Patch Notes for November Update
Bethesda released a new update for Quake Champions, which will include a new Champion: Eisen, a fresh rotation of weekly Arcade Modes, a ton of Champion + Weapon Balance Changes and Map Performance Optimization.
Source: Bethesda.net
Build Highlights
In this special event running November 17-28, 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 rotation of Champions are 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.
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.
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: Salvage
- Salvage - Reduce ability time cooldown by by 10% when collecting Light Armors & 20% when collecting Heavy Armor
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!
You guys loved UNHOLY TRINITY & HOT ROCKETS so much, we’re leaving them in the Arcade Playlist all month with the final slot being the weekly rotation of new arcade modes (listed below). Also, for all Sacrifice lovers, we’re adding Sac back to the November Quick Play! #SacIsBack
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 three new modes (in order of appearance):
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
- 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
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…
Balance Changes
Champion Changes
- 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
- Max AP 50 to 75
- Overmax AP 125 to 150
- Max AP 150 to 125
- Overmax AP 225 to 200
- 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
- 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
- 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 Rate of Fires
- 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
- 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
- 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
- Cooldown 50 to 45
- Hands raise time 0.4 to 0.8 sec
- Walk speed 155 to 160 ups
- 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)
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Cooldown 50 to 45
- Walk Speed 155 to 160 ups
Weapon Changes
- Projectile speed 27.5 to 25 m/s (1100 to 1000 ups)
- Min splash damage 15 to 10
- 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
- Direct damage 45 to 40
- Max splash damage 45 to 40
- Min splash damage 4 to 10
Gameplay Changes
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.
- 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.)
- 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 now remove all debuff effects, like fire and acid dots
- 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
- Rate changed from 0.66 to 0.67 to address inaccurate health/armor split values
Game Modes
- Abilities are still present but only deal normal damage
- Only Railgun and Gauntlet deal insta-damage
- 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
- Increased Sacrifice capture time from 60 to 90 seconds
- Increased Sacrifice Tourney capture time from 60 to 150 seconds
Fixes
- 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
- 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
- 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
- Fixed issue where match wouldn't load properly for players that were spectating
- 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
- Fixed issue where Announcer VO is spoken in English in non-English languages
- 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
- Fixed issue where Round Begins audio was out of sync in Slipgate
- Centered the Boomstick (DOOM 2 SSG) by default
Source: Bethesda.net