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Community => News => Topic started by: Visor on March 04, 2016, 04:13:27 pm

Title: Acemod -- EQ3 without Snipers
Post by: Visor on March 04, 2016, 04:13:27 pm
(https://i.imgur.com/Qi9976S.png)
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 (http://www.l4dnation.com/community-news/equilibrium-3-0/).

The only differences are:


Download

EQ3-dependant release (https://github.com/Attano/Equilibrium/releases/download/acemod_v3/acemod_v3.zip) : 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 (http://www.l4dnation.com/community-news/equilibrium-3-0/).


Source code

Sources for all plugins used by Acemod can be found in the official L4D2 Competitive Framework (https://github.com/Attano/L4D2-Competitive-Framework) github repo.
Source code for the Left 4 Downtown 2 extension used by Acemod can be found in its official repo (https://github.com/Attano/Left4Downtown2).
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 (https://github.com/Attano/LadderRambos).


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
Title: Re: Acemod -- EQ3 without Snipers
Post by: sygnus 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.
Title: Re: Acemod -- EQ3 without Snipers
Post by: High Cookie 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
Title: Re: Acemod -- EQ3 without Snipers
Post by: K0range4 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?
Title: Re: Acemod -- EQ3 without Snipers
Post by: High Cookie 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.
Title: Re: Acemod -- EQ3 without Snipers
Post by: hib 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).
Title: Re: Acemod -- EQ3 without Snipers
Post by: hib 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.
Title: Re: Acemod -- EQ3 without Snipers
Post by: hib 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?
Title: Re: Acemod -- EQ3 without Snipers
Post by: volarium on March 05, 2016, 12:14:40 am
Installed on all Hot Mess servers, thanks!
Title: Re: Acemod -- EQ3 without Snipers
Post by: Battle 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
Title: Re: Acemod -- EQ3 without Snipers
Post by: NF 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.
Title: Re: Acemod -- EQ3 without Snipers
Post by: K0range4 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:
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor 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.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Friday. 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.
Title: Re: Acemod -- EQ3 without Snipers
Post by: High Cookie 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.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Friday. on March 07, 2016, 12:26:37 am
Played a few pugs on this last night. Noted three things in contrast to eq 3.c and Promod:

- 4 uzis/smg's destroyed the tank in alot of situations where the survivors hid in rooms like DK 4 barn.

- New LOS meta was interesting however stifled by short SI timers. Open area tanks were very difficult (needs Deagle spawns for sure)

- Weird glitch when the server had 22 spectators (thanks cookie), a survivor got deleted. Maybe not a config issue but likely just because 30 players were on the server at one time.

All in all it looks very promising but doesn't really bring much new meta in. Survivors need to be more concise with their hit taking and LOS but generally feels like promod with buffed SI. My 2 cents is that jump rocks need to be re-added because of 4 suzi rape and maybe some throwables or something to at least lighten up the scrupulous game-play.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 07, 2016, 01:48:20 am
The cup hasn't started yet, so if anyone else thinks 4 smg are OP, I'm ready to restore thier max count to 3.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Friday. on March 07, 2016, 03:12:05 am
I wouldn't say they need to be limited. Maybe decrease the damage that they do on a tank at close proximity? Taking 4 suzi's isn't always going to work anyway especially if the support is well played. Its only in obstruction-less enclosed spaces that they become 'unfair'. Or even revert the tank velocity to its vanilla value?
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 07, 2016, 05:17:03 am
Unfortunately none of your suggestions fit into my vision and idelogy for EQ. Acemod derives from it.

Tweaking SMG damage against tank is counterproductive. It eliminates one imbalanced situation and creates five more.

Restoring tank speed to default is not an option either. The current skill level makes it problematic even for the modern "high-tier" teams, especially in close quarters. And without snipers, a full speed tank with no slowdown is almost a guaranteed death sentence.

Title: Re: Acemod -- EQ3 without Snipers
Post by: Kissme on March 07, 2016, 08:42:15 am
I am OK with moving the limit back to 3 SMGs if others feel the same way about 4 SMGs being too rough on tank.  I personally haven't run into a situation where people say they would like it removed, but if I'm just outside of the servers when that occurs, then it is something we still can't ignore.

For those of you wondering why there is such a delay between sign-ups and the 1st week of games, it's so that we can iron out things like this.  I'm not saying that we're going to react to every single thing, but 4 UZIs was something that was worth trying again, and if it's still a huge head-ache then that's just how it is and we will revoke them.

Thank you for the feedback so far everyone.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Jacob on March 07, 2016, 01:01:45 pm
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.

