Author Topic: Acemod -- EQ3 without Snipers  (Read 7482 times)

Visor

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Acemod -- EQ3 without Snipers
« on: March 04, 2016, 04:13:27 pm »

Acemod

This config is pretty much EQ3 without Scout/AWP. However, unlike EQ, it is a direct competitor to the latest stable version of Promod, and should be viewed accordingly.

This release doesn't mark my "return" from my previously announced retirement as a community contributor; I'm still very much retired from any community contributions, as said before. It took me less than 10 minutes to build this config on top of EQ3, and I did it because Promod in its current state does not seem appropriate for serious competitive usage. From my perspective, Kissme's "Bleed Out" tournament looks very promising, and I think it deserves the best foundation: a balanced, bug-free, script-blocking config that also follows the trend slightly more than EQ, as you can tell by the fact that it doesn't feature any sniper weapons.

I know for a fact that for most of you guys, scope is your biggest issue with EQ. Well, there you go. This might be the dream config for some of you. And I hope it serves you well.


Changelog

For the full list of changes, refer to EQ3's changelog.

The only differences are:
  • There are no snipers and no sniper spawns
  • Since there are no snipers, the 4th SMG was unlocked, effectively ridding the config of all counter-intuitive pickup limits
  • Per Kissme's request, wallkicks were blocked in the 4v4 variant of the config


Download

EQ3-dependant release : You need to have EQ3 installed for Acemod to work(the order of installation doesn't matter)
You can find the download links for EQ3 in this thread.


Source code

Sources for all plugins used by Acemod can be found in the official L4D2 Competitive Framework github repo.
Source code for the Left 4 Downtown 2 extension used by Acemod can be found in its official repo.
Source code for the Ladder Rambos extension(the one that allows Survivors to shoot on ladders) used by Acemod can be found in its official repo.


Credits

Version:            V1 - Final (assuming no bugs are discovered!)
Developer:          Visor   
Ideas:              Visor, Dragon
Plugins:            Visor, Jahze, Sir, CanadaRox, ProdigySim, Tabun, Vintik, Blade, CircleSquared, Jacob, Grego, Griffin 
Stripper:           Tabun, NF, EsToOpi, Jacob, Blade, CircleSquared
« Last Edit: May 10, 2016, 06:09:40 am by Visor »
$10 says you aren't anywhere near a controlling position of the L4D3 scene in any continent when it happens.

Thing is he does what he wants, cause his able to and we are letting him do that. He abuses hes place and power in this community and people like me get banned for no reason. Only thing visor wants is more and more control so he can do what ever he wants.

sygnus

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Re: Acemod -- EQ3 without Snipers
« Reply #1 on: March 04, 2016, 05:25:21 pm »
I would like very much to start playing this and see how it feels compared to promod. From the past week, I have been playing a lot of EQ and Promod in NA pugs, and I'm starting to like EQ more and more. I think tweaking EQ to compete with promod is a good idea and we should try and make this available on NA mediums.

High Cookie

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Re: Acemod -- EQ3 without Snipers
« Reply #2 on: March 04, 2016, 07:12:34 pm »
late DK2 tank the away team will have pack themselves into the shoebox room at the far end and pray the tank has an anueryism on the way in because there's no way they will be able to maintain LOS outside and they can't damage the tank because no scout.

A lot of other similar examples (see swamp fever), for a config that was built to be played in a tournament that is guaranteed to have home / away games. This isn't a good choice.

However, For a PUG config I think its an interesting change

K0range4

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Re: Acemod -- EQ3 without Snipers
« Reply #3 on: March 04, 2016, 09:00:07 pm »
late DK2 tank the away team will have pack themselves into the shoebox room at the far end and pray the tank has an anueryism on the way in because there's no way they will be able to maintain LOS outside and they can't damage the tank because no scout.

A lot of other similar examples (see swamp fever), for a config that was built to be played in a tournament that is guaranteed to have home / away games. This isn't a good choice.

However, For a PUG config I think its an interesting change

I'm not sure I understand this. Can you elaborate?

High Cookie

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Re: Acemod -- EQ3 without Snipers
« Reply #4 on: March 04, 2016, 10:20:44 pm »
Sure

In Dark Carnival 2, the tank just before the event (survivors have to drop) has always been difficult on high ping because of the difficulty to shutdown spawns, how easy it is for tank to maintain LOS and the fact you can not skeet rocks.

On promod it wasn't too bad because of the slightly longer spawn timers it used to have slightly easier SI to shutdown. It was still very hard but playing well you could force a commit (sometimes).

