracks its own completion progress. In games that adopt the feature, additional DLC or seasonal achievements can sit outside the base-game set, so players can retain that set's 100% completion without earning every later addition.

The redesigned achievements page brings progress information together and allows direct comparisons with up to three friends at once. Support depends on developers organising their games' achievements into sets; the change does not automatically separate every game's existing list.

The feature is currently available through the Steam client beta.

Sources: Valve announcements, PC Gamer.

751 Hits
Bloodrun adds Slash with Crouch Slide and Plasma Trail (No comments)
Posted by Demiurge @ 13:36 UTC, 17 October 2026 - iMsg

Bloodrun's 16 October build adds Slash as a playable gladiator, bringing Crouch Slide and Plasma Trail from her Quake Champions counterpart.

Holding crouch on landing starts a slide that preserves movement speed. Her active ability lays a damaging plasma trail, with three seconds to place it and another three seconds to trigger its explosion. Bots can also use both abilities.

The update refreshes four arenas and adds a HUD arc near the crosshair to show ability information, including Slash's slide charge and Angel's countdown to invisibility. A new Setup > Gladiators section provides ability effect settings.

Existing players can install the build through the Bloodrun launcher.

Sources: Bloodrun changelog, Plus Forward.

682 Hits
Strongsage wins Estoty #222 for his 14th title (No comments)
Posted by Demiurge @ 13:36 UTC, 17 October 2026 - iMsg
United States of AmericaStrongsage won Estoty Duel Tournament #222 in Quake Champions on 16 October, beating Germanyk1llsen 3-1 in the grand final. It is his 14th title in the series and his first since #219.

Strongsage beat RussiabaSe 2-0 in the upper semifinals, then defeated k1llsen 2-0 in the winners final. k1llsen returned to the final with a 2-0 win over baSe, who finished third, but lost the rematch against Strongsage.

Strongsage remains fourth on the series' all-time winners list, behind baSe with 70 titles, RAISY with 47 and Keltz with 33.

Source: plusforwardPlus Forward.
480 Hits
QuakeWorld one-day 2v2 cup set for October 24 (1 comment)
Posted by Demiurge @ 00:24 UTC, 16 October 2026 - iMsg

The US Doom and Quake Community will host a one-day QuakeWorld 2v2 tournament on Saturday, 24 October.

The format is double elimination, with best-of-one matches and a best-of-three grand final to keep the cup within one evening. Maps are assigned by round. The pool is Ultrav, ZTNDM3, Aerowalk, Bravado and DM2.

Signups are through the community's Discord; see the organiser's announcement for the signup link.

Source: US Doom and Quake Community announcement.

619 Hits
Church of Quake hosts Sacrifice cup on October 24 (No comments)
Posted by Demiurge @ 00:24 UTC, 16 October 2026 - iMsg

Church of Quake will run an online Quake Champions 4v4 Sacrifice Tournament Edition cup on Saturday, 24 October. Players sign up individually, then captains select teams through a snake draft. The advertised prize pool is $150.

The first 32 signups are guaranteed places, making eight teams. Further signups go on reserve unless the field reaches 64, allowing sixteen teams.

The bracket is double elimination. Upper-bracket matches and the lower final are best of three, other lower-bracket matches best of one, and the grand final best of five.

Players must join the Church of Quake Discord. Coverage is planned on the community's Twitch channel, and other casters are welcome to contact the organisers.

Links: Sign up, Twitch.

Source: Church of Quake, including Discord and current signup links.

586 Hits
k1llsen wins fifth EGB QC duel title at Cup #11 (2 comments)
Posted by Demiurge @ 00:24 UTC, 16 October 2026 - iMsg
Germanyk1llsen won EGB QC Cup #11 on 11 October, beating United States of AmericadramiS 3-2 in the grand final. Sixteen players took part in the online Quake Champions tournament. The $75 pool paid $60 to k1llsen and $15 to dramiS.

k1llsen did not lose a series. He beat creeep_06487 2-0, NRAV 2-0 and RussiaSt0n3 2-1 before taking the winners final against dramiS 2-0. dramiS returned through the lower final with a 2-1 win over BelaruscYpheR, then lost the rematch. cYpheR finished third and ArgentinaYup fourth.

It is k1llsen's fifth title in the EGB Quake Champions duel series. SwedenKeltz and United States of AmericaStrongsage have three each.

Source: plusforward Plus Forward results, report.
919 Hits
Frontier reveals Tortured for $500 One Map Cup (No comments)
Posted by Demiurge @ 00:24 UTC, 16 October 2026 - iMsg

Update, 22 October: Frontier has revealed Tortured - Frontier Edition as the map for One Map Cup #1 and confirmed a $500 prize pool. The Quake Live duel tournament takes place on Saturday, 24 October, with the event scheduled for 11:00-16:00 UTC.

Every match will be played on the same map. It was revealed on 19 October, giving entrants five days to prepare. Tortured - Frontier Edition adapts thefury's Quake III Arena map Tortured, originally released in 2010.

Download the map from the Steam Workshop.

Registration is open on the Frontier website. The tournament format will depend on the number of registered players. Cyber, Input and Steemorol are organising the event, with coverage planned on cyb3rway's Twitch channel.

Links: Registration, Twitch, Frontier Telegram.

Sources: Plus Forward map reveal, 250FPS.

Edited by Demiurge at 21:53 UTC, 22 October 2026 - 802 Hits
Steam improves startup and adds Big Picture options (No comments)
Posted by Demiurge @ 21:43 UTC, 15 October 2026 - iMsg

Valve released a Steam client update on 13 October with improved startup performance and new options for Big Picture mode. The update downloads automatically.

Big Art Mode adds a larger artwork presentation to the home screen and can be enabled under Settings > Home. The Recommended tab also gains the Personal Calendar.

Big Picture now supports screensavers under Settings > Customization. The default slideshow can display artwork from recently played games and recent screenshots. A bouncing Steam logo is the other built-in option, and custom screensavers are supported too.

The update also changes startup behaviour so the Steam main window avoids taking focus if another window was activated during startup or login, and fixes the onscreen keyboard failing to work on its first desktop invocation.

Sources: Valve - Steam Client Update, October 13, PC Gamer.

Edited by Demiurge at 23:28 UTC, 15 October 2026 - 777 Hits
Thunderpick opens in Malta; Falcons reach playoffs (No comments)
Posted by Demiurge @ 21:43 UTC, 15 October 2026 - iMsg

The Thunderpick World Championship 2026 began in Malta on 14 October, with eight CS2 teams competing for a $1 million combined player and club prize pool. The event runs through 18 October.

All four opening series ended 2-0: 9z beat Aurora, Falcons beat Ninjas in Pyjamas, Legacy beat PARIVISION and FURIA beat BETBOOM.

On 15 October, Falcons beat 9z 2-1 to secure a playoff place. Aurora stayed alive by beating NIP 2-0, eliminating the Swedish organisation's team from the event.

The group stage uses two four-team double-elimination groups, with two teams from each advancing. Group matches and playoff semifinals are best of three; the grand final is best of five. The winners receive $500,000, split equally between player prize money and the club share.

Sources: HLTV event guide, opening-day results, Falcons qualify, NIP eliminated, Liquipedia, PR Newswire.

Edited by Demiurge at 23:28 UTC, 15 October 2026 - 540 Hits
Modern Warfare 4 skips Game Pass at launch (No comments)
Posted by Demiurge @ 21:43 UTC, 15 October 2026 - iMsg

Call of Duty: Modern Warfare 4 launches on 23 October as a separate purchase and will not be included with Game Pass at launch. Activision confirmed on 15 October that Game Pass availability is planned for Holiday 2027.

Digital pre-orders include campaign early access from 16 October and DMZ early access from 20 October. Existing Call of Duty titles, including Black Ops 7, Black Ops 6 and Modern Warfare III, remain available to Game Pass Ultimate subscribers.

Sources: Activision, GamesRadar.

Edited by Demiurge at 23:28 UTC, 15 October 2026 - 550 Hits
Epic launches Linux preview, plans Fortnite support (No comments)
Posted by Demiurge @ 21:42 UTC, 15 October 2026 - iMsg

Epic released a preview of its rebuilt Epic Games Launcher on 14 October for Windows, macOS and, for the first time, Linux. It includes a redesigned library, connections to other PC game libraries and more detailed download management.

Epic describes the client as "vibe coded" and claims a cold start to the store is 46% faster than Steam. That is Epic's comparison, not an independent benchmark here. The client is still a preview with a limited feature set.

Fortnite is not available on Linux yet. Epic is rebuilding its anti-cheat implementation as EAC Linux v2 and working with distribution maintainers before bringing the game over. Fortnite will be the first pilot, with support for other developers to follow after validation.

The requirements include TPM 2.0, Secure Boot and signed kernels and modules. EAC Linux v2 uses existing kernel security features, eBPF and a service active during protected games, rather than installing its own kernel module. Steam Deck does not currently meet the requirements; Epic says it is talking with Valve about future support.

Sources: Epic Games Store, Epic Online Services, PC Gamer.

Edited by Demiurge at 23:28 UTC, 15 October 2026 - 724 Hits
Richard "Levelord" Gray has died (No comments)
Posted by Demiurge @ 21:42 UTC, 15 October 2026 - iMsg

Richard "Levelord" Gray, the level designer known for Duke Nukem 3D, Quake: Scourge of Armagon and SiN, has died. Apogee Entertainment announced his death on 13 October.

Gray joined the Duke Nukem 3D team after making Doom maps. After Duke shipped in 1996, he co-founded Hipnotic Interactive, later renamed Ritual Entertainment. His subsequent credits included Star Trek: Elite Force II and Counter-Strike: Condition Zero.

Apogee founder Scott Miller recalled hiring Gray after seeing his Doom levels, and paid tribute to his talent, dedication and willingness to help other designers. John Romero was among the developers who also paid tribute.

Sources: Apogee Entertainment, PC Gamer.

Edited by Demiurge at 23:28 UTC, 15 October 2026 - 696 Hits
LG Train - lightning gun tracking trainer for ioquake3 (No comments)
Posted by grinya @ 10:43 UTC, 14 October 2026 - iMsg
Rules
- Lightning gun only, infinite ammo, no pickups.
- Hits heat the target instead of damaging it. At full heat the target gibs. Default: 20 consecutive hits (~1 s).
- Heat drains quickly once the beam is off.
- Heat is shown as a shell on the target and a bar under the crosshair.
- Tuning: g_heatPerHit, g_heatCoolDelay, g_heatCoolRate.

Play
ioquake3 +set fs_game lgtrain +map q3dm6 +addbot sarge 2

Requires ioquake3 and retail Quake 3 data.
Download: github.com/amaslakov/lgtrain/releases
Source: github.com/amaslakov/lgtrain

Online play works, but there is no lag compensation.
Based on rx-mikkel's instagib fork. Feedback welcome.
812 Hits
Quake3e #3 (No comments)
Posted by Cyrax @ 08:13 UTC, 14 October 2026 - iMsg
Download Link

This is a modern Quake 3 engine to play and host Quake III Arena mods, delivering fixes and updates over years.

Key features:
* Countless usability, netcode, security, performance, memory usage improvements
* Optimized OpenGL renderer
* Optimized Vulkan renderer
* Unified physics between 32 and 64-bit systems, minimized mispredictions with original VQ3
* SOTA-level fast and secure QVM implementation for x86/x86_64, armv7l/aarch64, powerpc64 platforms
* Best-performer from legacy hardware to modern systems with Vulkan support
* No fake frames, No RT, no DLSS and similar disrupting and performance tanking stuff
* Can still run on Win98, widest possible OS compatibility is an explicit intent

I wouldn't bother to do even brief listing of hundreds of changes being made since last announcement, just visit download link and leave your questions/suggestions/code, as usual.

Support Ukraine
490 Hits
Ai Bot (14 comments)
Posted by cloned @ 21:44 UTC, 13 October 2026 - iMsg
Not sure where else to go with that stupid idea but,

@elonmusk DeepMind beat StarCraft and Quake 3 CTF, but nobody has ever dared to build an AI for the ultimate 1v1 psychological chess match: Quake Duel. Limit Grok's aim and reaction time to human pro levels and let it face @liquidrapha on Blood Run / Campgrounds. As an OG Quake player yourself – can xAI solve 1v1 Arena FPS?“

Like I would definitely watch that match. Also feel free to adjust the message.
1334 Hits
Site summary for week ending 09 Oct (No comments)
Posted by ESReality @ 23:00 UTC, 11 October 2026 - iMsg
466 Hits
AMD says FSR 4 reaches laptops and handhelds in 2026 (No comments)
Posted by Demiurge @ 19:21 UTC, 11 October 2026 - iMsg

AMD says FSR 4 will reach APUs, gaming laptops, and handhelds by the end of 2026. Jack Huynh, who runs the company's computing and graphics group, told Korean press, including The Elec, that the machine-learning upscaler is moving off discrete cards and onto the rest of the lineup.

