We've revamped the XP scoring system to strongly reward players for participation and performance in a match, and substantially decrease the amount of XP for idling in matches.
Here are some of the changes we've made:
Increased Kills from 3 to 100
Increased Assists 1 to 50
Increased Medals 7-35 to 10-50
Increased 1st Place 35 to 500
Increased 2nd Place 17 to 250
Increased 3rd Place 7 to 100
Increased MVP 17 to 50
Decreased Match Completion 1120 to 50
Decreased First Game 700 to 250
Decreased First Win 1400 to 250
This will lower the average earned XP for idle/afk players from 1500-2000 to about 350-500. Active players, depending on their performance, should earn an average of 2k-8k XP per match; significantly more than what was on the live build. This should help players get over the progression hump they have experienced near Level 35.
We’ve also greatly increased the Custom Game XP output to nearly match Live Public games for Kill, Assist and Medal bonuses. However, we of course removed the bonuses for Match Completion, First Game, First Win. So now players who over index in Custom Game matches with friends or practicing with bots will now earn a proper amount of XP towards their BattlePass goals.
These changes are live right now!
Enjoy, and thanks for all your constructive feedback around the XP system!
2v2 IS BACK!
Quakers,
The Elder Gods rarely meddle in mortal affairs, but after reading your requests for 2v2 in today's stream they combined their powers to bring it back to the live build without requiring a game update! 2v2 is available to play RIGHT NOW!
Hot Rockets has also replaced Slide & Slash in the Arcade.
Champion prices lowered
Hey Quakers!
If you've got some Champions you've been eyeballing adding to your roster, now's the perfect time to pick them up: we've slashed the prices of Champions in half to 400 Platinum or 10 Shards!
Performance Patch January 2019
Happy New Year, Quakers!
We are releasing a performance update this morning at 10:00 EST / 15:00 UTC that should address performance issues some players may have experienced since the December Update:
If you’re on LOW or MEDIUM settings in the main menu, the menu uses MEDIUM texture settings ( otherwise, it’s based on your settings ). This will help min spec players that reported very high memory usage and long load times.
In-game, texture quality for all things in the world will now obey the users texture settings ( ex: if you have your settings to LOW, then champions, weapons, the world itself, etc. should all use LOW texture quality ). This will help min spec players with 2 GB video cards, and overall performance.
To get the most benefit out of setting everything to LOW, you should set your Video Resolution to 720, and turn OFF Gore.
Estimated time until the servers are back up: 13:00 ET / 18:00 UTC.
Thanks Quakers!
December Update: Status and Upcoming Hotfix
Hey Quakefriends and fam,
Yesterday we released our December Update which included major new changes including a revamped and improved rewards system, the long-awaited Capture the Flag mode, and many balance changes and quality of life additions. There were also some unfortunate bugs that slipped down the chimney in this build; we’ve got them on our “Naughty” list and we will be releasing a hotfix soon that should hopefully address these issues:
Matchmaking Issues - RESOLVED
Following the update, players may have experienced some issues with the in-game matchmaking. Earlier today we conducted maintenance that corrected these issues.
“Processing Transaction” timeout issue
In this update, we’ve shifted away from random rewards with clearer Champion Progression and free Rewards systems, and the all new Battle Pass with exclusive rewards. We’re happy to hear that many of our fans are excited about these changes, and we are looking into the “Processing Transaction” issue that some players may have experienced. We’re investigating some possible solutions to the problem, and we are evaluating them for potential release in this hotfix.
Memory Usage and Performance issues
We identified a memory bloat issue that is affecting some users who have 8GB of RAM in their system. (The minimum amount required to play Quake Champions.) Players may have noticed their RAM usage spiking during play; we are also targeting releasing a fix for this issue in this hotfix. Along with our improvements in diversifying Low, Medium, and High gameplay settings, users operating at the minimum spec should hopefully see some improvements in performance.
As always, we will continue to optimize performance for a wide range of systems and PC configurations. With your help, we’ll continue to dive deeper into areas where we can make improvements. After the hotfix is deployed, try setting ALL of your settings to Low with a resolution of 720p, and make a note of your in-map performance.
