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Cantleylads

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About Cantleylads

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  1. Cantleylads

    Quake Remastered

    Some fairly obvious bugs in QDOOM that I have experienced: - Super Shotgun doesn't gib Quake zombies, where as all other weapons do - Spectres are completely invisible (at least on Switch and XSX) - Some enemies/items can be seen through other objects
  2. Cantleylads

    Quake II Remastered

    Regarding console controls - Lowering the deadzone on the right thumbstick in both Q1 and Q2 remastered seems to somehow take away precision aiming. Is there a reason for this? It's as if your fine aiming ability is removed. The default deadzone percentages are quite unwieldy on anything but a very low controller sensitivity. This is an issue on at least XSX. Edit: to be more specific, the lowest deadzone of 5 registers far smaller thumbstick movement, as intended, but the sensitivity is already ramped up from the moment an input is registered. I hope this makes sense.
  3. Cantleylads

    What do you want id to do next after Eternal?

    Just seems redundant. Leave that to the community, not that it hasn't been done already!
  4. Cantleylads

    Quake II Remastered

    Not that the devs can do anything about this, but it's a shame that on a standard controller, we're one button short of having a separate bind for each weapon class, whilst still having buttons for crouch, jump, fire and item wheel. I never played the expansions back in the day but from what I've seen, I'm leaning more towards using the grenade category over the blaster category. Not got around to them yet. I think the only way in which I would use the weapon wheel is if the weapons always maintained their final positions, allowing for muscle memory to kick in, as well as an adjustment to the wheel mechanic itself to prevent failed selection attempts - something which Doom Eternal, for example, doesn't suffer from (please refer to EternalDahaka's YT controller feedback video I posted here previously for more details). Edit: I'm thankful that one or my requests has been addressed in the patch!
  5. Cantleylads

    Quake II Remastered

    I'm generally in agreement with your post but 'really good melee opponent' is not what I experienced in the original release. I'd take their current 'annoying' incarnation over their original, non-threatening version.
  6. Cantleylads

    Quake II Remastered

    I think it's more about the numbers. Sophisticated AI is needed when enemy numbers are lower. Aside from maybe a tweak to the Berserker's AoE damage, I think the AI helps address Q2's biggest issue in it's single player - the lack of challenge. The AI was far too easy to exploit before.
  7. Cantleylads

    Quake II Remastered

    Detailed feedback for the thumbstick controls. Skip to 27:29 for a brief summary It's a 30 minute video but the take away from this is that the game is 2-3 adjustments away from being top tier console FPS controls. Examples from both Halo and COD are mentioned for comparison. The weapon wheel feedback is also excellent.
  8. Cantleylads

    Quake II Remastered

    The only thing I can think of that could justify a Q3 remaster is crossplay. Quake Arena Arcade on X360 was dead on arrival as there was a severe bug which prevented many players from reliably connecting to online matches. Certain ISP's were affected. I waited years for this port to launch yet managed to connect to less than a dozen matches in it's lifetime. I remember only occasionally being validated online with others reporting the same experience, just permanent 'cannot connect to server' messages 95% of the time. This was never fixed due to the studio closing down immediately after launch. A unified platform for anyone and everyone to play on would be great, but the lack of single player value would obviously be a huge issue for potential buyers. I mean you could create currated 'missions' in which you take on a large bumber of bots that don't respawn, that have less health, weapons or other parameters that'd make a one man army experience possible, but it'd never be enough to feel like proper single player. Reminds me of another 360 arena shooter, Nexuiz. On 360, it had a bug which prevented the 8 player lobby limit from being reached normally. 6v6 was the mostly the highest player count. Can't remember if this was a constant issue but it was definitely a thing. This, along with other major bugs, never got fixed before support was dropped. Not sure how active QL is these days but I'd be curious to see how a Q3 Remaster would affect it. Edit: it would be interesting if this hypothetical remaster was bundled with a hypothetical Q5, similar to Eternal launching with Doom 64 Remastered. This way, offering both the quintessential Quake deathmatch and whatever new mechanics come with the new game's deathmatch - if it even launches with one.
  9. Cantleylads

    Quake II Remastered

    I just want to praise the team for the controller controls. They feel absolutely fantastic. Better than Quake Remastered. It's the finer aim that I'm referring to. I barely had to change anything to find a good setting. Just disabled look smoothing and turned off aim assist and I'm pretty much good to go. These games are perfectly playable online with a controller*. I can strafe jump around on The Edge almost like the good old days. Turn speed is the only handicap I feel. *relative to what a lot of people believe, be it due to poor controller implementation or inexperience. You can rocket jump, hit air rockets can hold down areas with a railgun using only thumbsticks without aim assist. Will you be the next cooller? Obviously unlikely, but I hope my point comes across.
  10. Cantleylads

    What do you want id to do next after Eternal?

    Peak whatup876 rambling here.
  11. Cantleylads

    What do you want id to do next after Eternal?

    Your comments are often unintentionally funny. Also, this might be the shortest one I've seen so far. I love the passion, though.
  12. Cantleylads

    The Unity Port Thread - PS/Xbox/Switch/IOS/Android

    There's only screen tearing when you disable VSync (not available on Switch). It completely removes input lag on PS5, yet on XSX the lag is still present (though reduced) but there's no tearing. It's almost as if Microsoft is running it's own system level VSync solution for XB1 games running on XSX/S. For me, tearing is a very small price to pay for highly responsive controls! One of the best things about getting a PS5 recently is running these Bethesda ports without any extra latency whatsoever, as I did on PS4 Pro a couple of years back. The VSync toggle was added as a means to cut down latency but for whatever reason this couldn't be added to Switch. It's almost besides the point you made about poor performance somehow lessening latency. I was just happy to see someone else acknowledge that it's even an issue, as many don't experience/notice it - which has always baffled me considering how rough it is on Switch.
  13. Cantleylads

    The Unity Port Thread - PS/Xbox/Switch/IOS/Android

    Most users here somehow don't experience the heavy input lag on Switch, despite how significant it is. There's a lesser degree of input lag even present on XSX with the VSync toggle (the screen never tears with the toggle deselected either). On PS5, the VSync toggle seems to fully function and the responsiveness is delightful, with screen tearing being a very small price to pay (and a much rarer occurance compared to PS4 and XB1). I stopped playing the Switch versions a long time ago, so I haven't tried most of the map packs there. That's really interesting, though. Do you experience screen tearing during those responsive, performance drops?
  14. Cantleylads

    Do people actually hate the DLCs?

    I recently replayed TAG 1, and to be honest, I loved it. The fights are very exciting, there are many enemies like the invisible whiplash or possessed demons, and that make levels look like Master Levels. But TAG 2 its ok
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