The plan is two tracks. Existing APUs get a lighter model built for integrated graphics. New APUs, still not named, are meant to run FSR 4 natively. Huynh said the light model is aimed at image quality and low latency on chips that cannot carry the desktop version.

FSR 4 launched on RDNA 4 desktop cards. RDNA 3 desktop cards picked it up later. Official support for RDNA 2 desktop cards, the same generation as the Steam Deck, was already set for 2027, and this briefing did not say that date moved. Valve has talked about FSR 4 on the Steam Machine. It has not committed the Steam Deck.

Source: The Verge

Edited by Demiurge at 19:36 UTC, 11 October 2026 - 1328 Hits
Squadron 42 opens Steam wishlists for Q2 2027 (1 comment)
Posted by Demiurge @ 19:21 UTC, 11 October 2026 - iMsg

Cloud Imperium Games put Squadron 42 on Steam on 10 October. Wishlists are open. The page lists a planned release of Q2 2027, and no price. Chris Roberts moved the target out of late 2026 so the single-player game would not land in the same window as Grand Theft Auto VI.

It is a standalone story in the Star Citizen setting, year 2945, on StarEngine. You enlist as a rookie in the UEE Navy, live on a capital ship, and the brief is space combat, fighting on foot, stealth, and time with the crew. The cast, on performance capture, includes Mark Hamill, Gary Oldman, Gillian Anderson, Henry Cavill, Ben Mendelsohn, and Andy Serkis. The game has been in development for more than a decade.

The Steam minimum is Windows 11, a quad-core back to an Intel Sandy Bridge i7 or an AMD Bulldozer, 16 GB of RAM, a DirectX 11.1 card with 8 GB of VRAM, and 150 GB of disk. The recommended column only says a 64-bit processor and operating system.

Source: Steam and Eurogamer

Edited by Demiurge at 19:36 UTC, 11 October 2026 - 1210 Hits
Garriott takes the Ultima copyrights back in 2027 (No comments)
Posted by Demiurge @ 19:21 UTC, 11 October 2026 - iMsg

Richard Garriott says the Ultima copyrights return to him in 2027. He sold Origin Systems, and the series with it, to Electronic Arts in 1992. The last mainline game was Ultima IX in 1999.

US copyright law lets an author terminate a transfer 35 years later. No money changes hands. The author has to give a year's notice. Garriott says he wrote to EA in April and told them he was taking the copyrights back. They wrote back that they know the law and will act accordingly. He says the two sides are now in active talks about whether there is anything to do together before the date.

What he says he could do, once the copyrights are his, is re-release the earlier Ultimas or make a sequel. Neither is a project yet. He has most of a year to decide what the return actually means.

Source: VGC

Photo: Richard Garriott at the 2018 Game Developers Conference, by Game Developers Conference, CC BY 2.5, resized. Wikimedia Commons.

Edited by Demiurge at 19:35 UTC, 11 October 2026 - 1132 Hits
GTA 6 leaker threatens a full playable build (No comments)
Posted by Demiurge @ 19:21 UTC, 11 October 2026 - iMsg

A full playable build of Grand Theft Auto VI is not public. The person or group posting as Cyberleek says that can change.

On 10 October they posted an offer. If a memecoin tied to the name hits a $30 million market cap, "the build goes out - full story mode, played to the end, credits and all." Take-Two can stop it, the post says, with physical discs and a public apology. No outlet has the file, and Rockstar and Take-Two have not answered this one.

Footage under the same name has been out since 18 August. Rockstar called those clips heartbreaking on 26 August and kept the 19 November release. This week the account was credited with about 25 minutes more, including first-person driving and mission scenes. Rockstar has not said that newer cut is theirs.

The disc demand is aimed at a decision Rockstar already made. Boxed copies ship with a download code, not a disc. Strauss Zelnick has compared discs for a game this size to vinyl. Standard is $80, Ultimate is $100, on PlayStation 5 and Xbox Series X|S. Preload starts 12 November.

Take-Two subpoenaed Microsoft, Discord, Google, and X in August while it looked for who had the footage.

Source: Forbes and GamesIndustry.biz

Edited by Demiurge at 19:35 UTC, 11 October 2026 - 1276 Hits
k1llsen wins Estoty #221 from the lower bracket (No comments)
Posted by Demiurge @ 19:04 UTC, 11 October 2026 - iMsg
Germany k1llsen won Estoty Duel Tournament #221 on 9 October, beating Russia baSe 3-2 in the grand final. 18 players, online. The $100 pool paid $40 to k1llsen, $25 to baSe, $15 to Sweden Keltz, $10 to Argentina maxter, and $5 each to Russia St0n3 and Czech Republic Thri11er.

Double elimination: best of three up top, best of one in the lower bracket, best of five in the final. The map pool was Awoken, Blood Covenant, Blood Run, Corrupted Keep, Ruins of Sarnath, The Molten Falls and Vale of Pnath.

k1llsen beat Kazakhstan 1eroy 2-0. His winners-bracket match against baSe is scored -1:0. From the lower bracket he beat Russia PepCo 1-0, Russia Artemka 1-0, St0n3 1-0 and maxter 1-0, then beat Keltz 2-1 in the lower final.

baSe reached the final without a series loss, including a 2-1 over maxter and a 2-0 over Keltz, and started the grand final a map ahead. k1llsen won three of the four maps played and took the series 3-2. It is his fifth Estoty title. baSe still leads that list with 70. Keltz finished third, maxter fourth.

United States of America Strongsage came in as the top seed, rated 2441, and finished 13th. His matches against Russia Coffee by Tomo and PepCo are both scored -1.

Source: Toornament
801 Hits
Keltz wins NAQCL #76 for a 14th title (No comments)
Posted by Demiurge @ 19:04 UTC, 11 October 2026 - iMsg
Sweden Keltz won NAQCL Duel Tournament #76 on 10 October, beating Argentina maxter 3-0 in the grand final. 12 players, online, ping uncapped. The $100 pool paid $50 to Keltz, $30 to maxter and $20 to United States of America dramiS.

Double elimination: best of three, best of one in the lower bracket, best of five in the final.

klyb's winners-bracket opener is scored 0:-1. Keltz then beat Argentina Yup 2-1 and dramiS 2-0, and closed the final in three maps.

maxter beat Germany Rohm 2-0 and lost the winners semi 0-2 to dramiS. His lower-bracket matches against Czech Republic Thri11er and Yup are both scored -1. He beat dramiS 2-1 in the lower final and lost the rematch 0-3. dramiS finished third. Yup was fourth. Russia St0n3 and Thri11er were joint fifth.

The title is Keltz's 14th, and his fourth win in the last five. He won #72, #73 and #74. United States of America Strongsage ended that run at #75 on 3 October, 3-0 in the final. dramiS still leads the series with 32 titles. Strongsage has 11, and was absent from the #76 field.

Source: Church of Quake
235 Hits
AGENT beats ash, wins EGB Cup #71 (No comments)
Posted by Demiurge @ 19:04 UTC, 11 October 2026 - iMsg
Russia AGENT won EGB Cup #71 on 10 October, beating Russia ash 3-1 in the grand final. 12 players, online. The pool paid $55: $44 to AGENT, $11 to ash.

Double elimination. Upper-bracket matches were best of three, lower-bracket matches best of one. The final went to four maps.

AGENT did not drop a series. He beat Russia rell 2-0, Germany k1llsen 2-0 and Belarus cYpheR 2-0, then took the final 3-1.

ash beat Russia pavel 2-0 and lost the winners semi 0-2 to cYpheR. From the lower bracket he beat Russia cherepoff 1-0 and k1llsen 1-0, then beat cYpheR 2-0 in the lower final. cYpheR finished third, k1llsen fourth. cherepoff and Russia dazator were joint fifth. pavel and rell were joint seventh.

The map pool was Aerowalk, Battleforged, Bloodrun, Delirium, Furious Heights, House of Decay, Silence, Sinister and Toxicity.

This is AGENT's second cup in a row, and his fifth win in the last six regular Quake Live duel cups. He won #65, #66, #67 and #70. cYpheR won #68. Cup #69 was TDM 2v2, won by pavel and Nitrino.

Source: EGB
375 Hits
Fog takes third 250 FPS S6 qualifier (No comments)
Posted by Demiurge @ 19:04 UTC, 11 October 2026 - iMsg
Belarus Fog won 250 FPS Season 6 Qualifier 3 on 11 October, beating Russia dazator 3-0 in the grand final. The prize is a Division 1 slot, the third of four.

17 players, online. Double elimination: best of one in the lower bracket, best of three in the upper bracket, best of five in the final. The map pool was Aerowalk, Battleforged, Bloodrun, Cure, Delirium, Furious Heights, Hektik, Lost World, Silence, Sinister and Toxicity.

Fog did not drop a map. He beat Belarus BLR_BY 2-0, Ukraine Radist_dk 2-0, Lithuania fire_bot 2-0 and dazator 2-0, then closed the final 3-0.

dazator beat Poland STING 2-0, Russia St0n3 2-0 and Russia rell 2-1, lost the winners final, and beat fire_bot 2-1 in the lower final. The rematch was over in three maps. fire_bot finished third. rell was fourth: 2-1 down to dazator in the winners semi, then 0-1 to fire_bot on the way back.

Fog missed the Season 5 top eight. He went out 9th-12th in qualifier 1 on 27 September and finished third in qualifier 2 on 4 October, where Russia ARSENY beat him 2-1 in the winners final.

Eleven of the twelve Division 1 places are filled. Fog joins Russia H3LLDOWN, ARSENY and the eight invites: Russia AGENT, Belarus cYpheR, Germany k1llsen, Russia cherepoff, Russia pavel, Russia ash, baksteen and Sweden Spart1e. Qualifier 4 is on 18 October.

Source: EGB
271 Hits

<< Comment #1 @ 11:21 UTC, 5 May 2009 >>
By Colour: white link 
inb4 "needs dont care option"
<< Comment #3 @ 11:51 UTC, 5 May 2009 >>
By Sweden Paladia  - Reply to #1
I figured that if you didn't care you wouldn't vote to begin with :)
<< Comment #7 @ 12:14 UTC, 5 May 2009 >>
By Colour: white link  - Reply to #3
you thought correct!
<< Comment #2 @ 11:41 UTC, 5 May 2009 >>
By Smiley :) _Rapid_ 
The only bad thing of q3 was the excessive lg damage. Please don't return to q3 in qlive...
<< Comment #4 @ 11:55 UTC, 5 May 2009 >>
By ic-REPTILE owns ic-FOX rep 
Woe to you, Oh Earth and Sea, for the Devil sends the
beast with wrath, because he knows the time is short...
Let him who hath understanding reckon the number of the
beast for it is a human number, its number is Six hundred and sixty six.
<< Comment #5 @ 12:01 UTC, 5 May 2009 >>
By 006 extone 
10-9-8 and 60 ms reload
<< Comment #6 @ 12:06 UTC, 5 May 2009 >>
going for the 666, would boost it at the longer/mid range
<< Comment #8 @ 12:41 UTC, 5 May 2009 >>
Fine as it is
Should not be buffed
<< Comment #9 @ 13:06 UTC, 5 May 2009 >>
By clawo ini 
Try 666 first then if it's really required 777.
<< Comment #10 @ 13:45 UTC, 5 May 2009 >>
By Batman c1 
ehm what about 6-7-6 ???

so lg will become a mid-range weapon instead of close-to-mid-to-mid-high range.
<< Comment #11 @ 14:02 UTC, 5 May 2009 >>
By Beer! becks 
could try 7 - 1 - 7 for more whine!
<< Comment #12 @ 14:07 UTC, 5 May 2009 >>
By Sweden Paladia 
I would like it to be 7-7-7, none of the confusing range based damage yet still doing a fair amount of dps.
<< Comment #13 @ 14:13 UTC, 5 May 2009 >>
By Way2Tartan fjorgyn 
anything that isn't range based
<< Comment #14 @ 14:37 UTC, 5 May 2009 >>
By Unset retire 
I would like 7-7 with more knockback and stop at the longer range.