If you are still experiencing performance issues after the hotfix and after following these steps, we ask that you please post as many details as possible via the December Issue Megathread we will create in the forums after the hotfix is deployed. We ask that you post as many details of your experience as possible along with your in-game username, PC specs (CPU, GPU, RAM), and your in-game settings. Thanks!
December Update Message of the Day - RESOLVED
Some of you may have been so excited with the arrival of Capture the Flag mode that you hopped into game immediately without viewing the Patch Notes. We’ve added a brief reminder to the in-game Message of the Day that you can find all the answers to your questions about this update’s changes in the notes!
Thanks again for all your patience, Quakers. We’re hurrying like elves to get this hotfix out as soon as possible so all of you can have a fragtastic Merry Quakemas! We will continue to update you regularly on the status of the hotfix.
Patch Notes - December Update is now LIVE!
Greetings Champions,
We’ll be deploying an update on 20.12.2018 that includes a new mode: Capture the Flag (CTF), a new map: Citadel, a brand new Free & Premium Battle Pass System with an all new Champion Progression System, a fresh rotation of weekly Arcade Modes, a few Champion + Weapon Balance Changes and more granular graphic setting changes. We estimate the update process will take from 8AM EST – 2PM EST (11AM GMT to 6PM GMT).
New Mode: Capture the Flag
Two teams face off in a match of Capture the Flag
Steal your enemy’s flag and return it to your base to score a capture
Your team’s flag needs to be in your base in order to capture
A match is divided into two halves, with teams switching sides of the map at halftime
The team with the most captures at the end of the match wins
If teams are tied at the end of the match, the team that has the most XP is the winner
Supported Maps: Burial Chamber, Church of Azathoth, Citadel, Lockbox, Tempest Shrine
New Map: Citadel
Inspired by the popular Quake Live CTF map Stonekeep, we’ve been baking this one in PTS for a while now because we knew that we couldn’t release CTF without the perfect map for the mode: Citadel. This is our most symmetrical map yet, and as such is divided into two halves, Red & Blue with two power-ups spawning in the perimeters of each half! We hope you’ll love the new digs and are looking forward to seeing how you and your new team comps can creatively traverse this new addition to the dreamlands!
Free Rewards System and Premium Battle Pass
We’re stoked to introduce our new free Rewards System and Battle Pass which rewards players for leveling up through their normal play and through daily + weekly challenges. There’s a ton of excellent content here, including this massively cool all-new vanity weapon at level 100:
New Vanity Weapon: Gravedigger
Excavated from an unmarked grave just outside Terlingua, a small Texas ghost town, this ornate fully automatic perplexed assessors. Too advanced for its age and forged from metals of unknown origin.
More details on the new free Rewards System and the Battle Pass:
https://youtu.be/0-7klmtac6I
The in-game economy is going through some positive changes to accommodate for this new progression system. Here’s a shortlist of note:
Favor removed
Backpacks no longer for sale
Chests no longer for sale
Reliquaries guarantee 1 Legendary item
Reliquaries sold in quantities of 1, 3, 10
Reliquary discounts: qty 3 10% off, qty 10 20% off
Left over loot boxes of all types may still be opened
Duplicate rates have been extremely reduced in Backpacks, Chest, and Reliquaries
Can no longer dismantle items in Customization
Players earn Shards in Battle Pass and Weekly Challenges
Champions unlocked for Shards (20 shards)
Champion Progression points 1 Shard each
Have more questions? We've got you covered with this handy FAQ!
Champion Progression System
We’re very happy to finally unveil our brand new Champion Progression System which allows players to have agency over where and how they spend their Shards as every Champion has a linear level progression system. It includes everything from shaders, attachments, lore scrolls and full armor sets; including each Champion’s Elite Mastery Shader + Legendary Set. Rewards have never been clearer or as fun to obtain!