Just because 1 version went poorly when I was less involved (which is why it's deprecated) doesn't mean we didn't put out 3 years of good updates. You don't need to use your moment in the sun to be condescending. I've done nothing but try to help you get your ideas played (see redtown). Regardless, thank you for your concern. The next update is going to be plenty stable :) All positive vibes man.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 07, 2016, 01:48:43 pm
Cool beans 8)

The "sun" is all yours, I don't like the tan.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Luckylock on March 07, 2016, 02:58:55 pm
I've just found a bug.

when you get hit by a common infected in water, you don't get slowed down if you try to run

http://www.twitch.tv/luckylock/v/52988779?t=1h12m30s (http://www.twitch.tv/luckylock/v/52988779?t=1h12m30s)

in water you might also accelerate to maximum velocity faster, not sure but it feels that way.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 07, 2016, 03:46:08 pm
Thanks for the report. I can fix it if it's a huge ass issue for anyone.
Title: Re: Acemod -- EQ3 without Snipers
Post by: dustin on March 07, 2016, 09:40:58 pm
Installed on Dustin's Confogl servers. It can be found under the Equilibrium sub-menu. Thanks
Title: Re: Acemod -- EQ3 without Snipers
Post by: YoSh` on March 10, 2016, 08:45:37 am
Hi everyone.

Few things about this new mod, but which can also be said about EQ:

Bad choices:

- Shooting from the ladder break the hotspots of the maps. These spots ask a mindgame from the team and I think it's more interesting to keep them like before.
- nerfing the witch
- nerfing the spitter

Good choices:

- 1 scratch to break the doors
- remove the sniper (let's have some teamplay during the tanks)

About the 4th smg, I don't really know, I think the remove of the slowdown + the m2 on hunters are some goods compensations.

I am maybe too nostalgic of the PM, thanks for your work anyway !









Title: Re: Acemod -- EQ3 without Snipers
Post by: estoopi on March 10, 2016, 11:10:38 am
No offense Yosh, but it does sound like you should just play Promod if those are what you consider the "bads" of Acemod/EQ.

There are counter arguments for everything you said, so again, it's just another matter of opinion.

I kind of wish the witch just full incapped in all mods, just because that bounce-off effect just makes the whole thing look goofy.. but it's whatever.
Title: Re: Acemod -- EQ3 without Snipers
Post by: boat on March 10, 2016, 01:03:48 pm
I don't think shooting from ladders is a big deal. The choke points that have ladders also have props to hide behind as SI and it just forces smart infected play.

Witches I agree with estoopi, the slap looks goofy. I like that it gives you a stand up animation but maybe half the distance you get hit if that is possible. Also it does 50 damage right? Maybe up that to 65 or something so its more punishing to miss a crown
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 10, 2016, 02:17:41 pm
I am maybe too nostalgic of the PM, thanks for your work anyway !
Promod hasn't really gone anywhere, it's just on a competitive break for a while. You're in for a surprise for when it comes back though, seeing as it will be a lot closer to Acemod than to its own previous versions.

And thanks for your opinions. Any feedback is appreciated, regardless of how many people disagree with it.
Title: Re: Acemod -- EQ3 without Snipers
Post by: K0range4 on March 10, 2016, 05:26:30 pm
Will someone please type out an accurate explanation of the health/damage bonus hybrid system? I have had it explained to me and I feel like I understand it, but I am having a hard time accurately explaining it to others when they ask.
Title: Re: Acemod -- EQ3 without Snipers
Post by: tofu on March 10, 2016, 05:59:38 pm
I don't know how to link to exact posts but....

http://www.l4dnation.com/community-news/equilibrium-3-0/45/ (http://www.l4dnation.com/community-news/equilibrium-3-0/45/)

About half way down the page, Visor gives a very elaborate explanation.
Title: Re: Acemod -- EQ3 without Snipers
Post by: ZerOxShadows on March 11, 2016, 02:48:23 am
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.

Why can't I thank this post?
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 11, 2016, 04:04:32 am
Guess it's just a bug in the thanking module, caused by the fact that not everyone can create threads on this subforum.

Thanks for the support nonetheless. One reliable way of guaranteeing stability is by using tested features from EQ/Acemod, and it looks like the next Promod will follow that strategy.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Friday. on March 11, 2016, 09:22:04 pm
Hi everyone.

Few things about this new mod, but which can also be said about EQ:

Bad choices:

- Shooting from the ladder break the hotspots of the maps. These spots ask a mindgame from the team and I think it's more interesting to keep them like before.
- nerfing the witch
- nerfing the spitter

Good choices:

- 1 scratch to break the doors
- remove the sniper (let's have some teamplay during the tanks)

About the 4th smg, I don't really know, I think the remove of the slowdown + the m2 on hunters are some goods compensations.