For the poll I voted 7-7-7
<< Comment #15 @ 14:38 UTC, 5 May 2009 >>
By Unset 26671 
Range-based damage is just going to complicate reading how low your opponent is and make shaft a more inferior mid-range weapon than it should be on top of that. I'd prefer 7-7-7, but whatever id does, they should just keep it consistent at all ranges and focus on changing the LG's actual range (ie, can hit from 0 metres to X metres away)
<< Comment #16 @ 15:08 UTC, 5 May 2009 >>
By United States of America erok 
7-6-6, or 7-7-7 and reduce the knockback a bit so it's not as easy to lock on
<< Comment #17 @ 15:11 UTC, 5 May 2009 >>
By Denmark Jalle 
The LG needed to be nerfed when QL came out. But imo ID nerfed it too much (as many others think).

I would go for 6-6-6. The vary dmg is stupid and serve no purpose. One shouldn't be rewarded with higher damage for doing a strategically mistake by moving close to the enemy when using the LG. I would almost prefer 5-5-5 over 7-6-5 then.

As I said the vq3 8-8-8 dmg was too high but the QL shaft needs a slight buff. And 6-6-6 is a slight buff (even though 6+6+6 equals 7+6+5) because in every scenario including LG, it is used 95% of the times at maximum or mid range (X-6-5 --> X-6-6). This buff might not be much (which is the point daah) but with 20 shots per sec. it adds up, and I am sure that exactly this value serves the best for the balance.

The QL shouldn't be all about shaft like cpma, but the MG should still be inferior to the LG. Also at the LG's maximun range.

Edit; typo
Edited by Jalle at 15:16 UTC, 5 May 2009
<< Comment #143 @ 20:39 UTC, 8 May 2009 >>
By Czech Republic LukKe  - Reply to #17
"One shouldn't be rewarded with higher damage for doing a strategically mistake by moving close to the enemy when using the LG."
^this
<< Comment #171 @ 15:07 UTC, 9 May 2009 >>
By Denmark Jalle  - Reply to #143
Then + me ;)
<< Comment #18 @ 16:50 UTC, 5 May 2009 >>
By Italy ZiP-- 
distance-based damage sucks hard
7-7-7
<< Comment #19 @ 18:14 UTC, 5 May 2009 >>
By Niue Grumx 
765
<< Comment #20 @ 18:23 UTC, 5 May 2009 >>
For those wondering the distance required to qualify for each damage amount, I made an image displaying the distances. It's not 100% accurate, each one will only be off by a VERY small amount of units.

800x600, 100 FOV

As you can see, it's impractical to use LG at the distance where you qualify for seven damage. You're most likely better off using rockets, plasma, or shotgun (There are exceptions to that rule of course).

Bigger version can be found here.
Edited by Gillz at 18:23 UTC, 5 May 2009
<< Comment #21 @ 18:35 UTC, 5 May 2009 >>
By Italy exp! 
766 or 666... 5 at long range it's just pathetic
<< Comment #22 @ 21:40 UTC, 5 May 2009 >>
By zerg vedic 
7-7-7

I don't know why we need this poll again, though. This has been complained about since the start, and it's still here. QL is already taking a nose dive on players, so it doesn't matter anyway.
<< Comment #23 @ 03:37 UTC, 6 May 2009 >>
By Sweden oreozz 
766 and increase if the game is still rocketallday
<< Comment #24 @ 06:15 UTC, 6 May 2009 >>
By \0/ fragerr 
666 hell yeah \:D/
<< Comment #25 @ 10:24 UTC, 6 May 2009 >>
By England slunge 
as mentioned before - anything not range based, either 666 (probably about right) or 777 is fine
<< Comment #26 @ 11:44 UTC, 6 May 2009 >>
By clawo Liam 
I went for 777 based on the assumption that the dumb sliding effect when you're hit has been removed from q3.
<< Comment #28 @ 11:55 UTC, 6 May 2009 >>
By Way2Tartan fjorgyn  - Reply to #26
ye its gone afaik
<< Comment #51 @ 04:08 UTC, 7 May 2009 >>
By United States of America erok  - Reply to #26
they tweaked the knockback up so much it still makes it difficult to dodge well aimed lg
<< Comment #140 @ 19:08 UTC, 8 May 2009 >>
By Unset Aaron  - Reply to #26
hasn't really changed hit % too much though

which goes to show, the cripple wasn't that big of a factor in VQ3 hit %
<< Comment #27 @ 11:54 UTC, 6 May 2009 >>
By CPMA_text nekon 
how about we just remove the lg?
<< Comment #29 @ 12:53 UTC, 6 May 2009 >>
By Poland xzan  - Reply to #27
yeah, and add tits launcher!
<< Comment #31 @ 13:11 UTC, 6 May 2009 >>
By CPMA_text nekon  - Reply to #29
"pancakes and kissing" launcher
<< Comment #34 @ 17:51 UTC, 6 May 2009 >>
By Portugal stuntz  - Reply to #31
with shurikens and lightning!! oh wait º_º
<< Comment #37 @ 18:47 UTC, 6 May 2009 >>
By wc3_human DamianLillard  - Reply to #34
I bet John Romero is somewhere ctrl+v ctrl+p:ing all this as a good ideas
<< Comment #38 @ 18:50 UTC, 6 May 2009 >>
By wc3_human DamianLillard  - Reply to #37
ctrl+c:ing even*
<< Comment #222 @ 21:45 UTC, 11 May 2009 >>
By Netherlands Terifire  - Reply to #27
NO.
JUST NO.
<< Comment #225 @ 08:38 UTC, 12 May 2009 >>
By CPMA_text nekon  - Reply to #222
how about we just remove vq3? PLAY MORE PROMODE!
<< Comment #30 @ 13:00 UTC, 6 May 2009 >>
By Quake 3 (black) ddk 
shaft delay + cripple ala osp, thx. the gun dynamic was most game enriching and balanced in osp.
<< Comment #33 @ 17:20 UTC, 6 May 2009 >>
By Italy exp!  - Reply to #30
adding delay is never the solution, NEVER.
<< Comment #39 @ 20:56 UTC, 6 May 2009 >>
By Quake 3 (black) ddk  - Reply to #33
its a weapon dynamic... did you ever play osp? compare the way the shaft reacts there even on lan compared to the shaft in cpma vq3 - they are different weapons.
<< Comment #40 @ 21:00 UTC, 6 May 2009 >>
By Italy exp!  - Reply to #39
yes, i played osp for years and i repeat: adding a built-in lag it's not a reasonable solution.
<< Comment #41 @ 21:29 UTC, 6 May 2009 >>
By Quake 3 (black) ddk  - Reply to #40
well then, can you honestly say that the cpma vq3 shaft which is instant hit (point+click aim), which can be used in 100% of scenarios where the gun is in range, is more balanced? a gun which can substitute any other weapon almost all the time?

where-as, in osp, the gun could only be used in certain scenarios, hence creating greater balance and less bias upon aim gameplay. it's a different weapon dynamic.

everyone says the same thing when i bring this up "delay never fixes anything". but can you elaborate for me how it is better or superior? we have a plain example with the osp years which were the most rich in competition for q3 to support osp style shaft. the balance problem has only be evident since cpma and xerp came into effect. i want to believe something different but the evidence and my knowledge of duel suggests otherwise.. :-f
<< Comment #42 @ 21:58 UTC, 6 May 2009 >>
By Italy exp!  - Reply to #41
i'm not saying that shaft doesn't need to get balanced, but there are several other ways to accomplish that.
like you said, shaft it's a hitscan weapon, you can't change its base behaviour by adding lag otherwise you'll come up with an other weapon.
it's the same as you try to add lag also to mg, shotgun and rail... think about how awful is that.
Edited by exp! at 21:58 UTC, 6 May 2009
<< Comment #43 @ 22:01 UTC, 6 May 2009 >>
By Sweden luKrek  - Reply to #42
lg for me is supposed to have lag. I hate the xerp'd one. Ruined gameplay totally.
<< Comment #44 @ 22:04 UTC, 6 May 2009 >>
By aggnog_duck spyteman  - Reply to #42
LG has always had lag until CPMA took it out. If you didn't notice in the past, then you're fairly clueless (no offense). And only since then it has become a completely dominant weapon. :)
<< Comment #52 @ 07:18 UTC, 7 May 2009 >>
By Italy exp!  - Reply to #44
hello???
we're talking about a builtin lag, not a lag caused by ping.
and pls, stop saying bullshits. try playing cpma with 100 ping cg_truelightning 0 and let's see if "cpma has removed lag", unless cpma is capable of changing physics laws
Edited by exp! at 07:22 UTC, 7 May 2009
<< Comment #56 @ 08:28 UTC, 7 May 2009 >>
By Beer! becks  - Reply to #52
they are also talking about built in lag.
<< Comment #58 @ 08:32 UTC, 7 May 2009 >>
By aggnog_duck spyteman  - Reply to #52
where did I talk about ping? it's all about built-in lag obviously.
<< Comment #85 @ 12:53 UTC, 7 May 2009 >>
By clawo Liam  - Reply to #41
What?

What about CPM or CQ3, or even QL? Shaft isn't overly dominant in those modes, maybe because there is another way of doing things?

Also stop using that "this is when we saw the best competition" bullshit, doesn't anybody remember the final days of OSP VQ3 (probably not, since none of you fucking played it then, but I did.) the game wasn't "interesting" then, there were a handful of LANs and that's it, pretty much like it is now in CPMA?

Just because a bunch of idiots came back to find the community wasn't the same and the game felt different doesn't mean we should do stupid shit that forces players to only use a specific set of servers for the stable ping they receive there.
<< Comment #105 @ 08:36 UTC, 8 May 2009 >>
By Quake 3 (black) ddk  - Reply to #85
cpm the shaft works perfectly because of the movement, the game has completely different game play. cq3, well, cq3 recently got a bit fooked up again with that last update :-f but no-one plays it anyway. as far as it goes for the 'good old days' thing, well, back then the only balance argument or debate was that the railgun was a bit too strong, that was it. the only other thing was the mg strength in ctf, not even really in tdm.
<< Comment #108 @ 11:58 UTC, 8 May 2009 >>
By clawo Liam  - Reply to #105
I understand but my point is there's other ways of doing things. If the gameplay needs you to reintroduce bugs that make it more difficult for people geographically separated to play then the gameplay is bad. What we should do is think of a solution that everyone can agree to.
<< Comment #109 @ 12:26 UTC, 8 May 2009 >>
By Way2Tartan fjorgyn  - Reply to #108
who the hell is talking about bugs?!
<< Comment #110 @ 12:28 UTC, 8 May 2009 >>
By clawo Liam  - Reply to #109
me
Edited by Liam at 12:29 UTC, 8 May 2009
<< Comment #111 @ 12:41 UTC, 8 May 2009 >>
By Way2Tartan fjorgyn  - Reply to #110
well then be random somewhere else :P
<< Comment #112 @ 14:01 UTC, 8 May 2009 >>
<< Comment #116 @ 14:12 UTC, 8 May 2009 >>
By Way2Tartan fjorgyn  - Reply to #112
and you think he is talking about bringing back a shit netcode by taking osp as an example for the lg delay?
<< Comment #117 @ 14:20 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #116
wasn't the lg delay a consequence of a shit netcode?
do you think putting debilitating gimmicks on weapons is the way forward?
<< Comment #119 @ 14:29 UTC, 8 May 2009 >>
By Way2Tartan fjorgyn  - Reply to #117
i call it balancing an overpowered boring weapon, and not adding gimmicks.
<< Comment #120 @ 14:36 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #119
fair enough. I have a better idea tho.

instead of shooting bolts of lightning why not make it shoot out notes? the player would have to tap the correct notes on the keyboard to deliver a killer dancing move. the enemy would die of being totally served.
<< Comment #264 @ 08:09 UTC, 25 March 2010 >>
By ESR-Logo-Blue shady8701  - Reply to #120
lol,
i just read this and can't stop rofling.
Imagine if they really did implement that and all the koreans and asians became pros (DDR :D)
how cool would quake look then lol
<< Comment #50 @ 01:07 UTC, 7 May 2009 >>
By Unset retire  - Reply to #30
agree, and i think a slight delay should also be added to the railgun ;p
<< Comment #113 @ 14:03 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #50
hey why not add random delays to all weapons?

that way the player will have to scramble optimal strategies on the fly in order to cover the best shot angles. just imagine the skill posibilities!
<< Comment #115 @ 14:07 UTC, 8 May 2009 >>
By Unset retire  - Reply to #113
the word "random" negates your post and future credibility. goodbye, troll.
<< Comment #118 @ 14:26 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #115
before you duck out of the conversation you must know random numbers are only random if you don't know the seed.

the player would be given a generated seed number by which he would caluclate weapon delays in real time. how cool would that be?
<< Comment #123 @ 15:58 UTC, 8 May 2009 >>
By clawo ini  - Reply to #118
It could change based on items picked up too.