Performance Optimization
Performance improvements including:
Particle optimization
Texture resolution optimization
Updated all video settings for low and medium for various settings
Improved performance drops seen with Quad Damage
Optimized Gore performance
Frametime optimizations
Graphic Options Settings
More granularity on Graphic Settings (You’ll notice a much larger difference in texture quality/fidelity between Low -> Ultra settings in-game)
Note: The Main Menu itself is locked a higher setting so don’t judge performance until in a match
Pro Tip: If you have a <3gb GPU - please select Low Settings and you should notice less hitching and a smoother frame rates
Let us know about your in-game performance experiences (esp. PCs with lower specs!) in the forums and please include your system specs and in-game name when you do! (Having your in-game name is VERY important!)
Quality of Life Updates
Sound Update
We reduced the volume of map ambient sounds on all maps by half for a more enjoyable gameplay experience (This was huge for us as we know it’s been one of the most-requested community asks!)
December Playlist Update
November’s Playlist remix gave us a ton of good data on what people love playing the most, so we’re mixing it up again with what modes will be available.
Quick Play Modes
CTF
TDM
DM
Instagib
Unholy Trinity
Ranked Modes
Duel
Notes:
Instagib and Unholy Trinity have been moved from Arcade to Quick Play to improve MM times by allowing players to multi-select them alongside the core Quick Play modes
Slipgate and Sacrifice has been removed from Quick Play and Arcade due to a remaining bug that we’re working on, but it will remain in Custom Game
Game Mode Unlocks
New players will now have immediate access to Quick Play and Arcade, rather than unlocking individual modes as they level-up.
Ranked play remains locked until Level 10
In Battle Pass Season 1, all players are reset to Level 1, Ranked SR is reset, players must reach Level 10 before they can unlock Ranked, and players must play qualifier matches to become Ranked
In future Seasons, while players will be reset to Level 1, they will not be forced to reach Level 10 to unlock Ranked Modes
Bot Support
Bots will only be present in Match Making lobbies for teams with an average ELO of 1300 & below who are experience long queue times.
Bots will now only backfill players leaving in team modes and will no longer backfill in Free-For-All based modes.
New Arcade Modes
A brand new way to queue up and play! The Arcade is a weekly rotation of rule modifiers that shake up how you play Quake Champions in fun, different ways. This month we’re introducing two new ones:
AAArena
BJ only. Infinite Ammo. LG only. Ability available on respawn. AAAAAAhhhhhHHHHHH!
Slide and Slash
Slash and gauntlet only, trails insta-kill. Ability available on respawn
All Champions
Champion Roster now ordered in groups of Light, Medium, Heavy
Delay after abilities, 0.5 to 0.4 sec
Anarki
1 hp Health Decay every 0.5 to 1 sec
Athena
Delay between Grapple Throw and Swing Activation 0 to 0.1 sec
B.J. Blazkowicz
Dual Wield rate of fire 1.25 to 1.3x
Clutch
Delay between Barrier Shield and Mining Drill Activation 0 to 0.25 sec
Mining Drill Radius 0.17 to 0.15
Death Knight
Fire Trail Duration 2 to 3 sec
Delay Between Flame Strike and Converge Activation 0 to 0.125 sec
Friendly fire bug fixed
Eisen
Scale 1.0 to 1.1
Head Hitsphere Radius 0.15m to 0.175 m
Shoulders Hitsphere Radius 0.14 to 0.20 m
Arm Hitcylinders Radius 0.1 to 0.15 m
Leg Hitcylinder Radius 0.175 to 0.20 m
Sentry Turret 140 fov cone to sphere (360 degree targeting)
Sentry Turret rof 250 to 200 ms
Sentry Turret no longer blocks item pickups
Galena
Totem Damage 50 to 40
Enforced Totem Damage (when she has three Totems deployed) 75 to 60
Keel
Delay between grenade shots 500 to 400 ms
Nyx
Ghostwalk Telefrag 100 to 125
Ranger
Dire Orb Splash/Explosion bug fixed, up to 200 damage was possible (25 fly-through, 100 telefrag, 75 splash). Max damage is now 125 (25 fly-through and 100 telefrag).
