If there is one thing this game needs desperately to increase Accessability to the game without pushing down the skill ceiling or isolating players out of live games it's Bot matches.

It doesn't matter if it's Co-op Bots, or a full game of 1 player, 7 bots. (Preferably a 1 player 7bots setup comes first)

I know I'm probably speaking to people who already are fully aware of this concept, but bots would allow a player to experience and learn a map while under only a small amount of pressure that actively challenges them without having them face up against quake veterans and new influx of players from other games who are experienced in FPS that carry over their skills well.

At the very least, Deathmatch and Team Deathmatch need bot modes. Duel and Sacrifice can come much later.

But allowing players to make a match instantly and play against actively moving and threatening targets would be instantly valauble to a new player.

What Bots have done for me in other games.

Dota 2: I don't play MOBA all that much anymore, but I still keep dota2 installed because my friends love to play it at LAN Parties, and Occasionally I want to scratch that itch.

Dota2's bot matches are practically instant action, I can setup a match with me and 9 other bots and pick any hero I want, and whatever difficulty and I can go ahead and play a few hours of bots just for the experience of playing a MOBA or I can go and warmup and test new heroes before dropping into a live game.

Bot matches also allowed me to bring in new players who wanted to play with me and give them a chance to learn the game without putting them under the pressure of playing against players who would be substantially better than them. I can take them into a bot match with me, guide them, explain things, and then let them keep growing as we experience the game.

This is something that Quake Champions needs. The ability for any player to experience the game and how it's played before it's ever sent to a live match where they get stomped on in their first game ever with no realization as to what the game is all about.

CS:GO: Testing mice and sensitivity settings, as well as just active moving targets when aiming.

Offline mode is also really nice when my internet takes a crap and it's down for a few hours.

But ultimately the game allows me to get into a map, learn it, and test out weapons and sensitivity settings instead of having to go into a live match and forced to test them there.

Black Ops3, I liked to setup free for all matches and test our loadouts and see if I couldn't beat the hard FFA bots at 1st place every single time. Just for the fun of it. It was a good way to get used to maps, and new setups and test to see if a setup was worth trying out, or if it didnt make a difference.



UT2003

No one really plays this game anymore, but I keep the game installed just to play against bots for nostalgia sake, and while nothing will ever bring back the UT glory days, it's still fun to load up the game and shoot at some old memories.

Battleborn

When battleborn went F2p, it introduced a mandatory Bot queue where you have to play against a set of bot matches and reach a particular level before being able to play in a full PVP match.

This wasn't very fun because the bots were never really hard. Even new players could learn to steam roll the bots without much effort, but it does effectively allow players to learn about the game before stepping into a PVP match.

There is actually a early on bot 1v1 setup that the game lets you play to test out the concept of the game before getting into a 5v5 match of any kind.

Important idea behind bots as well

Do not stop at "Hard" bots, Easy, Normal, Hard and then what?

Keep making harder and harder bots and upgrade them.

One of the fun things about Starcraft2, is that it lets you rate yourself against bots for fun. Win some lose some the game lets you test your mettle against bots and it's actually kind of fun, because the bots dont have a real ability cap, they go from easy as pie to kill to outright cheating, and it's fun to see how the AI handles players.

Dota2 has a range of bot difficulties from Passive to Unfair, where the bots wont attack you to being able to perfect last hit deny and poke you constantly.

In UT2003, there's a wide range of bot difficulites. From Novice to godlike. And it's fun to occasionally see just how bullcrap some of the bots can be to fight against.

For Quake Champions I would personally say that Base level bots(Easy) need to

1. Be able to Strafe jump

2. Have 15% accuracy with the Lightning gun and Machine guns

3. 20% accuracy with Railgun

4. Take basic paths through maps

5. Shoot rockets at people but not capable of juggling a Player

Then as difficulties increase, increase LG+MG accruacy, Movement strategies, able to rocket jump, keep mega item timers, so on and so forth until you have bots that are capable of "cheating" They can tell when you've picked up a mega item, and have 50% LG accuracy, Never miss a rail, so on and so forth.

Quake Champions really needs bot matches and as soon as possible, it could be one of the most valuable accessibility and training tools you add to the game.