On EQ the spawns are even harder to shutdown on that high, but the survivors have scout, they can actually pressure the tank at a distance. It gives the survivors much greater ability to deal with the tank. (and the tank can still get damage playing a long tank, the scout doesn't force an auto-commit in that area)

Without the sniper and with the much harder SI of EQ, the survivors won't be able to LOS around the event they will have to hide in the room at the back and force a commit of the tank and maybe push out and kill it if they predict its coming in or just stay in there and pray they don't wipe. An alternative is that start the event and try and force the tank commit, killing it while dealing with the 120 commons on high ping, most likely a wipe.

Staying outside on the high ping is going to be a def wipe every time. Which means for Home and away games, if that is the tank that's given on dark carni 2 you can nearly always count on the away team to wipe at tank making that survivor turn completely useless as a tool to measure skill.

This problem will appear on lots of tanks that can maintain LOS at a distance, which is nearly all swamp tanks, however I think DK2 is the best example.

An interesting fix I think would be to a have a static scout spawn either in the back of those rooms or maybe far left side so that survivors had to go and find the scout but they could still have a scout for these difficult high ping tanks.

EDIT: I want to add this is only an issue in tournaments where you get these home/away games, for pugs where normally you have at least some lower ping players who can shutdown rocks its fine.
« Last Edit: March 04, 2016, 10:23:31 pm by High Cookie »

hib

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Re: Acemod -- EQ3 without Snipers
« Reply #5 on: March 04, 2016, 10:21:57 pm »
Can you make tank spawns so that they are always around 30-70 percent of the way. Saferoom tanks are really stupid in pretty much every map, and they are so random. If a team wants to go back to fight it at the saferoom, give them that opportunity but don't force them to do so.

EDIT: (will edit more later due to lack of time)
Here is my reasoning.

example: applying to this High Cookie's map 2 late tank situation.
TEAM A (eats just about every hit, has low hp and fights tank and gets wiped).
TEAM B (kills just about every hit near perfectly and fights the tank and gets wiped).
« Last Edit: March 04, 2016, 10:35:50 pm by hib »

hib

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Re: Acemod -- EQ3 without Snipers
« Reply #6 on: March 04, 2016, 10:26:19 pm »
Sure

In Dark Carnival 2, the tank just before the event (survivors have to drop) has always been difficult on high ping because of the difficulty to shutdown spawns and how easy it is for tank to maintain LOS.

On promod it wasn't too bad because of the slightly longer spawn timers it used to have slightly easier SI to shutdown. It was still very hard but playing well you could force a commit (sometimes).

On EQ the spawns are even harder to shutdown on that high, but the survivors have scout, they can actually pressure the tank at a distance. It gives the survivors much greater ability to deal with the tank. (and the tank can still get damage playing a long tank, the scout doesn't force an auto-commit in that area)

Without the sniper and with the much harder SI of EQ, the survivors won't be able to LOS around the event they will have to hide in the room at the back and force a commit of the tank and maybe push out and kill it if they predict its coming in or just stay in there and pray they don't wipe. An alternative is that start the event and try and force the tank commit, killing it while dealing with the 120 commons on high ping, most likely a wipe.

Staying outside on the high ping is going to be a def wipe every time. Which means for Home and away games, if that is the tank that's given on dark carni 2 you can nearly always count on the away team to wipe at tank making that survivor turn completely useless as a tool to measure skill.

This problem will appear on lots of tanks that can maintain LOS at a distance, which is nearly all swamp tanks, however I think DK2 is the best example.

An interesting fix I think would be to a have a static scout spawn either in the back of those rooms or maybe far left side so that survivors had to go and find the scout but they could still have a scout for these difficult high ping tanks.

I disagree with trying to add the sniper. I do agree about the higher ping but with practice it's not so bad. However, boomers make it so hard with high ping, and also boomers landing due to survivors attempting to LOSing tanks will basically grant a tank an almost guaranteed wipe.

hib

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Re: Acemod -- EQ3 without Snipers
« Reply #7 on: March 04, 2016, 10:58:46 pm »
I'd also like to add, I would like to see a ABBA type of config

Map 1: Team 1, Team 2
Map 2: Team 2, Team 1
Map 3: Team 1, Team 2
Map 4: Team 2, Team 1
Map 5: Winning Score Team, Losing Score Team

Anyone agree with this?

volarium

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Re: Acemod -- EQ3 without Snipers
« Reply #8 on: March 05, 2016, 12:14:40 am »
Installed on all Hot Mess servers, thanks!

Battle

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Re: Acemod -- EQ3 without Snipers
« Reply #9 on: March 05, 2016, 04:43:10 am »
I'd also like to add, I would like to see a ABBA type of config

Map 1: Team 1, Team 2
Map 2: Team 2, Team 1
Map 3: Team 1, Team 2
Map 4: Team 2, Team 1
Map 5: Winning Score Team, Losing Score Team

Anyone agree with this?

