PM2 spawn system I would say is not too bad but fucking awful on hub. VQ3 might have a predictable spawn system but it has awesome starting spawns with the except of two possibilities (hub and dm6 pillar). The PM2 starting spawns can be crazy unfair especially on ztn.
hit sounds don't matter they might be annoying but they barely effect gameplay.
I knew this response was coming, reason I didn't unclude cpm is that it's ESWC...They would never use cpm :(. Also IMO cpm for tdm/ctf is far superior, however for 1v1 I prefer vq3/cq3
I'd say cpm is superior to all, maybe except from ctf. There has on the other hand been years since the last clan ctf games were played and I guess the game changed quite a bit since then. But as it is today(pickups) it's to much of a rail feast really.
I'd still say that ctf is the worst cpm mode :)
Well, you could always blame the maps also. The defs are usually too stacked and the attackers lacks armor and thus makes them easy to take out.
Actually try watching some clan cpmctf games and I don't mean today's pickup clans that only stick around for half a cup, I mean proper CTF clans like late na, cgx, nametaken. It's the best cpmctf ever got.
CPMCTF never got the development or gameplay time 1v1 and TDM got but its biggest problem was that it never had any proper maps as opposed to the other two modes. Still it managed to make a lot of progress since the early days.
Actually CTF got a considerable amount of development time but the issues were too closely tied up in fundamental pieces of CPM gameplay so we tried bandaid measures like flag drag. Hopefully PMX will demonstrate some of the changes that fix the CTF while still retaining fast, high movement skill CTF.
Yeah maps are definitely the biggest problem with ctf (both vq3 and cpm).
OSP added ospctf1 and 2, none of them got any playtime since they were pretty crap.
CPM added cpmctf1-5. cpmctf1 was made for ntf and isn't suited for ctf. cpmctf2 has its charm, but it ultimately fails. cpmctf3 is all about mid and you literally don't use 80% of the map. cpmctf4 should never have been included in cpm as it's not mirrored and thus totally useless. cpmctf5 is just a quick remake of a tdm map and it has lots of flaws.
This leaves both osp and cpm ctf'ers playing threewave maps made for CActf. Weapons and items on maps are placed without too much thought.
Ultimately both types of ctf (in a clan environment) became mostly about aim. Even cpmctf with its much faster movement is all mid.
do you like ql with bigger ground accel than in cq3 or not?
and why accel 10 is good but 11 bad? mb you want accel 9?
i know that 10 is standart in vq3 like mega spawn is 35 sec. but actually 11 is not random value in cq3. it was carefully adjusted for OSP vq3 maps. in contrast ground accel in ql is really random like all weapon settings, and you think that ql is better than cq3?
i don't know what quakelive did different in terms of speed adjustment (or if they did anything at all, it seems quite like vq3 to me apart from the rocketjumps) but it is definetly better than how it is in cq3.
i think "it seems quite like vq3" because you want it to be like vq3. i think its just like placebo effect for you and many other players.
just assume that cq3 movement is trying to be weighted average between vq3 and ql -- (3*vq3+ql)/4 (as i know accel in ql is 14) and from this point of view try to explane whats wrong with cq3 accel. if vq3 is fine for you and ql is just like vq3 so cq3 must be more like vq3 for you than ql
try to perform real comparison for example jump to RG on dm6 with vq3, cq3, ql and say whats wrong with cq3, and whats better in ql than in cq3.
there is definitely a difference between cq3 and ql, its even visible when you see ppl strafing left-right-left-right etc. (and its exactly this situation where i hate cq3, and quake 4 for that matter). The model moves ultra fast, this doesnt happen in ql.
What i am saying is they used different ways to get to a faster movement. And the b2r comparision is ridiculous for various reasons (a minor one being that the gap is smaller in ql).
On another note, im probably not gonna bother any more since cq3 will never get played anyway.
You're funny. :)
QL uses accel closer to CPM. When CQ3 accel is just 1 unit more than VQ3 accel.
As QL devs said, they tried to make gameplay 'golden mean' of all 4 gameplays.
Yeah, CQ3 is not like QL at all!
the difference in ground acceleration is so apparent when you see ppl strafe left-right-left-right, and thats also where i hate it the most (same in q4). It works in cpm cause the rest of the game is as fast (weaponswitch, aircontrol etc.)
Well, a strong opinion. But didn't you think that CQ3 was designed to be a bit faster gameplay than VQ3 and that the better aim had to be counterbalanced by a bit more reactive movement for dodging attacks? Nothing CPMish about it.
if i would have made cq3 as an improved version of vq3, the only thing i would have changed would have been rail dmg either 80 or 90, lg dmg 7, mg dmg 5, remove cripple and leave everything else as is. I was told that cq3 was supposed to be a better balanced version of vq3, and not some new faster gameplay or smth like that.