In Q3 the same pro-players would be happy with ~35%. I've seen pro-players reaching ~50% lightning gun accuracies during matches. It is way too easy to hit your opponent at the moment. The hitboxes need to be the same size as Q3 hitboxes. Two other "wanted changes" that I consider very important: Bringing the speed up a few notches would work WONDERS (of course if it is not possible due to engine restrictions, then I guess it just have to stay as is). The rocket launcher is really lacking compared to the two other prime weapons (rail and lightning gun). Increasing the rocket launcher speed is also a must. It would also be easier to engage a camping rail-only n00b with lightning gun as you would be able get into "reach" faster (the rail is too dominant atm.). It just makes the game slightly more action-packed (it IS Quake after all) and gives more credit to good movement (at the moment it is all about aim). Seriously, I've tried setting up a server using pm_speed 360 many times and I simply LOVE it. If you're making rockets slow because of nubs then it makes very little difference as a good player could spank an average player with only a sg and machine gun. I think the RG and the Shaft are overpowered, increasing the RL speed would make the RL a more effective weapon. It almost forces you build around it and that usually means confined areas. Ofc I realise that different weapons react differently and are supposed to be used/changed at certain distances, but the speed of the rockets are really having a big impact on the maps. So I just don't get why the damage values are not scaling in relation to the increased skill base.
![quickshift usq4 quickshift usq4](http://www.getfilings.com/sec-filings/110427/TWIN-DISC-INC_8-K/r8k04272011ex99113.jpg)
Rememebr when you lot designed the RG it was what 10 years ago?Īs you know, these days many players have stinking amounts of accuracy with the RG and shaft.
![quickshift usq4 quickshift usq4](https://i.pinimg.com/474x/f4/3d/8b/f43d8b60f2393e248a01c542b9b490fc.jpg)
Everytime I make a room bigger than a match box rockets start to become useless and it encourages the player to always use the Railgun, assuming of course they are out of shaft reach. I'm making a q4 map atm and TBH it's a freaking nightmare.
![quickshift usq4 quickshift usq4](https://vitalsounds.com/wp-content/uploads/2016/08/product-image-qsreg2-1.png)
Sync, I think you're right about the movement speed, it's fine, but the rockets really do need speeding up. This is not to say that there is no fix, we may just have to look at other options. The reduction also decreased players jumping abilties (due to these collision changes) as we feared and trying to make up for the decrease by increasing a players jump height causes almost as many issues as the hitbox reduction itself. I'm trying to get all of the community's desires answered, but we can only make changes if they are for the best and while its definately harder to hit the smaller hitboxes, its incredibly ugly what it does to collisions. They are looking at other options, but while the hitbox reduction is what everyone is crying for and is a good fix in concept, it may not be possible based on all of these test results. In the end, everyone else here feels that no one has an advantage over another play and so since its neither a "bug" in their eyes or something that gives one player an advantage over another in a match it could only be fixed if it didn't bring on dozens of new bugs, which it currently is. The conclusion in the end was that if people really are getting that much better at games than in future FPS they'll try to reduce the hitbox size, but on a game that's already been built around those numbers its causing too many errors to go back and change now. Now reducing the box would make it more difficult to hit and would once again balance our high rail percentages out, but it can't be done without breaking much of the game. The box isn't any larger than it was in Q3, we're all just better railers. Its literally the same box, size, positioning and with similiar relations to world collisions. I went over this with serveral here, but Tim showed us the numbers and hitboxes for all the Quake games. In multiplayer it causes adverse effects on player collisions with the map and others - in single player it pretty much just breaks most of the maps causing you to get places you shouldn't, and then getting stuck until you go to the console to quit or noclip yourself out. Reducing the hitboxes causes a slew of clipping errors both in multiplayer and singleplayer. We just got done with some of the hitbox testing.
![quickshift usq4 quickshift usq4](https://i.pinimg.com/originals/f4/3d/8b/f43d8b60f2393e248a01c542b9b490fc.jpg)
"Okay, kinda big breaking disappointing news of sorts. *UPDATE* SyncError has posted the following message regarding hitboxes:
QUICKSHIFT USQ4 PATCH
Bugs not fixed by the 1.1 beta patch can be listed also, but this thread should focus on bugs specific to the patch. The entire thread will then be sent to id's email ( ) and/or have SyncError check it often. Post all bugs that have been found within the 1.1 beta patch within this thread.