YA = changes by a factor of 3.5
RA = changes by a factor of -1
<< Comment #128 @ 17:13 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #123
now that is a fantastic concept on so many levels. do I pick up that ya or do I save it after the rail shot? I can see it opening tons of new interesting tactical scenarios.

people need to understand that we should always strive to raise the skill level of the game, especially in its crucial elements such as timing items and handling weapon delays.
<< Comment #137 @ 18:44 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #118
Too bad you're wrong. But that's ok, it's not like you've said anything correct at all in this thread.
<< Comment #141 @ 19:17 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #137
<< Comment #144 @ 20:47 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #141
Too bad those aren't random numbers.
<< Comment #145 @ 20:55 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #144
of course they're not, but you can't start a discussion with a term like "pseudo-random". people will think you're trolling them.
<< Comment #146 @ 20:57 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #145
Thanks for admitting you were wrong. That was pretty easy.
<< Comment #147 @ 21:04 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #146
of course, I'm a reasonable person. I was only using the less technical terms so you don't get confused again.
<< Comment #148 @ 21:15 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #147
It's funny that you would think that I'm the one confused, when you can't give me a definition of a random number. Then again your idiocy is on full display in this thread, as well as every other one which has been graced with your presence.
<< Comment #149 @ 21:32 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #148
thanks for compelling arguments.
<< Comment #150 @ 21:33 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #149
I rest my case.
<< Comment #151 @ 21:33 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #150
your case was resting long before you knew it. :)
<< Comment #152 @ 21:36 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #151
You going to keep saying retarded things or actually tell me what a random number is?
<< Comment #154 @ 21:47 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #152
I was under the impression you knew that since you were expressing an opinion about it. are you trolling?
<< Comment #155 @ 21:52 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #154
I'm proving a point. You have no idea what you're talking about, and are covering it up by claiming ignorance on my part. It's an oft used trick, but quite predictable and dull.
<< Comment #156 @ 22:00 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #155
oh but au contraire, I'm always happy to educate.

http://en.wikipedia.org/wiki/Hardware_random_number_generator

and since we can not generate true random numbers on a deterministic finite state machine(that is your PC) we use the next best thing called:

http://en.wikipedia.org/wiki/Pseudorandom_number_generator

have fun reading !
<< Comment #157 @ 22:03 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #156
You still haven't answered my question and defined a random number.
<< Comment #158 @ 22:06 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #157
don't be so lazy now, read before replying or you will not be taken seriously.
<< Comment #159 @ 22:08 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #158
Considering you don't know the difference between a finite state machine and a Turing machine, you're really not instilling any confidence in me. Please head directly to wherever you got your degree and demand your time back, it was a waste.

Also, stop dodging the question.

[Edit] Sorry that was condescending. For the sake of completeness, however, I should also inform you that if you don't know what making a FSM nondeterministic means (i.e., you don't know that randomness still wouldn't be involved), you should really find a new occupation.
Edited by hoens at 22:17 UTC, 8 May 2009
<< Comment #160 @ 22:20 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #159
what you wrote would make sense if the very question you keep asking like a parrot didn't reveal very thin knowledge. so, by "define a random number" do you mean:

A number generated for or part of a set exhibiting statistical randomness?
A random sequence obtained from a stochastic process?
An algorithmically random sequence in algorithmic information theory?
The output of a random number generator ?

so I can only conclude that your replies are but a weak attempt at trolling without any substance and therefor further discussion with you is a waste of my time.
<< Comment #161 @ 22:27 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #160
Oh, so in other words this statement:

"before you duck out of the conversation you must know random numbers are only random if you don't know the seed."

is completely fucking wrong and meaningless? Good show, good show.

It's also funny how you think you're wasting your time, when you've not actually said anything factually correct in any of your posts. If you want I can enlighten you as to where you were wrong, but you'll have to be willing to devote a few years considering the degree of ineptitude and amount of arrogance involved.
<< Comment #162 @ 00:14 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #161
please, for the sake of your future(altho very unlikely) college education, study the links I gave you before you embarrass yourself in a more important place than a silly game forum. same goes for the guy who plussed you.

http://en.wikipedia.org/wiki/Random_seed
<< Comment #165 @ 00:28 UTC, 9 May 2009 >>
By RTCW logo 2 hoens  - Reply to #162
That's not a random number you ignorant fool. How many times does it have to be said before it gets through your thick skull? Learn something before trying to act smart, because you're just embarrassing yourself with this stupidity.

Please learn how to read, and stop spouting bullshit.
<< Comment #170 @ 08:43 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #165
keep trolling without any substance. I'm listening.
<< Comment #174 @ 17:26 UTC, 9 May 2009 >>
By RTCW logo 2 hoens  - Reply to #170
I like how you believe me to be the one trolling, when you're the one who has no idea what he's talking about. Please stay in school, you're not as smart as you think you are.
<< Comment #175 @ 17:28 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #174
feel like substantiating your claims good sir?
<< Comment #176 @ 17:56 UTC, 9 May 2009 >>
By RTCW logo 2 hoens  - Reply to #175
This entire time you have been trying to convince me you know what a random number is by stating the following:

1) "hey why not add random delays to all weapons?"

This is fine on the face of it, there are suitable definitions of random for which this is possible. (It's a retarded idea, however).

2) "before you duck out of the conversation you must know random numbers are only random if you don't know the seed."

This is completely senseless, because random numbers don't have a corresponding generating process. Generating random numbers is actually a fascinating field of study, which you might want to look into. Since randomness isn't well defined (hence why I asked you to define it, because there really isn't a definition of "random," and I wanted to see if you knew even that much about the topic), it generates all different questions into how to prove that your generator actually is random. Most people I work with (in cryptography) want a random number generator to not have a random bit predictor. That is, given a string of x bits out of the random number generator, one cannot guess the next bit with probability greater (or less than, as it's equivalent) one half.

3) "http://en.wikipedia.org/wiki/Random_seed"

Here you show your ignorance by believing PRNGs are RNGs. Hence why I say these aren't random numbers, as they're obviously pseudorandom.

4) "of course they're not, but you can't start a discussion with a term like "pseudo-random". people will think you're trolling them."

Here you try to save face by claiming that I'm ignorant of the fact that these aren't random, when you've just been using incorrect terminology this whole time. I felt at this point you might know what you're talking about. You disabused me of that notion quite quickly.

5) " of course, I'm a reasonable person. I was only using the less technical terms so you don't get confused again."

Here you're just trolling.

6) "thanks for compelling arguments."

Still trolling.

7) "your case was resting long before you knew it. :)"

Wil you ever give an answer?

8) "I was under the impression you knew that since you were expressing an opinion about it. are you trolling?"

And you realize how little you know, or so I thought...

9) "oh but au contraire, I'm always happy to educate.

http://en.wikipedia.org/wiki/Hardware_random_number_generator

and since we can not generate true random numbers on a deterministic finite state machine(that is your PC) we use the next best thing called:

http://en.wikipedia.org/wiki/Pseudorandom_number_generator

have fun reading !"

Here you admit to knowing what a hardware RNG is, and a PRNG, but fail to make the connection that there is no fucking seed for a hardware RNG done right (tm). Troll much?

You also managed to call my computer a FSM. This is totally incorrect as to be laughable. A FSM can only recognize regular expressions (and not bastardized regular expressions you get in programming languages, real, honest to God regular expressions). Since my computer runs Perl, I think that that makes it a bit stronger than a regular expression matcher. As a matter of fact it is stronger! It's actually a decent physical realization of a RAM (random access machine) which is equivalent to a TM.(Turing machine).

At this point I realize your education consists of reading Wikipedia, and not well at that.

10) "don't be so lazy now, read before replying or you will not be taken seriously."

Ah yes, I'm the lazy one...

11) "what you wrote would make sense if the very question you keep asking like a parrot didn't reveal very thin knowledge. so, by "define a random number" do you mean:

A number generated for or part of a set exhibiting statistical randomness?
A random sequence obtained from a stochastic process?
An algorithmically random sequence in algorithmic information theory?
The output of a random number generator ?

so I can only conclude that your replies are but a weak attempt at trolling without any substance and therefor further discussion with you is a waste of my time."

And we finally get to the crux of the matter. There is no good definition of randomness, and great, you can quote Wikipedia. No sir, I was trying to demonstrate that your first statement was nonsensical because some RNGs don't have seeds. That's ok though, it went over your head.

12) "please, for the sake of your future(altho very unlikely) college education, study the links I gave you before you embarrass yourself in a more important place than a silly game forum. same goes for the guy who plussed you.

http://en.wikipedia.org/wiki/Random_seed"

This link AGAIN? When will you learn that not all RNGs have a seed you dimwitted fool?

13) "keep trolling without any substance. I'm listening. "

Ah yes, I'm the troll..


In conclusion, grow up, you were wrong, get over it, stay in school.
<< Comment #177 @ 18:28 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #176
I agree, you're not trolling. You just can't read.
<< Comment #178 @ 18:30 UTC, 9 May 2009 >>
By RTCW logo 2 hoens  - Reply to #177
I agree, you are trolling, AND you can't read.
<< Comment #179 @ 18:33 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #178
look closer.
<< Comment #181 @ 18:37 UTC, 9 May 2009 >>
By RTCW logo 2 hoens  - Reply to #179
I've already torn every factual thing you've tried to say to pieces. From FSM to randomness, you know not of what you speak.
<< Comment #182 @ 19:10 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #181
next time more comprehension - less quantity.
<< Comment #183 @ 19:14 UTC, 9 May 2009 >>
By RTCW logo 2 hoens  - Reply to #182
Nice troll. Stay in school.
<< Comment #184 @ 19:17 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #183
raged.
<< Comment #185 @ 19:21 UTC, 9 May 2009 >>
By RTCW logo 2 hoens  - Reply to #184
How am I raged? You're a fool and I pointed out as much. You're the one crying that I don't know what I'm talking about when, clearly, I do. Nice try mental midget.

P.S. I stand by my original comment. Go back to every school you've ever attended and demand your time back. They failed you terribly.
<< Comment #186 @ 19:37 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #185
qed
<< Comment #187 @ 19:49 UTC, 9 May 2009 >>
By RTCW logo 2 hoens  - Reply to #186
In conclusion we have shown that tourist is a retard. It is interesting to note that by the theorem of ESR, tourist will continue to try to defend his honor with retarded posts, but will ultimately be ineffective (proof is trivial).
<< Comment #188 @ 19:57 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #187
wall of text disagrees.
<< Comment #189 @ 20:09 UTC, 9 May 2009 >>
By RTCW logo 2 hoens  - Reply to #188
Disagrees with what? If you actually read it, you'd see that every point you'd made up to that point was destroyed in a fairly humiliating manner. I conclude this post with a quote from another ESR troll:

"Your point is invalid."
<< Comment #190 @ 20:11 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #189
so you are a troll after all. should've known for the lack of substance from the beginning.
<< Comment #191 @ 20:13 UTC, 9 May 2009 >>
By RTCW logo 2 hoens  - Reply to #190
AHAHAHAHAHHAHAHAHAHAHAHAHAHHAHAHAHA. The cognitive dissonance that is going on in your head is epic.
<< Comment #194 @ 00:42 UTC, 10 May 2009 >>
By Earth Heartlesss  - Reply to #191
ye you're a troll.
<< Comment #195 @ 01:41 UTC, 10 May 2009 >>
By RTCW logo 2 hoens  - Reply to #194
Please point to one thing that I've said that's factually incorrect. This retard has just spouted off things that are completely wrong, and all I've done is completely invalidate everything he's said. Please explain how that makes me the troll.
<< Comment #196 @ 01:43 UTC, 10 May 2009 >>
By zerg vedic  - Reply to #195
Being a troll isn't about right or wrong, it's about fighting for no reason.
<< Comment #197 @ 01:50 UTC, 10 May 2009 >>
By RTCW logo 2 hoens  - Reply to #196
I'm not fighting for no reason. I'm fighting ignorance in all its forms. Tourist is spouting inaccuracies acting like he knows what he's talking about, when in fact he couldn't be more wrong. Just trying to explain why he's wrong. His constant in ability to accept how wrong he is just means i get more and more blunt with my assessment.
<< Comment #198 @ 01:55 UTC, 10 May 2009 >>
By Earth Heartlesss  - Reply to #197
still, you're a troll.