Delay Between Dire Orb Throw and Teleport Activation 0 to 0.125 sec
Scalebearer
Bull Rush
From
100 > 320 ups
To
50 > 320 ups
75 > 400 ups
100 > 500 ups
Heavy Weight
From
100 > 320 ups
To
25 > 320 ups
50 > 400 ups
75 > 500 ups
Strogg & Peeker
Peeker Hyperblaster damage 10 to 15
Peeker Charge damage 50 to 75
Visor
Ability Activation VO is now heard in third person as a 3d positional sound
Weapons
Heavy Machinegun
Zoomed Spread 0 to 0.009 m
Nailgun
Rate of Fire 90 to 100 ms
Damage 10 to 12
Super Nailgun
Rate of Fire 110 to 100 ms
Tri-bolt
Bolt Damage 40 to 35
Rate of Fire 1200 to 1300 ms
Max Ammo 20 to 15
Lightning Gun
Beam Radius 0.13 to 0.12 m
Gameplay
All items that fall from dead players (shards, weapons, power-ups, flags, souls, stroyent, health) all have physics, falling outward from the origin of the dead player down to the ground
Fixed an issue where Galena’s totems could damage teammates when exploding
Fixed an issue where Death Knight could set teammates on fire
Fixed an issue in Slipgate where players would spawn without full armor
Fixed an animation issue for Anarki on the post-match podium screen
Fixed Eisen’s turret so it can shoot at enemy’s downhill from it
Fixed an issue where the Gauntlet blades would not appear when being used
Fixed where the Tri-bolt 3rd person Quad effects would not display correctly
Fixed an issue in Sacrifice where the Soul could appear partially submerged in to the floor
Fixed an issue where you could see under the match start podiums
Fixed an issue where major pickup items could spawn inside map geometry
Fixed an issue in Molten Falls where Ranger could use Dire Orb to teleport below the kill volume
Tech
Fixed issue that would cause BJ’s audio to play distorted when using active ability
Fixed occasional crashes that could occur when loading into a match with spectators
Fixed a hang and crash where players could become stuck in an infinite loading screen after match, and then crash
Fixed a crash that could occur when loading into a custom match with a full party of players and botscrash
Fixed performance drops that could occur in Church of Azathoth when looking towards the center of the map
Fixed issue where the Railgun appears to fire rapidly when switching to Lightning Gun
Fixed an issue where Eisen’s 1st person weapon bob would stop working after switching weapons
Fixed an issue where performance would drop for a player killed and the attacker
Fixed issue switching weapons could cause switching weapons with the mousewheel to stop working
Fixed an issue where Ally Outline Color changes would not immediately take effect
Fixed an issue where Enable Gore, Show Hit Markers, and Enable Speedometer settings were not saved on game relaunch
Fixed issue where the game would crash when a player player attempted to create a new account
Fixed an issue where Blood Covenant would crash on the pre-match podium screen
Fixed issue when alt-tabbing on a loading screen in custom game on Mystery Sacrifice Blood Covenant
Fixed an issue where player’s could lose the ability to control the camera with the mouse
UI
<*> Fixed many issues of text running outside of their text fields
<*> Fixed clipping issue for Eisen’s Die Berechnung skin and the Grease Monkey’s Toolkit vanity item
<*> Fixed an issue where a player’s Arcade Playlist Skill Ranking was displaying on the player’s Profile screen as ranking
<*> Fixed an issue where several of Eisen’s attachment buttons would not display
<*> Fixed issue where Champions did not have individual Instagib statistics
<*> Fixed an issue where the Contacts list could become unresponsive
<*> Added missing Slipgate statistics section to Player Profile screen
Economy
Fixed an issue where the Disruptor would not unlock after purchasing the Winter Esports Bundle
Fixed issue where players could sell vanity items for Platinum
Tutorial
Fixed issue of text disappearing too quickly in tutorial
Localization
<*> Fixed issue where Lightning Gun damage displayed incorrectly in Basic
Training
Fixed missing announcer VO for medals
Fixed several outdated passive ability descriptions
Bots
Fixed bots not targeting Eisen’s sentry turret
Fixed bots possibly entering broken state if they are dead during a round
transition
Fixed bots not using Gauntlet in Instagib
Fixed issue of bots playing according to TDM rules while in Slipgate game mode
Backend
Searching as a party of 4 in Slipgate or Sacrifice resulted in unusually long search times
We'll see you in the arena, Quakers!
