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Quake Champions Finally Patches Rocket Launcher Latency, Update Available Now

id Software has announced the patch that many Quake Champions players have been waiting for, rocket launcher latency has been fixed! In a post to the Quake Champions Bethesda forum, the developers detailed the testing that went into fixing projectile latency. "One note in particular that we'd like to address is a fix we're implementing to greatly reduce latency in firing rocket/nail projectiles. To help illustrate the changes, we've included an image to show latency between Quake Live, CBT 11 (pre-6/27 patch), and CBT 12 (the 6/27 patch)."

Please take a look at the comparative image.

Here are the full patch notes.

Quake Champions Patch Notes CBT 12

Tech:

  • Fixed the projectile delay, greatly reducing the latency between firing the weapon and the rocket/nail projectile appearing (image above)
  • Reduced frequency of pings in Datacenter Selection UI. This should help players who were seeing no available datacenters, or pings that were too high
  • We've made improvements to prevent player disconnects

Maps:                 

  • Burial Chamber: Fixed an issue where a section of the lava pool wouldn’t cause damage
  • Burial Chamber: Fixed an issue where you could get stuck performing a Rocket Jump into a wall in the Side Alcove
  • Corrupted Keep and Blood Run now available in Deathmatch and Team Deathmatch modes!
  • Corrupted Keep: Fixed various collision issues
  • Lockbox: Improved performance
  • Lockbox: Fixed an issue where users were able to get stuck in the mega health room

Champions:

  • Anarki:  Injection ability now gives an additional +1 hp to max health instead of 2%.
  •  BJ Blazkowicz: Fixed an issue where the healing pool could be abused
  • BJ Blazkowicz: Fixed an issue where rockets were fired from only one launcher while using his active ability
  • Clutch has a new passive! Clutch can dodge when the player presses the strafe button twice. Works both on ground and in the air
  • Clutch: Press the ability key a second time while the Barrier is enabled to lower the shield and activate the Mining Drill, a 3-second laser
  • Clutch: Fixed an issue where projectiles could freeze in the air after hitting Clutch’s Barrier
  • Slash: Fixed her invisible trail DOT
  • Sorlag: Acid Spit reduced from 30 to 25 dmg

Weapons:

  • Shotgun: Changed pellet damage from 3 to 4, such that point blank shots increased from 60 to 80 dmg
  • Nailgun: Changed rate of fire from 100 to 70 ms, resulting in an increase of 100 to 133 dps
  • Heavy Machinegun: Changed damage from 9 to 10, but decreased the rate of fire from 75 to 100, resulting in a decrease of 120 to 100 dps
  • Heavy Machinegun (zoomed): Changed damage from 10 to 15, but with a greatly decreased rate of fire from 80 to 200 ms, resulting in a decrease of 150 to 75 dps, but with a much smaller more accurate spread. In summary: Zoomed HMG now does less dps, but is very accurate, making it less than ideal in the beginning of a fight, but great for finishing off weak opponents.
  • Super Nailgun: Changed damage from 12 to 20, and decreased the rate of fire 80 to 100 ms, resulting in an increase from 150 to 200 dps
  • Super Nailgun: Tweaked impulse values to make nailclimbing easier
  • Tri-bolt: Fixed an issue where the weapon didn’t show animated firing effects in 1st person when you’re being shot at after quickly swapping to the weapon
  • Tri-bolt: Explosion delay added for when projectiles hit an enemy
  • Tri-bolt: Direct Damage is now 10 dmg before exploding…
  • Tri-bolt: …and Explosive Damage is 40 dmg, for each bolt.

Duel:

  • Duels matches are now Best of 5 Rounds, instead of Bo3. (In the future this will be a customizable option in Custom Game.)
  • Lobby: There are now only two columns on screen before the start of the draft. After the draft starts, 4 more columns will appear
  • Fixed an issue when in the Duel lobby, the amount of players may overlap other UI elements
  • Nicknames and the map name will now persist throughout the draft and voting stages

Sacrifice:

  • Updated Sacrifice HUD integrated
  • New POI for soul integrated
  • Cooldown timer for the soul spawn point is integrated
  • Soul will now be placed in Obelisk when the soul carrier enters the capture zone. Players can no longer throw the soul in to capture an Obelisk!
  • Fixes for various issues where the soul could clip through the floor
  • Fixes for various issues where the soul could get stuck in a level’s geometry
  • On-Screen effect for soul carrier integrated
  • Blue soul effect removed from carrier’s hands (1st person)

Custom Game:

  • 1-Champion limit (per team) in Sacrifice. Sacrifice lobby will now have a system where players can only choose unique Champions before the game starts. Champions picked by one player become unavailable to another. (In the future this will be a customizable option in Custom Game.)
  • Fixes for synchronization in custom game lobby: The game will react faster in a custom game lobby when a time-unlocked Champion expires, or when a player ups the amount of Champions to 3 while in Duel lobby
  • Champions that haven’t been purchased will not appear in a custom game roster
  • Fixed an issue where information was missing for the map and game mode on Sacrifice Draft screen

Menu:

  • Main Menu music will become quieter when tutorial screen is opened
  • Dropdowns are no longer overlapping pop ups and notifications
  • Lootboxes: Fixed an issue where shadows of floor pieces persisted on the screen
  • Lootboxes: Fixed an issue where there was no zoom option for lootbox dropped items
  •  “Play Now” button now has “Launching Server” and “Connecting to server” messaging for better communication
  • Removed % from post-match scoreboard and battle report

In-Game:

  • Fixed an issue where the announcer countdown wasn’t in sync with the visual countdown
  • Fixed an issue where the player couldn’t pick up armor shards/soul before the bounce animation ended
  • The round time now counts up instead of down
  • Overtime counter is now red to distinguish it from the normal up time
  • Fixed issues with jump pad active zones misplacement
  • Fixed an issue where players could spawn facing the wall
  • Fixed an issue when players could move while TAB is pressed on the death screen
  • Fixed issue when firing lightning gun and moving through the teleport obscures player's vision momentarily
  • Fixed an issue where Rocket Launcher projectiles didn’t have end effect when hitting an ally

Sound:

  • Soul pickup/placement sound integrated
  • Obelisk explosion sound integrated
  • Railgun now has a charge sound while in zoom
  • Railgun zoom in/out sound integrated
  • Integrated teleport in/out sound
  • Sound radius for pickups decreased from 50 to 40 meters

Spectating:

  • Added toggle for “Follow Killer” cam
  • Added toggle for “Follow Player with Power-up” cam
  • Added toggle for “Follow Soul Carrier” cam
  • Hot Key hint for toggles panel integrated
  • Health/Armor bars integrated in Duel Spectator HUD
  • Fixed an issue where the spectator saw the ability icon instead of the soul icon when spectating on the soul carrier
  • Fixed an issue where the spectator saw Galena’s totems as red
  • Fixed an issue where the spectator saw a death screen while players were on the Champion selection screen
  • Fixed an issue where the spectator had no post-match sequence or final scoreboard
  • Fixed an issue when spectator could be left in a lobby for the second match

The patch is live now! Let us know what you think of the Quake Champions CBT 12 Patch and if you think the rocket launcher feels right. This was a major complaint from the community and it is great to see the developers at id Software take the time to fix this. This patch should also affect the nail gun, so be on the lookout there as well.

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