NAH, just kidding :D*

(btw, seems like you take it too seriously :p)
Edited by He4rTL3sS at 01:56 UTC, 10 May 2009
<< Comment #199 @ 02:03 UTC, 10 May 2009 >>
By RTCW logo 2 hoens  - Reply to #198
Just trying to be a force of knowledge and right on ESR.
<< Comment #200 @ 02:14 UTC, 10 May 2009 >>
By Earth Heartlesss  - Reply to #199
good luck then...
<< Comment #202 @ 09:28 UTC, 10 May 2009 >>
By t2 tourist  - Reply to #197
for a "force of knowledge" you're terribly bad at presenting evidence. that is the primary reason everyone thinks you're a troll.
<< Comment #205 @ 16:35 UTC, 10 May 2009 >>
By RTCW logo 2 hoens  - Reply to #202
Which is why I'm the only one here actually presenting evidence, while you just insist I'm a troll, troller. Please try arguing facts.
<< Comment #207 @ 17:08 UTC, 10 May 2009 >>
By RTCW logo 2 hoens 
Wikipedia is a credible source now? Seriously? Try to argue any one of my points, go ahead, I'm waiting with bated breath.


(Not really though, your troll is pretty bad.)
<< Comment #206 @ 17:07 UTC, 10 May 2009 >>
By t2 tourist  - Reply to #205
please notice that I'm the only one presenting credible sources in this discussion. you on the other hand, presented no such thing.
<< Comment #208 @ 17:16 UTC, 10 May 2009 >>
By RTCW logo 2 hoens  - Reply to #206
Apparently my reply was swallowed by the ESR Gods? Anyway....

Wikipedia is not, nor has it ever been, a credible source. Even so, if you would have read it it would agree with everything I've said. For randomness I suggest any elementary Cryptography book, as they'll usually give a pretty good definition (which wont' be anything close to yours). For CS Theory I recommend Martin, but there are some other good ones as well. You might actually learn that a FSM (or FSA as you may have also heard of it) is not a computer.

Seriously though, try to argue any one of my points, this ownage fest has been fun.

P.S. Bad troll is bad.
<< Comment #209 @ 17:21 UTC, 10 May 2009 >>
By t2 tourist  - Reply to #208
oh here we go again, the wikipedia argument . cheapest way trolls use to dodge out of actually presenting evidence. good show sir, you had me there for a minute.
<< Comment #210 @ 17:25 UTC, 10 May 2009 >>
By RTCW logo 2 hoens  - Reply to #209
Excuse me? Did you read what I wrote or are you just really dumb? I said, in spite of not being a legitimate source (which you would know had you actually gone to school), IT STILL AGREES WITH ME. In other words, go back and read whatever stupid links you've pasted to me. However I suggest the randomness page, and the FSM page if you insist on Wikipedia. Otherwise, grab a book that I mentioned.

Still waiting for you to challenge one of my points.
<< Comment #211 @ 17:44 UTC, 10 May 2009 >>
By t2 tourist  - Reply to #210
sure, your high point being that the generated numbers aren't true random numbers(which I never claimed they were) rather pseudorandom numbers. of course this was clear from the start to anyone who's ever had a highschool computer class. you for some reason failed to grasp it. so you see, there is no point, all you have is accusations and misinterpretation ie. trolling.
<< Comment #212 @ 17:52 UTC, 10 May 2009 >>
By RTCW logo 2 hoens  - Reply to #211
So basically you said something was random, but meant they were pseudorandom, and I'm the one who doesn't understand the difference? Sorry, sir, but you were wrong. Just admit it and move on.

P.S. Seriously check out the definition of an FSM again, because you're so pathetically wrong on that as well that I would be embarrassed for you if you ever made that mistake in real lief.
<< Comment #213 @ 18:31 UTC, 10 May 2009 >>
By t2 tourist  - Reply to #212
I use lay terms in a lay discussion. stop trolling.
<< Comment #214 @ 18:51 UTC, 10 May 2009 >>
By RTCW logo 2 hoens  - Reply to #213
If you were using lay terms, you wouldn't have started this with an idiotic statement about knowing the seed, because that's not a lay term. You're just mad that you can't bully me into a corner by fighting ANYTHING that I've said as being factually incorrect, and instead have to resort to calling me a troll, even though your first statement revealed you as the true troll in this discussion.

tl;dr prove I'm wrong or admit you were.
<< Comment #215 @ 20:42 UTC, 10 May 2009 >>
By t2 tourist  - Reply to #214
you are the wrong claimer, hence the burden of proof is on you. I guess they haven't taught you that concept yet. (as well as providing proper literature and some other things)
<< Comment #230 @ 20:51 UTC, 12 May 2009 >>
By RTCW logo 2 hoens  - Reply to #215
ESR eats all of my replies.

Actually, I did provide proof in the form of the links you presented. Try reading them, and then when you have understood them, you can apologize for being wrong.

Subjects you need to read on (use Wikipedia since you don't have any real books on the subject, nor an ability to go to a library):

Random
Pseudo-random
Turing Machine
Random Access Machine
Finite State Automata
Regular Language
Computability

If you have any trouble with them (which you undoubtedly will), you can ask me.
<< Comment #232 @ 10:37 UTC, 13 May 2009 >>
By t2 tourist  - Reply to #230
so instead of actually reading the literature I provided, or quoting your own(god forbid) you list some random topics instead. nice.
<< Comment #234 @ 16:44 UTC, 13 May 2009 >>
By RTCW logo 2 hoens  - Reply to #232
Sorry, I don't believe Wikipedia to be a good source. I've already stated my point on this, and could prove it to you by adding some text to any of the articles which call you a moron, but I really cba.

Secondly, I've already given you citations to books which are much more comprehensive and respected on the respective subjects I mentioned. Calling them random topics, is just another way you can avoid learning, because anyone here can see that they are completely germane to this discussion.

In conclusion:

"Randomness does not come from a PRNG, and my computer is a RAM not a FSM." (c) hoens.
<< Comment #235 @ 17:11 UTC, 13 May 2009 >>
By RTCW logo 2 hoens 
Already did... l2r
<< Comment #236 @ 17:12 UTC, 13 May 2009 >>
By t2 tourist  - Reply to #234
so do you or do you not believe wikipedia? make up your mind already, quote proper literature or stop trolling.
<< Comment #237 @ 17:22 UTC, 13 May 2009 >>
By RTCW logo 2 hoens  - Reply to #236
Already explained all of this... l2r
<< Comment #238 @ 19:01 UTC, 13 May 2009 >>
By t2 tourist  - Reply to #237
you think you have. big difference.
<< Comment #239 @ 21:10 UTC, 13 May 2009 >>
By RTCW logo 2 hoens  - Reply to #238
Kind of like you think you know what you're talking about?
<< Comment #240 @ 21:18 UTC, 13 May 2009 >>
By Belgium impulseBE  - Reply to #238
6-6-6
<< Comment #241 @ 22:49 UTC, 13 May 2009 >>
By RTCW logo 2 hoens  - Reply to #240
Worst choice of the best choices imo.
<< Comment #153 @ 21:40 UTC, 8 May 2009 >>
By clawo ini  - Reply to #148
53
<< Comment #164 @ 00:21 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #153
that was pretty random. good job.
<< Comment #166 @ 00:32 UTC, 9 May 2009 >>
By clawo ini  - Reply to #164
Comment #153 @ 22:40 BST, 8 May 2009

Freaky
<< Comment #180 @ 18:34 UTC, 9 May 2009 >>
By t2 tourist  - Reply to #166
yeah I get that sometimes, gives me the creeps
<< Comment #32 @ 17:00 UTC, 6 May 2009 >>
By Iceland hnns 
zzzzzz didn't we already have this poll
<< Comment #35 @ 18:03 UTC, 6 May 2009 >>
By Smiley melachi AHXNXA 
25-53-43
<< Comment #84 @ 12:45 UTC, 7 May 2009 >>
By clawo Liam  - Reply to #35
She sounds hot.
<< Comment #36 @ 18:34 UTC, 6 May 2009 >>
By ql loveless 
i would say 7-7-7, simply because it gives one more weapon(asides from PG if well used and SG) that can compete with the overpowered rockets, as they are now.
<< Comment #45 @ 22:07 UTC, 6 May 2009 >>
By Denmark Vium 
0-1000-0

the 1000 dmg part should be on 1mm of the shaft, randomly for every shot.

ohh wait, thats just like OSP. My Bad.
<< Comment #114 @ 14:05 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #45
stungun ftw.
<< Comment #46 @ 22:10 UTC, 6 May 2009 >>
By Sweden Spart1e 
7-6-5 as it is now. Because the shaft can be used alot smarter than with 6-6-6 or whatever, you need to think about what range you are and use your brain more overall. The shaft is still very strong, and like i have been saying all the time; it's about using right weapon in right situation.

ps. noctis is gay
<< Comment #48 @ 22:34 UTC, 6 May 2009 >>
By ql loveless  - Reply to #46
it's a mid range weapon, and should be used as such
so why should it be weakest at mid/long range?
keeping damage at 7 for short range promotes bad usage of it, and at that point using SG or RL is much more effective
<< Comment #53 @ 07:46 UTC, 7 May 2009 >>
By Sweden Spart1e  - Reply to #48
like I said, right weapon in right situation. An example. Starting with shaft very close to your opponent, your opponent switches to plasma or rl, and you just get further away from him....He wont hit you much with his rl and plasma, but you hit him ALOT with your shaft. There's alot of things like this you can do. You can't say you can't use the shaft in a smarter way with 7-6-5. If it will be 6-6-6 you can use your shaft like nothing again and won't have to think about a shit.

But oh well, i dont mind. The thing is that there's such a big gap between players.
<< Comment #54 @ 07:58 UTC, 7 May 2009 >>
By Austria noctis  - Reply to #53
that's why there should be an inbuilt lag for lg, so it isn't useable in every fucking situation.
<< Comment #55 @ 08:21 UTC, 7 May 2009 >>
By ql loveless  - Reply to #54
i don't think adding lag, or introducing any other kind of bug, should be a solution for a problem
careful testing and analysis should be it, i'd like to see 7-7-7 like in RA3, but i'd settle for 6-6-6
<< Comment #57 @ 08:30 UTC, 7 May 2009 >>
By Austria noctis  - Reply to #55
bug?!
im not talking about a bug, im talking about a fixed lag thats always the same no matter the ping, as i have already said before in ix's column.
That way you wouldn't be able to use lg in 100% of situations and have the possibility to hit 100% in all of thos e situations, because in some, it would simply be impossible to track properly. In others it would be powerful. (thats what i call balanced)

Because no matter what damage a straight lg really does, you can still use it everytime no matter what the conditions are and be able to pull off a 100% lg.

And ranged based dmg adds unnecessary randomness to the lg since there is no indication to how much dmg you do at any point.
Edited by noctis at 08:31 UTC, 7 May 2009
<< Comment #60 @ 08:34 UTC, 7 May 2009 >>
By aggnog_duck spyteman  - Reply to #57
we could have different muzzleflash for different range, flowers for short range and butterflies for long range!!! and a pink beam!!!
<< Comment #63 @ 08:43 UTC, 7 May 2009 >>
By Beer! becks  - Reply to #60
I would only use pink shaft.

It would be 60 cm long and weigh 6 kilos. And the damage would be instagib.
<< Comment #61 @ 08:38 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #57
Your inability to track should not be influenced by unnecessary handicaps in the game - that should be in the hands of your opponent dodging.
<< Comment #64 @ 08:45 UTC, 7 May 2009 >>
By Austria noctis  - Reply to #61
imho perfect tracking shouldn't be this easy in 100% of situations.

Also, how the hell are you supposed to "dodge" a hitscan weapon...
<< Comment #65 @ 08:52 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #64
If you could move faster, it wouldn't be as big of an issue.
<< Comment #66 @ 08:56 UTC, 7 May 2009 >>
By Austria noctis  - Reply to #65
not trying to get another cpm or qw tho :P
<< Comment #67 @ 09:04 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #66
Even if it's the right thing to do to balance the game?
<< Comment #69 @ 09:11 UTC, 7 May 2009 >>
By Austria noctis  - Reply to #67
Well in my opinion it isn't the right thing to balance vq3/ql as it would alter the gameplay fundamentally and thus making it a completely new game all together (which i'd rather not see happening).
<< Comment #70 @ 09:18 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #69
Well it certainly doesn't work the way it is, and it clearly didn't work the way it was before. There comes a point where everyone needs to simply agree that in order to actually fix it, we need to fix it from the ground up while looking at the individual problems that plague the game to begin with.