Capture the Flag now on PTS!
You've been waiting, now here it is at last: your first chance to try out Capture the Flag mode on the Public Test Server! Full patch notes here: https://beth.games/2E6HAJK
How do you get on PTS? It's easy: if you're a Champions Pack owner, you've already got access!
Capture the Flag mode will be coming to the live game in our December Update!
Champion Progression and New Ways to Earn Rewards in the December Update!
Hey Quakers!
We're excited to announce some major changes to the progression system of Quake Champions coming in our December Update. We're taking the randomness out of rewards: Backpacks, Chests, Runes, and random Lore scroll drops--they're all GOING AWAY!
When the December Update hits, players will be greeted with brand new ways to earn rewards just by playing the game and completing Daily and Weekly Challenges:
The new Champion Progression System lets you choose which Champions you unlock new items for--and the system is linear, so you know exactly what you're unlocking when you unlock it. No more hoping and wishing you get what you want out of that Backpack!
We are introducing a totally new rewards system that gives players a free path to rewards as well as an optional paid “Battle Pass” that unlocks even more, exclusive items. Earn XP and level up to unlock 100 tiers of rewards, including many items new to Quake Champions!
As excited as you are right now, we know you've probably got questions. Check out this handy article for full details and FAQ (plus a pretty snazzy video with a look at all this new content): https://beth.games/2E46REr
We're eager to hear what you think, and you can look forward to clearer rewards and new goodies later this month!
November Update 17.11.18
GREETINGS CHAMPIONS,
Our November Update is now LIVE! This update includes a new Champion: Eisen; a ton of Champion + Weapon balance changes; a fresh rotation of weekly Arcade modes; and map performance optimization.
Build Highlights
Limited-time Event! Choose a Side: Team Eisen vs. Team Clutch!
In this special event running November 17-30, Choose a Side splits the Quake Champions roster into two factions – Team Eisen and Team Clutch. As you play matches, each frag you score adds to that Champion’s respective team. The full roster of Champions is unlocked for the entirety of the event for F2P players! At the end of each week, players will receive their prize based on the side with the most frags. Full details here.
New Champion: Eisen
Even as a starship captain who’s seen more than his fair share of struggles, nothing could prepare Eisen for the bloodshed caused when the Clutch AI turned homicidal against its human masters – killing Eisen’s closest friends and loved ones in the process.
https://youtu.be/LLu3izM96Xc
Now hunting down the rogue robot through the Dreamlands, Eisen utilizes his special ability – the Sentry Turret – to watch his back. Once deployed, the Sentry Turret can alert Eisen of an enemy’s presence and fire off warning shots as a deterrent. While useful in keeping a step ahead of his foes, Eisen’s Turret focuses on utility over raw damage and is susceptible to enemy fire, so be mindful where you place it!
Starting Statistics:
Health 125/100
Armor 50/100
Speed 310
Active Ability: SENTRY TURRET - Places an automated turret that tracks enemies and fires hyperblaster laser bolts
Passives:
REPURPOSE - Reduce ability time cooldown by 10% when collecting Light Armors
SALVAGE - Reduce ability time cooldown by 20% when collecting Heavy Armor
Esports Invitational Bundle
Starting next week - get ready to start support Quake Esports with the Invitational Bundle! Available for a limited time, and comes with Quake 3 Plasmagun, 200 Platinum, 2 Reliquaries, and 7 Day XP boost. Allows unlimited purchases!