I am maybe too nostalgic of the PM, thanks for your work anyway !

The spitter is balanced. Unlike pm, you actually have to rely on your team to attack at the same time to open up opportunities. Having the spitter at its current state also eliminates unbalanced strats like spit/charge combo's that get 90 damage for no reason.

I don't think the witch will ever be truly balanced. High Cookies fix was a step in the right direction however fell through due to incapability of the community to deal with changes. My 2 cents is that a swipe of the witch should deal 50 damage and down the player as if they are ledge hanging. Other than that 'improving' the witch is impossible without changing nb_update_frequency.

And for the ladder, its not nerfed at all. There is more than enough places for the SI to hide/spawn behind and get to the survivors in time. Its balanced. I'd rather a direct fix over prop addition because we all know how annoying that shit can be.

Title: Re: Acemod -- EQ3 without Snipers
Post by: High Cookie on March 12, 2016, 04:34:58 am
High Cookies fix was a step in the right direction however fell through due to incapability of the community to deal with changes.

It was also because it has a game breaking bug  :P
Title: Re: Acemod -- EQ3 without Snipers
Post by: NF on March 12, 2016, 07:03:40 am
Just btw, a lot of the changes from EQ3/Acemod are being put into the next Promod, like ladder shooting. This has been planned for a long time so you should probably get used to the changes lol
Title: Re: Acemod -- EQ3 without Snipers
Post by: Luckylock on March 12, 2016, 10:30:55 am
Just btw, a lot of the changes from EQ3/Acemod are being put into the next Promod, like ladder shooting. This has been planned for a long time so you should probably get used to the changes lol

Can't you guys just all get together and make one config that works instead of 2 very similar config?

I like acemod better for multiple reasons, but the water movement is kind of broken and still needs fixing. I'd like to see some anti-stuck plugin in place (people getting stuck on the roof, this has been fixed/done before on some servers and idk what happened to it). The hunter can be m2'd when he is on the ground. It doesn't knock him back but it resets his pounce ability. Spitter feels underpowered, maybe there's a middle-ground to be found for spit damage between Promod and the current Acemod?

Promod 4.5.2 (the latest that was released) hasn't fixed some issues like you can still hear the "thump" when ghost SI land on the ground from jumping. Other issues as well, this config feels like a broken mess still.

As for melee weapons I'd suggest a fix to make them a bit less cheesy. You could combine the m2 and melee in one "fatigue" period. As in if you m2 and then get a cooldown you can't melee until that cooldown has finished. This would still allow for charger levels, melee skeets and other cool stuff. It would nerf m2+melee spam so that shooting is a better options in some instances.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 12, 2016, 11:26:38 am
but the water movement is kind of broken
I think you're not using the term "broken" correctly. Something is broken when it doesn't work at all, or doesn't work as intended. Everything works as intended with the water slowdown, save for the minor, I emphasize the word "minor", bug with the speed after being punched by a common. I don't think that's enough to call the entire mechanic "broken", especially in L4D2.

The hunter can be m2'd when he is on the ground.
Fixed since EQ3 day 0 release. Isolated server issue.

Spitter feels underpowered
It depends how you look at it. It's underpowered compared to how it is in Promod and pub, but it's not underpowered when you compare it against other possible SI attack combinations in EQ3/Acemod. Is there a valid reason why it should be overpowered in comparison with other SI combos, other than the force of habit?

Can't you guys just all get together and make one config that works instead of 2 very similar config?
That's not how it works in real life. Different people have different views. If Promod devs decide they want an EQ3/Acemod, but with some elements from their config, such as preservation of M2 and classical health bonus, that's still something I cannot agree with. I tried to work  this out, but it ended with nothing.
Title: Re: Acemod -- EQ3 without Snipers
Post by: yams on March 12, 2016, 01:25:42 pm
Tank spawned in Hard Rain map 3 (84%) instantly moved to spec before a player even got control,
hostname: Fudge Boys [NY] Chocolate Factory #4 | Versus

Tank has spawned!
Tank was moved to spectators for lerp 100.0!
[SM] Damage dealt to tank:
   0 [0%]: Zombieman
   0 [0%]: summer.
   0 [0%]: Pierce
   0 [0%]: Lilith

not sure if a problem with the config or the plugin since i know pretty much every config uses that plugin, just reporting it to err on the side of caution for competitive play.