Adding artificial lag causes you to be fighting an aspect of the game instead of the player - this is counter intuitive to a PVP game. Much the same way, and as I said in the thread talking about providing armor times, armor timing takes place outside the game in an unnatural way - this should also be changed to allow for more internal direct confrontation. Trying to merely band-aid a few weapon values or dynamics while ignoring the further issues that stem from the base of the game is just going to kill the game the way it did before.
<< Comment #71 @ 09:40 UTC, 7 May 2009 >>
By Austria noctis  - Reply to #70
"and it clearly didn't work the way it was before."

If you refer to how it was in osp... then thats news to me. Obviously it had the problem online that the lag was different from everyone because of ping differences but i don't see how it didn't work perfectly well on lan where everyone had the same conditions / the same amount of lag.

What about grenades, aren't you also fighting an aspect of the game while shooting a nade since its falling to the ground and not flying straight like a rocket? Or don't you have to lead with plasma because you have to take the time the cells take to get to your opponent into your prediction/calculation. I would also call that fighting the weapon more than the opponent (actually i'd say its the same thing with every weapon that isn't instant hit)

Also adding a delay would imo change the lg from being just an mg with more dmg output to something more interesting to use.
<< Comment #72 @ 10:18 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #71
If you refer to how it was in osp... then thats news to me. Obviously it had the problem online that the lag was different from everyone because of ping differences but i don't see how it didn't work perfectly well on lan where everyone had the same conditions / the same amount of lag.

LG was not as hard as people try to make it seem in OSP - it's just that everybody was busy being a railwhore except cooller. I would be willing to wager my entire bank account on the exact same complaints about LG being overpowered in VQ3 if everyone were to somehow instantly switch back to OSP at this point.

What about grenades, aren't you also fighting an aspect of the game while shooting a nade since its falling to the ground and not flying straight like a rocket? Or don't you have to lead with plasma because you have to take the time the cells take to get to your opponent into your prediction/calculation. I would also call that fighting the weapon more than the opponent (actually i'd say its the same thing with every weapon that isn't instant hit)

The key to them is exactly that they aren't hitscan, as you have said. By attempting to add lag to a hitscan, you are unnaturally abusing the very foundation of what a hitscan is meant to be. I would support a modified LG to be projectile, however.
Edited by Vedic at 10:18 UTC, 7 May 2009
<< Comment #74 @ 10:28 UTC, 7 May 2009 >>
By Austria noctis  - Reply to #72
LG was not as hard as people try to make it seem in OSP - it's just that everybody was busy being a railwhore except cooller. I would be willing to wager my entire bank account on the exact same complaints about LG being overpowered in VQ3 if everyone were to somehow instantly switch back to OSP at this point.
I'd obviously go for 7-7-7 dmg with it to begin with. The difference was tho, it wasn't powerful at all in certain situations. Shafting high up or down somewhere was a lot harder to do with a delay on lg, so it was barely even used in those cases, whereas now it doesn't matter where or how you stand you can just point and click on him even if its 80° upwards or downwards is. Or in small tunnels when the other guy was coming at you with rockets you had a lot harder time when close up to keep your lg on him.

I would support a modified LG to be projectile, however.
Wouldn't that result in the same aiming method after your first shot reaches the max distance and the lg beam is at full length?
<< Comment #75 @ 10:40 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #74
I'd obviously go for 7-7-7 dmg with it to begin with. The difference was tho, it wasn't powerful at all in certain situations. Shafting high up or down somewhere was a lot harder to do with a delay on lg, so it was barely even used in those cases, whereas now it doesn't matter where or how you stand you can just point and click on him even if its 80° upwards or downwards is. Or in small tunnels when the other guy was coming at you with rockets you had a lot harder time when close up to keep your lg on him.

I never had issues abusing it in OSP. When I started with Q3 way back when, I just couldn't manage to do very well with the rail, so I spent all my time focusing on LG. If you can hit 50% without lag, you can easily make up for it with lag. The issue itself is not that it should be hard to hit the opponent, but that the opponent should do the work to be hard to hit.

Wouldn't that result in the same aiming method after your first shot reaches the max distance and the lg beam is at full length?

Having lag on hitscan is just deceptive, and doesn't actually address the issue of hitscan being overpowered simply because it's hitscan. Having to learn to lead a little bit adds a small learning curve, but a not-quite-so-fast projectile with a lifetime on it could provide a better option. I'm not even saying that it would for sure, but I can't really think of any way to make an LG work the way it is without simply increasing the gameplay speed to make up for the current ability of players.
<< Comment #76 @ 10:59 UTC, 7 May 2009 >>
By Austria noctis  - Reply to #75
I don't want to change the speed of the game since i really like how it is now so thats not a way for me to balance lg. It might be for you tho if you prefer the faster game style.

Also players aren't really harder to hit if they just run in a straight line, even with a delayed lg, it is just harder for you to aim at him when he starts to dodge. So it is simply making dodging more effective which means its still in the players hand to not get hit. The delay on the shaft isn't supposed to lower your % in every situation, its supposed to make it less useful in some cases, in others it would still be just as easy to aim/hit with it.

tbh i don't think anything useful will come out of this discussion as we are both sticking to what we think is right :)
<< Comment #77 @ 11:04 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #76
I don't want to change the speed of the game since i really like how it is now so thats not a way for me to balance lg. It might be for you tho if you prefer the faster game style.

I don't really have a preference for speed, so long as it makes sense for the game being played. With the skill level we are up to, and the potential of the weapons and gameplay, I just can't see a way to have a truly competition-oriented game with the current gameplay.

Also players aren't really harder to hit if they just run in a straight line, even with a delayed lg, it is just harder for you to aim at him when he starts to dodge. So it is simply making dodging more effective which means its still in the players hand to not get hit. The delay on the shaft isn't supposed to lower your % in every situation, its supposed to make it less useful in some cases, in others it would still be just as easy to aim/hit with it.

Delay has never caused me any problems before. Which situation do you have trouble using it with in OSP?

tbh i don't think anything useful will come out of this discussion as we are both sticking to what we think is right :)

Maybe not, and I don't even play the game now, but I don't think anyone will if it doesn't get talked about.
<< Comment #78 @ 11:26 UTC, 7 May 2009 >>
By Austria noctis  - Reply to #77
Delay has never caused me any problems before. Which situation do you have trouble using it with in OSP?
to get a perspective on what sorta delay i mean: 30-40ms osp online

if you get bounced around by someones rockets it can screw your lg aim up quite badly whereas with a straight lg i can manage to get a total lock on no matter how crazy i might be bouncing around :)

Or on ztn if im at rail and the other guy above jumping from sg to ra or gl or smth. It is really hard to get a lock on the enemy model fast there unless you expect him to make exactly that move, in cpma you flick to his model and stick your crosshair on him, not hard at all.

or if you watch an older osp demo pretty much every situation where ppl would rather use a different gun than lg, because it was more effective in that case, with a straight lg i can't think of a situation other than the opponent is out of range where you couldn't use lg up to its full effectiveness.

(someone else might be able to deliver better examples tho, i would have to play it again to report such cases more detailed)

Of course all of that could be invalid in case i am talking to the worlds best aimer atm :\
<< Comment #79 @ 11:41 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #78
if you get bounced around by someones rockets it can screw your lg aim up quite badly whereas with a straight lg i can manage to get a total lock on no matter how crazy i might be bouncing around :)

Bounce will interrupt your LG a little, but once I had gotten used to it, I didn't have an issue. Granted, it's easier with a straight beam, but this is an artificial and very shallow form of skill, as opposed to putting the pressure on the opponent to master more skills.

Or on ztn if im at rail and the other guy above jumping from sg to ra or gl or smth. It is really hard to get a lock on the enemy model fast there unless you expect him to make exactly that move, in cpma you flick to his model and stick your crosshair on him, not hard at all.

I wouldn't like to take map-specific reasons into consideration, since those are already a disputed issue. New maps can solve a lot of problems with a lot of weapons to begin with.

or if you watch an older osp demo pretty much every situation where ppl would rather use a different gun than lg, because it was more effective in that case, with a straight lg i can't think of a situation other than the opponent is out of range where you couldn't use lg up to its full effectiveness.

This is because most people (aside from cooller) just weren't focusing on using LG and didn't have great aim. I'm sure that if enough people were playing to adapt to the lag, you'd have the same results that you do now.

Of course all of that could be invalid in case i am talking to the worlds best aimer atm :\

No, not quite, but I've based my game around LG since the very start due to my less-than-stellar RG. RG has improved since the start, but I was rather active in the xerp thread when everyone was complaining about how powerful LG was when I had been abusing it for years. If you look back at some of cooller's old demos, you'll see that he was way beyond everyone else with his LG use, and it paid off for him.
<< Comment #81 @ 11:54 UTC, 7 May 2009 >>
By Austria noctis  - Reply to #79
Cooller was still far from hitting 40-50% unless someone really came to him in a straight line. And his lg abuse was still far away from cpma standards nowadays. Even if he was already abusing it, he was still mostly using it in situations where it was easier to get a good lock on the opponent. You don't know about the other situations where he would have hit close to nothing because he simply didn't use lg in those... :)

Also i already mentioned before that i would still lower the dmg to 7.
<< Comment #82 @ 12:03 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #81
Cooller was still far from hitting 40-50% unless someone really came to him in a straight line. And his lg abuse was still far away from cpma standards nowadays. Even if he was already abusing it, he was still mostly using it in situations where it was easier to get a good lock on the opponent. You don't know about the other situations where he would have hit close to nothing because he simply didn't use lg in those... :)

He was pulling 30-35% when that was considered a huge deal. I was able to pull much the same at that time, and I wasn't that good - I merely focused on LG. I think that if he had done the same, the trend would have exploded much earlier. I wouldn't expect 40-50% to take more than a week or two of practice in OSP as it is.

Of course, a lot of this is speculation, and I don't think we'll ever even end up getting to find out. =/
<< Comment #80 @ 11:53 UTC, 7 May 2009 >>
By Quake 3 (black) ddk  - Reply to #77
"Well it certainly doesn't work the way it is, and it clearly didn't work the way it was before. There comes a point where everyone needs to simply agree that in order to actually fix it, we need to fix it from the ground up while looking at the individual problems that plague the game to begin with."

Vedic, it doesn't appear to me that you have a very firm grasp on the gameplay dynamics in quake. It seems pretty strange that you completely ignore the balance as it was in osp, we had more competition games under osp per year than we do with cpma. Why exactly was it do you think there was such a _massive_ uproar when arQon got involved in the CPL committee and the chosen mod switched to cpma. To which arQon made a series of errors, the first most notable error being the spawn code.

Either way, shaft was a predictive weapon previously, how many times does this have to be repeated? it is now an instant hit weapon ~ two very different weapon dynamics. In osp the balance worked very well, as players could not abuse the gun in _every_ situation, i would have thought you to be one of the first to be for gameplay decisions that put more bias on brain play rather than aim play. Noctis has already given more than enough decent examples illustrating my point so i don't need to do that now. Point and Click gameplay is easier for everyone but much much much more boring for people competing, it makes the game more one-dimensional.
<< Comment #83 @ 12:09 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #80
Vedic, it doesn't appear to me that you have a very firm grasp on the gameplay dynamics in quake. It seems pretty strange that you completely ignore the balance as it was in osp, we had more competition games under osp per year than we do with cpma.

The balance was only because the players weren't good enough. Again, the problem was just that nobody was TRYING to abuse the LG as everybody was railwhoring. The number of player and tournaments were already dying before CPMA came along, too. It appears to me that you either haven't been around long enough, or simply haven't been paying attention.

Either way, shaft was a predictive weapon previously, how many times does this have to be repeated?

