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Quake 3 uber arena
Quake 3 uber arena







quake 3 uber arena

We do not want the game to die quickly we want it to be full of people all playing the same way instead of what really happened to quake. I would like you to define the difference between " skill based " and competitive because they are pretty ******* close to the same meaning my friend. Clientside detection of weapon hits is all it is. One change they made in UTComp was enhanced netcode which made hitscan weapons make alot more sense.

quake 3 uber arena

THEY NEVER ALTERED GAMEPLAY the majority of features in these so called PROMODS enhanced the game with small features that should just be stock 2014. That was what TTM added to UT2003 and what UTComp addded to UT2004. and in UTComp the beauty was that EVERYTHING was able to be turned on or off based on YOU. ala brightskins IF YOU CHOOSE TO USE THEM, hitsounds, custom crosshairs, the ability to call a timeout or pausing( not in UTcomp or TTM FYI server admins had to be spectating and watching for a moment to pause aka someone drops 5v5 ctf its now 4v5 ), good spectator options. we just want BASIC features to be available as an option in the game for all players to decide what way they wanna play not server admins. You think we want to completely change the game to " cater " to the pros. rocket speed never altered, flak shells never got touched. Have you played on a so called, in your mind, competitive server to see what changes were even made to the gameplay? You do not make sense right now you sound like you only played quake 3. I do not think you understand in UT99 and UT2004 there were NO base gameplay changes made. I mean come on wouldnt you rather have a large player base playing the same way?









Quake 3 uber arena