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Quake III Preview Part 2
March 24, 1999   Dennis Thresh Fong > [View My Other Articles]
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Weapons Update

Before I get into some of the new features in Quake 3, I'd like to make an update to the Weapons preview I wrote about a week ago. There were some things I left out of Part 1, some intentional because I did not know the definite answer, others not, and since people are dying to know about every little detail in the game, I thought it would be a good idea to go back and make sure there were no questions left unanswered.

Weapons

Flamethrower -- I got a lot of emails asking why there was no flamethrower in my initial preview, and the reason is because it wasn't in the game during the time I was beta-testing, and it was also mentioned to me that they (id) were considering just leaving it out of the game. As of yet I have not received a confirmation whether the weapon is in or out.

Railgun Update -- The railgun was sped up slightly again to be equivalent to that of the Quake 2 railgun. I still firmly believe a slightly slower railgun reload would be nice, but the masses disagree.

Centered Weapons -- I can't believe I forgot to mention this previously. In Quake, I played with "r_drawviewmodel 1," which let me see my weapon on-screen. I liked this because I felt it was easier to aim being able to see your weapon model in the middle of the screen. Unfortunately in Quake 2, the only way you could see your weapon model was to wield your weapon in either your left or right hand, and not the center. It felt awkward to fire from the side angle, so I was forced to play without a weapon model.

This is changed in Quake 3, though. A "centered-view" has been implemented to accomodate the players who, like me, found it difficult to play without the centered weapons model. Unfortunately for me I can't take advantage of this new feature, as I have since grown accustomed to playing without it.

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For those of you who were wondering, I have not received any confirmation if holstering your weapon indeed allows you to run faster.


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