No, it was hitscan before, just as it is now. The difference is just that nobody was any good with it. Ergo, the only reason the LG seemed to be so overpowered was because of the trend switch to it. I'm half expecting someone to go and get godly with PG next and these same whiners calling for it to be nerfed.
<< Comment #86 @ 13:02 UTC, 7 May 2009 >>
By Unset retire  - Reply to #83
There's no doubt shaft is much easier with xerp, and that CPMA removed the delay from OSP which could be shown by truelightning 0.
<< Comment #90 @ 20:32 UTC, 7 May 2009 >>
By clawo ini  - Reply to #83
If someone gets godly with the PG, I will love them for eternity.
<< Comment #93 @ 23:47 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #90
I've been waiting for the day someone would try, and it was one of the things I was going to attempt to prepare for if I attended a big tournament. =D
<< Comment #94 @ 23:54 UTC, 7 May 2009 >>
By clawo ini  - Reply to #93
It's all I used to use, was pretty handy with it too. I sucked at everything else though.
<< Comment #95 @ 00:08 UTC, 8 May 2009 >>
By zerg vedic  - Reply to #94
Even at around 20% accuracy, it's extremely dangerous. I could only imagine how foolish an LG-based strat would look against someone who could manage 30%. Best yet, PG is usually placed in easy to nab spots with plentiful ammo.
<< Comment #96 @ 00:15 UTC, 8 May 2009 >>
By clawo ini  - Reply to #95
I'd say, in combat a decent PG aimer will hit 35% on average, which will get brought down to 20% by spam.

If someone upped that to 45-50% or so, it'd be foolish to get into any close-medium combat situation with anything else.

I've always felt I had an uncanny ability to start a round of TDM at a PG spawn, which usually meant having a YA too. I very much enjoyred this since PG tends to be my "fall back" gun for when I'm playing terrible.
Edited by iniiiiiiii at 00:18 UTC, 8 May 2009
<< Comment #97 @ 00:27 UTC, 8 May 2009 >>
By zerg vedic  - Reply to #96
I'd say, in combat a decent PG aimer will hit 35% on average, which will get brought down to 20% by spam.

Aye, I meant overall. I usually peak average 18-20% in a game, but I haven't focused enough to see what I pull in general combat.

If someone upped that to 45-50% or so, it'd be foolish to get into any close-medium combat situation with anything else.

I could only imagine what it would look like. D=
<< Comment #99 @ 07:28 UTC, 8 May 2009 >>
By Way2Tartan fjorgyn  - Reply to #97
never seen a jibo game?!
edit: or even av3k!
Edited by fjorgyn at 07:33 UTC, 8 May 2009
<< Comment #103 @ 08:22 UTC, 8 May 2009 >>
By zerg vedic  - Reply to #99
Link to demo pulling that kind of accuracy? I've seen some lucky streams here and there, but never anyone who has pulled even so much as 30% overall with any sort of common use.
<< Comment #104 @ 08:34 UTC, 8 May 2009 >>
By Way2Tartan fjorgyn  - Reply to #103
not talking about overall, but i have seen both of them pulling at least 50% in fights, and i remember that cause i kept thinking how sick that was. :)
<< Comment #121 @ 14:47 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #104
even tho it's powerful, pg is not as reliable as other weapons. you can pull sick accuracies in some fights and you will miss every shot in others. unlike lg, where if you shoot 40-50% you can expect similar numbers in most situations.
<< Comment #124 @ 16:00 UTC, 8 May 2009 >>
By clawo ini  - Reply to #104
Yeah, if they could pull it off more consistently they'd never lose!
<< Comment #138 @ 18:56 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #99
More like Fooki.... amirite?
<< Comment #142 @ 20:05 UTC, 8 May 2009 >>
By Way2Tartan fjorgyn  - Reply to #138
ye fooki as well, i just noticed it the most from av3k and jibo last year :)
<< Comment #100 @ 07:54 UTC, 8 May 2009 >>
By Beer! becks  - Reply to #83
I already heard a few tiny voices here and there whining about pg being to powerful.

Though those are of the one who try to use rail in close combat in ca...
<< Comment #136 @ 18:11 UTC, 8 May 2009 >>
By Quake 3 (black) ddk  - Reply to #83
Either way, shaft was a predictive weapon previously, how many times does this have to be repeated?

No, it was hitscan before, just as it is now. The difference is just that nobody was any good with it. Ergo, the only reason the LG seemed to be so overpowered was because of the trend switch to it. I'm half expecting someone to go and get godly with PG next and these same whiners calling for it to be nerfed.

----

what? which clouds do you reside in sir. delay = prediction, or is the rocket hitscan as well? the only possible answer i can summise to be your reasoning is that you think there is a predictive nature in everything, even instant weapons like the rail? i can't really conceive how you come upon this thought.. but that would be nitpicking as it's irrelevent in the context. "noone was ever good with it" - that's just highly ignorant...my lord..
Edited by ddk at 18:16 UTC, 8 May 2009
<< Comment #163 @ 00:20 UTC, 9 May 2009 >>
By zerg vedic  - Reply to #136
what? which clouds do you reside in sir. delay = prediction, or is the rocket hitscan as well? the only possible answer i can summise to be your reasoning is that you think there is a predictive nature in everything, even instant weapons like the rail? i can't really conceive how you come upon this thought.. but that would be nitpicking as it's irrelevent in the context. "noone was ever good with it" - that's just highly ignorant...my lord..

Do yourself a favor - go play OSP for a few weeks and come back when you have decent LG in it. You're still tracing just the same patterns, so don't say that it takes leagues more skill to move your crosshair over a few millimeters.
<< Comment #91 @ 20:33 UTC, 7 May 2009 >>
By clawo ini  - Reply to #80
OSP got the spawncode wrong and was bugged. Go compare it to BaseQ3 (Which is what CPMA VQ3 was at first)
<< Comment #122 @ 15:00 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #70
"Adding artificial lag causes you to be fighting an aspect of the game instead of the player - this is counter intuitive to a PVP game."

massive point right here. it's also what keeps escaping these people constantly. they can't seem to grasp that putting in superficial unrelated crap is not adding more skill, it's hindering the gameplay.
Edited by tourist at 15:00 UTC, 8 May 2009
<< Comment #125 @ 16:06 UTC, 8 May 2009 >>
By Beer! becks  - Reply to #122
oh I agree. It's so easy to programm an aimbot. Why the hell should people aim for themselves?
<< Comment #126 @ 17:00 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #125
you fail at understanding yet again. should I draw it for you as usual or let you try to find the answer yourself?
(hint: it's in the post above)
<< Comment #127 @ 17:11 UTC, 8 May 2009 >>
By Beer! becks  - Reply to #126
no, you made up your personal view of what should be an aspect and what should not.

So you say aim should be in and delay of weapon aim and timers should not. That is your opinion, fine.
However, it is not based on general consensus, as can be seen in the many disagreeing posts.
<< Comment #129 @ 17:17 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #127
of course it is a completely personal prefference. there is no law stating that aim should be an integral part of a pvp fps shooter.

I'm always for incorporating new game elements, fuck the norm. check out my suggestions here:
http://www.esreality.com/?a=post&id=1691888#pid1691888
<< Comment #130 @ 17:20 UTC, 8 May 2009 >>
By Beer! becks  - Reply to #129
well, I suppose i will have to write it out for you:

the aim part was a sarcastic statement.
<< Comment #131 @ 17:29 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #130
fuck you becks for being sarcastic while I'm trying to have a serious educated discussion. please inform me in the future if you are going to use sarcasm so I can prepare in advance.

now if we're done acting like children, please go read my suggestions and tell me what you think about them:
http://www.esreality.com/?a=post&id=1691888#pid1691888
<< Comment #132 @ 17:34 UTC, 8 May 2009 >>
By Beer! becks  - Reply to #131
read them and i don't think you are nearly as funny as you are trying to be.

neither educated, because your general appraoch to discussions is to make up your mind about what you like and then declare everything else to be stupid and bad. Which then lets you completely ignore any arguments because you already "know" they are stupid.
<< Comment #133 @ 17:44 UTC, 8 May 2009 >>
By t2 tourist  - Reply to #132
funny? who said anything about funny? oh you mean german funny? sry wasn't aware.

also stop changing the subject.
<< Comment #106 @ 09:05 UTC, 8 May 2009 >>
By Sweden Anonymous (81.8.136.81)  - Reply to #57
Nice, when did you start hitting 100% LG? That's pretty awesome brah.

Unless you're using hyperbole since not even strenx... naw, naw I trust you on this one meng. Let's add "lags" and "delays" to stuff because that will make the game feel more fun to play.
<< Comment #107 @ 09:56 UTC, 8 May 2009 >>
By Austria noctis  - Reply to #106
ppl hit up to 70-80% sometimes in fights, just gets down to 40 because of the massive spam.
<< Comment #226 @ 08:54 UTC, 12 May 2009 >>
By QW stafu  - Reply to #57
You shut down ranged based damage because of "unnecessary randomness" but wish to add lag to the LG? As someone who has to play with an 80+ ms shaft as it is, imo accurate prediction of where someone is about to move is already fairly random (at times, at least, and of course depending on the player). And what happens to people with 50+ ping who also get this "fixed lag"? It's primarily an internet game after all.

I think 7-6-5 is fine the way it is. 6-6-6 might work too, as I don't really like ranged based damage, but I hardly think it's overpowered the way it is.
<< Comment #247 @ 15:55 UTC, 16 May 2009 >>
By Austria noctis  - Reply to #226
i still aim with a straight shaft even on 60ms cause of the unlagged netcode, and the lag shouldnt be random, but fixed and always the same no matter what ping you got.
<< Comment #59 @ 08:33 UTC, 7 May 2009 >>
By Beer! becks  - Reply to #53
so you are saying, no matter what, lg is always the correct choice for close and mid range and you want to keep it like that?
<< Comment #62 @ 08:39 UTC, 7 May 2009 >>
By zerg vedic  - Reply to #59
QW-style rockets would be <3
<< Comment #89 @ 17:54 UTC, 7 May 2009 >>
By Earth Heartlesss  - Reply to #53
"Starting with shaft very close to your opponent, your opponent switches to plasma or rl, and you just get further away from him....He wont hit you much with his rl and plasma, but you hit him ALOT with your shaft."

So, you're basically saying +backing with shaft is smart play. For me it's lame.
Also, sure, you would hit him A LOT, BUT, you would do only 5 dmg, which is kinda useless for a "tier 3" weap (rail/shaft/rox) like the lg.
You're saying "right weapon in right situation", and in your example, it's in close range, so, why not switching to rocket instead of +backing with shaft ?
And with 7-6-5, it's kinda impossible to rush with shaft, cuz it's to easy for your opponent to escape. It's even easier for him if he gets the rail.
Edited by He4rTL3sS at 17:56 UTC, 7 May 2009
<< Comment #101 @ 07:56 UTC, 8 May 2009 >>
By Beer! becks  - Reply to #89
cause everyone switches to rockets, and now he is smarter because he doesn't!
<< Comment #47 @ 22:34 UTC, 6 May 2009 >>
By 006 snapcase 
I stopped reading at "Quake Live sucks"
<< Comment #139 @ 18:59 UTC, 8 May 2009 >>
By RTCW logo 2 hoens  - Reply to #47
I stopped reading this thread when I saw your name, lover. <3<3<3<3
<< Comment #167 @ 06:27 UTC, 9 May 2009 >>
By \0/ fragerr  - Reply to #139
muahahaha :D
<< Comment #49 @ 00:28 UTC, 7 May 2009 >>
7-7-7

If you disagree with me, you're a tard.
<< Comment #68 @ 09:06 UTC, 7 May 2009 >>
By Sweden Bluder 
6-6-6 as long as its this easy to hit, i never been a 'great' shafter but in QL i have a average of 41% and some have above 50% or something, thats insane.
<< Comment #73 @ 10:25 UTC, 7 May 2009 >>
By claw0 pizz 
aimbot + 200-200-200
<< Comment #87 @ 15:38 UTC, 7 May 2009 >>
By United States of America guts 
i think wsw lg has built in lag. that shit was gay
<< Comment #88 @ 17:43 UTC, 7 May 2009 >>
By Earth Heartlesss  - Reply to #87
not anymore.

And yeah, I agree.
<< Comment #102 @ 07:57 UTC, 8 May 2009 >>
By Beer! becks  - Reply to #87
so you like a straight, strong shaft more than a soft, wobbly one?

"OK"
<< Comment #92 @ 22:43 UTC, 7 May 2009 >>
By Smiley :) shlaeNg 
Anything but range-based, fucking TF2-style crap.
<< Comment #98 @ 05:05 UTC, 8 May 2009 >>
By Greece PuPPeT 
no damage per range.
stable damage please.
<< Comment #135 @ 18:02 UTC, 8 May 2009 >>
If you're going to do ranged damage, we need a different sound indicator 5-low hit sound 6-mid hit sound 7-high pitch hit sound.
<< Comment #169 @ 07:36 UTC, 9 May 2009 >>
By United States of America KitesAreFun  - Reply to #135
Agreed.
<< Comment #134 @ 17:57 UTC, 8 May 2009 >>
By US-California per1klez 
8-7-6 or 7-7-7 pls. Either way the lg needs to deal more dmg.
The rail did need to be toned down, but I feel the lg is too weak now. Sync pls buff.