Dont really see the point, about 5 years ago maybe, but i think its safe to say with the exception of being able to look a bit more while SI for pill spawns any and all artificial "advantages" from being the team to play through the round first, if anything all the modification would do is make it even easier for a team thats ahead to remain ahead
I have an accent, so i can say what i want

NF

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Re: Acemod -- EQ3 without Snipers
« Reply #10 on: March 05, 2016, 11:46:20 am »
Is it necessary to constantly take jabs at Promod Visor? We're all config developers, we should all be working together for the good of the L4D community, not against each other.

K0range4

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Re: Acemod -- EQ3 without Snipers
« Reply #11 on: March 05, 2016, 12:19:33 pm »
Sure

In Dark Carnival 2, the tank just before the event (survivors have to drop) has always been difficult on high ping because of the difficulty to shutdown spawns, how easy it is for tank to maintain LOS and the fact you can not skeet rocks.

On promod it wasn't too bad because of the slightly longer spawn timers it used to have slightly easier SI to shutdown. It was still very hard but playing well you could force a commit (sometimes).

On EQ the spawns are even harder to shutdown on that high, but the survivors have scout, they can actually pressure the tank at a distance. It gives the survivors much greater ability to deal with the tank. (and the tank can still get damage playing a long tank, the scout doesn't force an auto-commit in that area)

Without the sniper and with the much harder SI of EQ, the survivors won't be able to LOS around the event they will have to hide in the room at the back and force a commit of the tank and maybe push out and kill it if they predict its coming in or just stay in there and pray they don't wipe. An alternative is that start the event and try and force the tank commit, killing it while dealing with the 120 commons on high ping, most likely a wipe.

Staying outside on the high ping is going to be a def wipe every time. Which means for Home and away games, if that is the tank that's given on dark carni 2 you can nearly always count on the away team to wipe at tank making that survivor turn completely useless as a tool to measure skill.

This problem will appear on lots of tanks that can maintain LOS at a distance, which is nearly all swamp tanks, however I think DK2 is the best example.

An interesting fix I think would be to a have a static scout spawn either in the back of those rooms or maybe far left side so that survivors had to go and find the scout but they could still have a scout for these difficult high ping tanks.

EDIT: I want to add this is only an issue in tournaments where you get these home/away games, for pugs where normally you have at least some lower ping players who can shutdown rocks its fine.

I'm not sure this is as big of an issue as it seems. A reasonable solution could be having a team practice with higher ping, or blocking some of those tank spawns. Swamp fever and that DK2 tank have been playable on promod for awhile, and the survivors just need to be coordinated and LoS. Or in some cases (like the DK2 tank) the uzi chip is still pretty significant.

I have found one gigantic major issue/bug with this acemod config though... When waiting for ready up, all survivors get teleported back to starting position if one leaves the saferoom. It's annoying D:

Visor

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Re: Acemod -- EQ3 without Snipers
« Reply #12 on: March 05, 2016, 12:23:13 pm »
Is it necessary to constantly take jabs at Promod Visor? We're all config developers, we should all be working together for the good of the L4D community, not against each other.
I'm sorry you're seeing it that way m8. I'm in fact motivating you to implement some kind of quality control, which is good for everyone at the end of the day. I'll stop with this as soon as I see a stable Promod release.
$10 says you aren't anywhere near a controlling position of the L4D3 scene in any continent when it happens.

Thing is he does what he wants, cause his able to and we are letting him do that. He abuses hes place and power in this community and people like me get banned for no reason. Only thing visor wants is more and more control so he can do what ever he wants.

Friday.

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Re: Acemod -- EQ3 without Snipers
« Reply #13 on: March 05, 2016, 08:20:57 pm »
Put a deagle spawn at those difficult tank spots and remove the limit that players can take? Surely 3-4 crouched deagles can chip a tank significantly enough to give high ping players a chance and not have to risk it in a rape room. And I think just saying 'practice with high ping' is a massive cop-out because majority of tournaments have been in America and for the most part American players have had the ping advantage. Everything important in an attack happens within almost half a second and when you're 2 seconds behind the server its always going to be difficult to achieve the same amount of proficiency as a 10 ms player. Another solution could be to limit tank spawns in these clutch locations.
« Last Edit: March 05, 2016, 08:46:39 pm by Friday. »
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High Cookie

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Re: Acemod -- EQ3 without Snipers
« Reply #14 on: March 05, 2016, 10:24:14 pm »
I like the idea of have a static deagle spawn to try and compensate for lack of snipers.

 

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