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Recent reviews by bedHedd

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No one has rated this review as helpful yet
38.3 hrs on record (1.7 hrs at review time)
the movement is super fun, if you have played quake champions, doom or team fortress 2, you'll feel right at home
Posted 1 July, 2024.
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No one has rated this review as helpful yet
94.1 hrs on record (5.3 hrs at review time)
Early Access Review
Played in the open beta on bethesda launcher. Most of my initial issues with servers and frame rates have already been solved in the recent patch.

To new players, if you are getting lag/server latency try changing the server region to a ping that is reasonable to you.

After playing Overwatch and TF2, Quake Champions feels like a new breath of fresh air. The fact that there are no locked classes combined with the fast movement makes the game fun in a chaotic way. The background music is amazing and can be listened to repeatedly. I can't wait for more maps and gamemodes to be brought to the game.

I look forward to the new changes and features that will come in the future

Some feedback for the devs
* please seperate into 2 queues one for mixxed(quick play) and one with game modes seperated (like Overwatch's queue) or make a preference for specific game modes(like TF2).
* the removal of control from picking game modes makes it very frustrating to get stuck in a mode you don't enjoy and is worsened if it takes a long time to queue for a game
* certain champion abilities are better for certain modes thus are used certain modes such as Doomslayer and strogg in instagib or visor in DM, so adjustments can be made either to the abilities themselves or to the game mode itself
* certain maps(like lockbox) are designed for certain game modes(sacrifice) do not work out well in death match or team deathmatch scenarios
* on the topic of maps please make an option in the graphics settings to disable weather effects as the rain can cause performance issues. My frame rate generally drops on maps such as Ruins of Sarnath and Tempest Shrine compared to maps like blood covenant and burial chamber. I realize the game will be further optimized when it leaves early acesss, but weather effects blur the screen and makes it harder to identify other players.
* other than map adjustments I think some reworks to the protection in deathmatch can be implemented, a duel with a person with protection feels less fair than one with a person with quad damage. With Quad damage it is very high risk high reward, but with protection it is the polar opposite. The counter to protection is similar to Quad damage in that if everyone focuses you can't win, but the payoff doesn't feel as good as going on killing spree with Quad damage.
* A suggestion might be to reduce protection or replace the powerup to a movment based powerup(i.e faster movement speed, higher air control, etc) that way it maintains the same mentality of high risk high reward with quad damage. I am not suggesting the complete removal of protection as it provides an element of strategy in team based game modes.
Posted 12 June, 2018.
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