November Playlist Update
UNHOLY TRINITY & HOT ROCKETS return all month long in the Arcade Playlist! Alongside them, NEW arcade modes will continue to rotate weekly. (Listed below.) Also, for all Sacrifice lovers, we’re adding Sac back to the November Quick Play! #SacIsBack
Instagib Classic Visor-only, no abilities
Insta Mystery Random Champions, Active & Passive abilities deal insta-damage
Mystery Sacrifice Utilize the random champions you receive to capture and defend the obelisks
Map Performance Optimization Improved game performance on the following maps:
Corrupted Keep
Lockbox
Longest Yard
New Feature: Post-match Victory Animations
On post-match podiums you’ll notice that Champions now have new individual victory animations. More to come on this in upcoming updates…
QUALITY OF LIFE UPDATES:
Added Weapon Position game option, allowing players to force all weapons to the center or right of the screen, or choose to keep them at their vanity weapon defaults
Bot combat logic improved
Added two additional tiers of bot difficulty
BALANCE UPDATES
Champions
Reduced damage of all damage dealing abilities
Cooldowns unified at 45 sec
All active abilities disable shooting for 500 ms
Walk speeds unified at 160 ups
All ability explosion radiuses unified to 3 m
All explosion min splash damage unified to 10
All Light Champions
Max AP 50 to 75
Overmax AP 125 to 150
All Heavy Champions
Max AP 150 to 125
Overmax AP 225 to 200
Anarki
Max AP 50 to 75
Overmax AP 125 to 150
View Height 0.66 to 0.9
Crouch Height 0.38 to 0.5
Disable shooting after injection 750 to 500 ms
Disable zooming after injection 1350 to 500 ms
Athena
Collision damage while grappling 50 to 25
Max AP 50 to 75
Overmax AP 125 to 150
Disable shooting after grapple throw 480 to 500 ms
Disable zooming after grapple throw 480 to 500 ms
B.J. Blazkowicz
Walk speed 155 to 160 ups
Disable shooting after initiating dual-wield 0 to 500 ms
Disable zooming after initiating dual-wield 0 to 500 ms
VO updated, now using the voice of Brian Bloom, BJ from MachineGame’s Wolfenstein series
Dual-Wield Rates of Fire
Gauntlet 1.6x to 1.25x
Machinegun 1.5x to 1.25x
Shotgun 2x to 1.25x
Tri-bolt 2x to 1.25x
Rocket Launcher 2x to 1.25x
Lightning Gun 1.45x to 1.25x
Railgun 2x to 1.25x
Clutch
Max AP 150 to 125
Overmax AP 225 to 200
Mining Drill rate of fire 52 to 125 ms
Mining Drill damage 7 to 10
Shield hide time 0.9 to 1 sec
Disable shooting after active ability expires 0 to 500 ms
Walk speed 150 to 160 ups
Death Knight
Flame trail duration after impact 6 to 2 sec
Flame trail direct contact damage 5 to 0
Flame strike direct damage 40 to 25
Flame strike max splash damage 40 to 25
Flame strike min splash damage 20 to 10
Flame strike radius 2 to 3 m
Fire Dot 5 to 10 damage per tick
Fire Dot 5 to 10 second duration
Walk speed 155 to 160 ups
DOOM Slayer
Cooldown 50 to 45
Hands raise time 0.4 to 0.8 sec
Walk speed 155 to 160 ups
Eisen
Health 125/100
Armor 50/100
Speed 310
Cooldown 45
Sentry turret fov 140
Sentry turret damage 15
Sentry turret rate of fire 250 ms (60 dps)
Sentry turret projectile speed 40 m/s
Sentry turret projectile accel 20 m/s
Sentry turret health 120
Sentry Turret hit-sphere integrated (Easier to hit Sentry Turrets)
Galena
Cooldown 35 to 45 sec
Disable shooting after totem toss 430 to 500 ms
Disable zooming after totem toss 430 to 500 ms
Normal Totem damage 75 to 50
