Jason Bayless is a life-long activist and is currently working at The Pachamama Alliance. When he is not working he spends his time recording shows, writing blogs, collecting 3D movies, and looking for any reason to use his fog machine and homemade blood.
Bethesda just announced the new Quake game, Quake Champions, are taking in Closed Beta sign ups. You know Zombie Popcorn is line for this and we are freaking excited! If you haven’t signed up yet, head over to Bethesda’s site to sign up, but only after you check out the Quake Champions weapons below.
For those who don’t know Quake Champions, will be the newest addition to id Software Quake franchise. As stated on their site, “20 years ago, Quake set new standards for multiplayer competition and pushed the boundaries for graphics and gameplay. The fast, skill-based arena-style competition that turned the original Quake games into multiplayer legends is making a triumphant return with Quake Champions.”
I can’t believe it has been 20 year of Quake, I remember playing the original (Along with Hexen and Doom) for hours and hours on end. Don’t get me started how much I played Quake III Arena. Anyway, Quake Champions is promising some exciting details, such as unlocked framerate (personally, all FPS should have this), 120hz gameplay, and super speed!
As you can see in the Closed Beta Announcement trailer (above) the game looks great, and lets look deeper into the important elements of the game, the weapons!
The Heavy Machine Gun
According the Quake Champions site, The Heavy Machinegun ups the firerate and damage over the starting variety, but the same properties still apply. Compared to the Lightning Gun, the spread on the HMG allows for a little more leniency in aiming in exchange for lower damage, but with the added ability of being able to return fire against champions holding the Railgun.
See it in action here:
Bethesda’s site says this about the Super Nailgun, ‘Boasting the highest rate of damage of all weapons in the Arena, the Super Nailgun is also the hardest to use. As with the Nailgun, predicting your enemy’s movements is the only way to maximize your damage output. Treat the Super Nailgun with respect, as it will also penetrate armor and drain your health faster than other weapons’.
Here it is in action:
The Super Shotgun, according to their site: ‘If you feel the enemy is close to death, consider switching to the Super Shotgun to finish them off. Dealing out high damage at close range may be easier than trying to hit a rocket on someone running away, or taking a risky Railgun shot. Knowing your enemy’s health and armor is critical to successful use of the Super Shotgun’.
Here it is taking down some opponents:
‘Mastering the Rocket Launcher is mandatory to winning. While extremely common in direct combat, being able to predict where an opponent might appear can expand your health and armor lead over an enemy, and control their position using knockback. It wouldn’t be a Rocket Launcher without rocket jumping, to trade some health and armor for a better position, or for surprise’.
‘Champions that can track their opponents using the Lightning Gun will quickly drain health and armor, and frustrate attempts at crossing through a room. Following someone up a jump pad will result in a huge amount of damage taken, if not death, as you pop up defenseless into the air. Break the enemy’s aim with careful dodging and knockback from your own weapons’.
The Railgun rewards precision with high damage, and punishes carelessness with a long reload time. Do not use the Railgun in close combat, unless you are positive of the outcome, as missing will leave you useless while the gun cools down. Deny your opponents crucial armor and powerups by taking aim from a distance with minimal chance of retribution.