7-7-7 lg would be perfect for CA since everyone starts at 200/100. Still waiting on armor/fall damage to be added.
Edited by per1klez at 18:06 UTC, 8 May 2009
<< Comment #172 @ 16:04 UTC, 9 May 2009 >>
By Sweden dubcat  - Reply to #134
let's not use CA as a starting point in gameplay balance.
<< Comment #168 @ 07:22 UTC, 9 May 2009 >>
666

777 starts to wander into "aim whored" territory.

...and no, don't buff the rail. Hellz no.
<< Comment #173 @ 16:23 UTC, 9 May 2009 >>
By Earth Heartlesss  - Reply to #168
8-8-8 + xerp =/= 7-7-7 without xerp

Rail is a lil easier to hit @ QL, even if it's kinda random sometimes (hi netcode), soz 6-6-6 shaft wouldn't be enough to counter rail.

Q3 has always been all rail/shaft & rox, soz your "aim whore" stuff is kinda pointless. FPS game = aim. And still, control would be as much important as it is now.
<< Comment #192 @ 21:23 UTC, 9 May 2009 >>
By United States of America KitesAreFun  - Reply to #173
"Q3 has always been all rail/shaft & rox"

My point exactly. This just enhances my point. lol
<< Comment #193 @ 00:37 UTC, 10 May 2009 >>
By Earth Heartlesss  - Reply to #192
what do you mean ?
<< Comment #201 @ 08:08 UTC, 10 May 2009 >>
By United States of America KitesAreFun  - Reply to #193
My "aim whore" stuff is not pointless. I don't want a game to move in the hitscan direction. Whether Q3 has "always" been about that or not. Do you?

I see 50% LG accuracies. Same goes for the rail (60-70%?!), and these are online matches. If the rail is too powerful, nerf it. I've come to HATE the weapon.

I think 666 should be used for the reasons given. I want emphasis on the RL, and less on the LG and RAIL. Or rather Prediction > Hitscan. Hell, I even think more emphasis should be put on plasma too.

So you I say:

Q3 has always been all rail/shaft & rox

And I say:

"777 starts to wander into "aim whored" territory." and "My point exactly."

I want a weaker LG because Quake 3 has been a rather aim-whored affair and I think the game would be better represented, if less emphasis was put on "hitscan" aim.

In theory, if all the weapons are equal, then it takes more skill to play the game. But that doesn't mean it's a better game.
Edited by zalu at 08:09 UTC, 10 May 2009
<< Comment #203 @ 10:39 UTC, 10 May 2009 >>
By Sweden Paladia  - Reply to #201
What I don't get is why weapons like LG or rail are considered more "aim whore" than RL, as all three requires aim.
Edited by Paladia at 12:16 UTC, 10 May 2009
<< Comment #204 @ 11:25 UTC, 10 May 2009 >>
By United States of America KitesAreFun  - Reply to #203
Splitting hairs. Call it hitscan whored. Whatever works.
<< Comment #216 @ 21:12 UTC, 10 May 2009 >>
By Sweden Bluder  - Reply to #173
since when do u use lg to counter rg?
<< Comment #217 @ 01:13 UTC, 11 May 2009 >>
By Earth Heartlesss  - Reply to #216
since i try to get close to the railer (with +walk@mg then *TADAAA I'M THERE LOL PWNED")(or +forward@roxspamming+hide&seek).
ofc you can also engage a rail battle, but if you got control, why wouldn't you try to +forward him with shaft instead ? Way more fun & skilled :P (hi cooller).
<< Comment #218 @ 08:49 UTC, 11 May 2009 >>
By Sweden Bluder  - Reply to #217
and you can't do that whit any other weapon so therefor we must have a overpowered lg?
Edited by Bluder at 08:50 UTC, 11 May 2009
<< Comment #220 @ 20:20 UTC, 11 May 2009 >>
By Earth Heartlesss  - Reply to #218
hf trying to rush a +back railer with your SG/PG/RL/GL/MG.

With SG = you get close, but he's still backing, soz you re still at least at mid range from him = useless (well, since the SG is overpowered, it might work, dunno)
With PG = too easy to dodge
With RL = With SG + too easy to dodge
With GL = LOL
With MG = LOL

I'm not for LG = ultimate weapon
I'm for LG = rail = rox = depends on the situation

I want variety in play styles (+rush LG should work as much as +back Rail and +trap Rox)

Actually in QL it's : +back Rail > *. You don't agree ? Watch Spermy play.
Edited by He4rTL3sS at 20:28 UTC, 11 May 2009
<< Comment #219 @ 15:07 UTC, 11 May 2009 >>
By Denmark rahzei 
the good old days of ra3 with tl 0 being an absolute must for a shaftwhore was the shit, sadly it isnt like that anymore :D
<< Comment #221 @ 20:58 UTC, 11 May 2009 >>
By Sweden luKrek 
lg should do less damage the closer you get ._.
<< Comment #223 @ 21:58 UTC, 11 May 2009 >>
By \0/ fragerr  - Reply to #221
ok.now go sleep tomorrow is new day
<< Comment #224 @ 07:10 UTC, 12 May 2009 >>
6-6-6

My LG is shit, so i don't put that much emphasis on it. I prefer lower damage because then it *slightly* evens the chances out when i face a shaft god (Hi Torz). :D

Seriously, shaft is still perfectly abuseable in QL, with more streamlined damage (picking the average damage value from the three distances) it will all be good. With better netcode (which i'm pretty sure is on it's way), 7-7-7 will be the bad old days all over again.
<< Comment #227 @ 13:52 UTC, 12 May 2009 >>
By Swedish Shaft trz  - Reply to #224
disown u
<< Comment #229 @ 16:20 UTC, 12 May 2009 >>
By nihil madbringer  - Reply to #227
Who you gonna call?

GHOST BUSTERS!
<< Comment #231 @ 09:19 UTC, 13 May 2009 >>
By \0/ fragerr  - Reply to #229
ninjas :O
<< Comment #249 @ 20:27 UTC, 17 May 2009 >>
By badys tshirt Badb0y  - Reply to #229
dr venkman: we are scientists
<< Comment #228 @ 15:59 UTC, 12 May 2009 >>
6-6-6 would be definitely good...maybe also 7-7-7 wouldnt be bad :D
<< Comment #233 @ 14:55 UTC, 13 May 2009 >>
By United Kingdom n1ghtfly 
7-7-7 Would be nice, although I doubt we will see any change at all.

I would prefer constant damage, whatever they think to be reasonable is up to them. But if they are introducing range based damage then rail is the obvious gun to nerf. It would discourage standism, which is what CA has become in QL.

How about rail 80-70-60 and lg 8-7-6?
<< Comment #261 @ 08:31 UTC, 8 June 2009 >>
By United States of America KitesAreFun  - Reply to #233
How about rail takes off armor and/or health if you MISS it ;)

666 for LG!!!
<< Comment #242 @ 09:15 UTC, 14 May 2009 >>
By terran timmah 
7-7-7 too little of a difference in my opinion.
So 6-6-6 it is.

P.s. Assuming it is the same as CPMA netcode and/or xerp.. or whatever that is.
Edited by timmah at 09:17 UTC, 14 May 2009
<< Comment #243 @ 10:47 UTC, 14 May 2009 >>
By Germany RexCramer 
It seems the result of all polls and discussions I've seen so far is that a vast majority thinks lg section damage (or even any range based damage) is a bad concept. A lot of good arguments and valid points were made. But this debate could go on forever, if nothing changes. The big question is: Are we going to be heard?

If you do NOT think that id will listen to the players, show this by [+] ing me. :D
Edited by RexCramer at 13:33 UTC, 14 May 2009
<< Comment #244 @ 11:25 UTC, 14 May 2009 >>
By Unset retire  - Reply to #243
Of course they will listen, but they will come up with a bad solution and say "well, we can't please everybody" =P
<< Comment #254 @ 11:19 UTC, 24 May 2009 >>
By Sweden Paladia  - Reply to #243
I know for a fact that Syncerror has at least kept an eye on the poll.
<< Comment #245 @ 12:42 UTC, 14 May 2009 >>
they wont change lg...they already said that..i hope they are changing idea :D
<< Comment #246 @ 08:55 UTC, 15 May 2009 >>
By \0/ fragerr  - Reply to #245
or changing to a new game like q5 :>>>
<< Comment #248 @ 20:26 UTC, 17 May 2009 >>
By badys tshirt Badb0y 
cpma fans wants LG xerp spamming
sad :(
<< Comment #250 @ 12:26 UTC, 18 May 2009 >>
By Way2Tartan fjorgyn  - Reply to #248
8-8-8 : 1.7% (3)

ye... all 3 of them
<< Comment #251 @ 16:26 UTC, 19 May 2009 >>
SWAP LG FOR STAKEGUN!!!
<< Comment #252 @ 14:50 UTC, 21 May 2009 >>
By Sweden Kujiwa 
6-6-6 would be great.
its so easy to hit with lg anyway so it will be too overpowered with 7-7-7 i think.
The cpma vq3 lg destroyed q3 don't want the same thing with quake live
<< Comment #253 @ 11:12 UTC, 22 May 2009 >>
By Germany ouze 
6-6-6 is best

lg is pretty easy to handle in ql so dont make it too powerfull
<< Comment #255 @ 20:25 UTC, 25 May 2009 >>
By aggnog_duck spyteman 
funny how everyone was moaning about xerp and cpma netcode because it had so little lag compared to osp, and now the same moaning again when someone suggests the opposite.
gg q3 community.
<< Comment #257 @ 18:44 UTC, 27 May 2009 >>
By clawo ini  - Reply to #255
:D
<< Comment #256 @ 18:03 UTC, 26 May 2009 >>
By Slovakia JCK 
666 ftw!
<< Comment #258 @ 07:26 UTC, 28 May 2009 >>
By Macedonia darko 
7-7-7 would be the most fair choice, as other weapons like the RL or PG just obliterate the LG when they are used as good as the LG.
<< Comment #259 @ 08:15 UTC, 5 June 2009 >>
I just wanted to state that i LIKED the osp shaft and i really LOVED the ra3 shaft. Of course it was flawed, but it was flawed the right way.
As a whole CPM always felt android and technical, mainly its shaft.

I liek QL shaft, but best was ra3 2nd is osp yeh?

(shut the fuck up and play)
<< Comment #260 @ 08:37 UTC, 5 June 2009 >>
By ratmstar Kaloos  - Reply to #259
yeah, you shut the fuck up and play.
Edited by Kaloos at 08:37 UTC, 5 June 2009
<< Comment #262 @ 09:50 UTC, 1 July 2009 >>
By ESR-Logo-Blue shady8701 
yeah shut up
)=
<< Comment #263 @ 10:27 UTC, 1 July 2009 >>
By idsoftware cranked 
excessive damage makes sense when using a LG too close to enemy ... same in the case of a shot Gun !
<< Comment #265 @ 21:58 UTC, 8 May 2011 >>
By 013 PLU5dmG 
The way it is right now is perfect. Do not change it.
<< Comment #266 @ 23:49 UTC, 8 May 2011 >>
By MLP_FlutterShy Teen Queen  - Reply to #265
Welcome to two years later, enjoy your stay.
<< Comment #268 @ 12:10 UTC, 9 May 2011 >>
By 013 PLU5dmG  - Reply to #266
Holy shit ! Need to change my BIOS settings, coz still 2009 ;)
By the way...
Is the subject closed ? No ? So WTF, dude ?!
<< Comment #269 @ 12:27 UTC, 9 May 2011 >>
By QW faerie_  - Reply to #268
Please stop being so french, a few people here have managed to somewhat hide this part of their respective biographies and would rather keep it that way.
<< Comment #270 @ 11:38 UTC, 11 May 2011 >>
By 013 PLU5dmG  - Reply to #269
Your comment as well as the comment of Anhedonic is not in relation to the topic.
So, plz, stay on the topic and do not criticize others.
And the topic is :Lightning gun damage?
Not : why did he respond now after 2 years ?
Or : are all freach nationals arrogant ?
Or : (your next comment goes here)...
Cordialy.
<< Comment #271 @ 11:42 UTC, 11 May 2011 >>
By QW faerie_  - Reply to #270
y [+]?
<< Comment #267 @ 00:29 UTC, 9 May 2011 >>
By SC_Terran Venim  - Reply to #265
First post on ESR?

You're fucked...

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