Upgraded Totem damage 50 to 75
Totem radius 2.5 to 3
Totems now remove all debuff effects, like fire and acid dots
Walk speed 155 to 160 ups
Keel
Max AP 150 to 125
Overmax AP 225 to 200
Cooldown 50 to 45
Disable shooting after grenade 0 to 500 ms
Disable zooming after grenade 0 to 500 ms
Grenade swarm delay between shots 400 to 500 ms
Grenade swarm min splash damage 15 to 10
Grenade damage 75 to 50
Walk speed 150 to 160 ups
Nyx
Max AP 50 to 75
Overmax AP 125 to 150
Cooldown 40 to 45
Disable shooting after leaving ghostwalk 0 to 500 ms
Ghostwalk leaving ghostwalk fade out time 400 to 500 ms
Ghostwalk telefrag damage 75 to 100
Ranger
Cooldown 25 to 45 sec
Disable shooting after throw 250 to 500 ms
Disable zooming after dire orb throw 250 to 500 ms
Dire Orb Fly Through Damage 100 to 25
Dire Orb max splash damage 100 to 75
Dire Orb min splash damage 0 to 10
Dire Orb telefrag damage 8000 to 100
Walk speed 155 to 160 ups
Scalebearer
Max AP 150 to 125
Overmax AP 225 to 200
Cooldown 30 to 45
Disable shooting after Bull Rush 300 to 500 ms
Ability Knockback 125 to 100
Bull Rush Knockback Vertical Offset 0 to 8u
Heavy Weight Multiplier 1.25 to 1.0
Bull Rush damage:
Old
75 > 300 ups
100 > 400 ups
125 > 500 ups
150 > 600 ups
200 > 700 ups
New
100 > 320 ups
Knockback increased
Heavy Weight damage:
Old
50 > 400 ups
75 > 320 ups
100 > 500 ups
150 > 600 ups
New
100 > 320 ups
Knockback increased
Walk speed 150 to 160 ups
Slash
Max AP 50 to 75
Overmax AP 125 to 150
Crouch speed 160 to 272 ups
Crouch slide friction 1.0 to 1.3
Cooldown 30 to 45
Plasma trail max explosion damage 50 to 25
Plasma trail min splash damage 12 to 10
Sorlag
Max AP 150 to 125
Overmax AP 225 to 200
Cooldown 35 to 45
Disable shooting after first acid spit 750 to 1300 ms (500 ms after last spit)
Disable zooming after first acid spit 600 to 1300 ms (500 ms after last spit)
Spit direct damage 40 to 15
Spit direct knockback 5 to 10
Spit player collision projectile size 0.2 to 0.5 m
Acid Dot 5 to 10 second duration
Acid Pool lifetime 9 to 10 sec
Walk speed 150 to 160 ups
Strogg & Peeker
Cooldown 35 to 45
Peeker hyperblaster damage 20 to 10
Peeker hyperblaster rate of fire 110 to 125 ms
Peeker hyperblaster shot accel 13 to 20 m/s
Peeker delay before charge 750 to 500 ms
Walk speed 155 to 160 ups
Visor
Cooldown 50 to 45
Walk Speed 155 to 160 ups
Weapons
Rocket Launcher
Projectile speed 27.5 to 25 m/s (1100 to 1000 ups)
Min splash damage 15 to 10
Lightning Gun
Damage 7 to 6
Rate of fire 52 to 48 ms (134 to 125 dps)
In-Air Knockback Multiplier 1.65 to 1.8
Ground Knockback Multiplier 1.25 to 1.4
Tri-bolt
Direct damage 45 to 40
Max splash damage 45 to 40
Min splash damage 4 to 10
GAMEPLAY
Ammo Unified weapon ammo pick-up behaviors between modes, so the behavior you experience in FFA is also now present in Duel
Now all weapons will fill you to their starting pickup value if you are low on ammo. If you have the starting ammo value or greater for a weapon and you pick-up the gun again, it will only grant you +1 for low rate of fire weapons or +10 for high rate of fire weapons.
Power-ups All power-ups, in all modes, now initially spawn at 90 sec and then respawn every 2 minutes afterwards. (Doing away with inconsistent rules between game modes. - - Previously power-ups spawned at 45 sec in Sacrifice, 80 sec in Slipgate, and 120 sec in DM/TDM.)
Health Pickups All health pickups now remove all debuff effects, like fire and acid dots
Small Health can now be consumed when over max health, if the player has a debuff effect
Blood Pools Blood Pools now remove all debuff effects, like fire and acid dots
Teleporters Exit speeds are now based only off of your horizontal velocity (ups), no longer taking your vertical (falling) velocity into account
Exit speeds are now capped at 1000 ups
Armor Protection / Protection / Spawn Protection Rate changed from 0.66 to 0.67 to address inaccurate health/armor split values
GAME MODES
Instagib
Abilities are still present but only deal normal damage
Only Railgun and Gauntlet deal insta-damage
Slipgate
Players can no longer join mid-round. Players & bots that join during the round will remain spectators until the next round begins
Fixed inaccurate Quad VO that could occur between rounds
Decreased round transition times in Slipgate
Sacrifice
Increased Sacrifice capture time from 60 to 90 seconds
Increased Sacrifice Tourney capture time from 60 to 150 seconds
FIXES
Champions
Improved the physics behaviors when Athena grapples downward
Fixed an issue with Athena's Grappling Hook so she can no longer be used on the ground to grant a speed boost
Fixed an issue where killing Strogg while Peeker was active caused Peeker to become immobile and unable to do damage in the future
Fixed an issue where Galena's Totem would sometimes be thrown off-center from the player's crosshairs
Maps
Fixed an issue in Burial Chamber where there was no ability collision in map border near the volcano
Fixed an issue in Blood Run where players could spawn in the same location
Fixed an issue in Awoken where the teleporter trigger volume was much larger than the model
Fixed an issue in Lockbox where the Slipgate closing volume was too high off the ground
Fixed a crash that occurred while playing Slipgate on Lockbox in a custom match
Fixed an issue in Church of Azathoth where the Slipgate effects would not change depending on match progress
Fixed no players collision on breakable terrain in Awoken
Fixed an issue in Church of Azathoth where Ranger could teleport into the wall next to the jump pad
UI
Fixed contacts list from becoming unresponsive and forcing restart
Nyx artifact is no longer cropped on Lore codex PIP
Fixed speedometer appearing on screen despite turning off setting
Fixed issue where Player couldn't exit matchmaking after a match while the
Battle Report animations play
Fixed Enemy Outline ‘ON’ option
Fixed Enemy Outline Color options to correctly apply the chosen color to the arrow, outline, and Fresnel lighting
Fixed dropdown menus persisting when pressing ESC to exit the Settings menu
Fixed Resolution Scaling affecting names and clickables in multiple Menus
Fixed text being cut off by text fields
Gameplay
Fixed issue where match wouldn't load properly for players that were spectating
Tech
Fixed a crash after player became stuck in infinite loading screen after match
Fixed issue where Enable Voice Chat, Enable Gore, Show Hit Markers, and
Enable Speedometer settings were not saved on game relaunch
Fixed mouse becoming unresponsive in full screen
Fixed AFK Timer for viewers of streams in the Watch browser
Localization
Fixed issue where Announcer VO is spoken in English in non-English languages
Bots
Fixed bots crashing in Sacrifice
Attacking teammate bots will now close the Slipgate after all defending team members are killed
Bots no longer fall off the map in Longest Yard
On Longest Yard, Bots are now able to take the jump pad from the Tri-Bolt platform
In Ruins of Sarnath, bots will be able to successfully jump off the eyeball
Fixed issue where bots may enter a broken state and follow another bot
Bots no longer stand still after dropping through the funnel in Lockbox
Bots will no longer snap to a direction when taking jump pads in combat
Sound
Fixed issue where Round Begins audio was out of sync in Slipgate
Vanity Weapons
Centered the Boomstick (DOOM 2 SSG) by default
Have fun, Quakers!
Athena unlocked FREE in the Slipgate Festival!
Congratulations, Quakefam: you've collectively played 1,000,000 Slipgate matches, unlocking Athena--or her lore skin if you already own her--for everyone in the community who participated!
These rewards will unlock for players on Thursday, November 1. Great job out there, Quakers! See all you crazy swingers in the Arena!