we also had an issue of one team getting 3 witches on Hard Rain 2 on Hot Mess NY, and the other team's witch only spawning after they had past it (tank was dead long before).
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 12, 2016, 01:37:19 pm
LOL

Is this an early april 1st joke?
Title: Re: Acemod -- EQ3 without Snipers
Post by: yams on March 12, 2016, 01:47:14 pm
LOL

Is this an early april 1st joke?
unless ur config is the joke then no
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 12, 2016, 02:00:23 pm
There there, no reason to get edgy
Title: Re: Acemod -- EQ3 without Snipers
Post by: Comment on March 12, 2016, 05:46:54 pm
unless ur config is the joke then no

SLAYEDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Title: Re: Acemod -- EQ3 without Snipers
Post by: Luckylock on March 12, 2016, 07:00:46 pm
the 3+ witches on hard rain map 2 is a bug that's been around forever (also in promod). It happens when the map is restarted.
Title: Re: Acemod -- EQ3 without Snipers
Post by: ninja on March 14, 2016, 04:07:12 pm
Can we have a new dl link. Seems to not be working.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 14, 2016, 04:19:13 pm
Download links from the main post updated.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Luckylock on March 22, 2016, 05:48:01 pm
Could we possibly get a more polished version of acemod before the tournament starts? Some little things here and there that a lot of people have noticed and I've heard complain about during games.

Finite event hordes
They've been confirmed by Sir and noticed by many to spawn a different amount for each team.

Friendly-fire while / after someone is capped by SI¸
Add some kind of friendly-fire prevention / godframe

No slowdown when common hits you in water
Already mentionned before
Title: Re: Acemod -- EQ3 without Snipers
Post by: ProdigySim on March 22, 2016, 06:02:15 pm
Finite event hordes
They've been confirmed by Sir and noticed by many to spawn a different amount for each team.
Interesting. Have you taken into account boomer summoned commons on this?
Title: Re: Acemod -- EQ3 without Snipers
Post by: Luckylock on March 22, 2016, 06:55:29 pm
Interesting. Have you taken into account boomer summoned commons on this?

yes, pretty sure Sir made sure no booms landed on both sides
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 23, 2016, 01:37:37 am
Everything you mentioned is in the works already.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Luckylock on March 25, 2016, 12:01:24 am
Survivors don't eat rock damage when jockeyed

https://www.twitch.tv/sanchmost hilarious thing!o/v/56470006?t=1h19m20s (https://www.twitch.tv/sanchmost hilarious thing!o/v/56470006?t=1h19m20s)
Title: Re: Acemod -- EQ3 without Snipers
Post by: ninja on March 25, 2016, 03:39:18 am
so many bugs! hehe  :o

I'm having an issue not being able to launch acemod thru matcmodes. 1v1, 2v2, 3v3, work but the 4v4 wont launch. its not a fuck up in matcchmodes either. so not sure what it could be.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 25, 2016, 07:25:17 am
Survivors don't eat rock damage when jockeyed

https://www.twitch.tv/sanchmost hilarious thing!o/v/56470006?t=1h19m20s (https://www.twitch.tv/sanchmost hilarious thing!o/v/56470006?t=1h19m20s)
In the future, please try to replicate any odd behaviour at least on two different servers before reporting it as a config-specific bug. Acemod does not have any plugins or functionality to stop rocks from registering, nor any godframes on jockeyed survivors.

so many bugs! hehe  :o

I'm having an issue not being able to launch acemod thru matcmodes. 1v1, 2v2, 3v3, work but the 4v4 wont launch. its not a fuck up in matcchmodes either. so not sure what it could be.
You're right, quite a number of bugs have been discovered lately in Acemod, none of them gamebreaking though, but still severe enough in nature and quantity to motivate me into fixing them.

Not sure how to help you with your issue. It's the first time I'm seeing a report like this, and you haven't shown me any error logs or anything else that could help me.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Sir on March 26, 2016, 06:49:39 pm
Survivors don't eat rock damage when jockeyed

This isn't true, I've tested this on my servers which uses the clean EQ + Acemod package provided.
The Jockey actually stays on the Survivor while the Survivor takes the full 24 damage from the Rock.

Friendly-fire while / after someone is capped by SI¸

I'm sure Visor already knows, but just to be thorough;
This is caused by the l4d2_shotgun_ff plugin, which effectively render the "Undo FF" plugin and the Friendly Fire parts of the "Godframe Control" plugin useless for T1 Shotguns.

This means that you Friendly Fire your teammates with shotties when standing "inside" them.
This also causes FF when shooting at someone that is Jockeyed or Charged.
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on March 27, 2016, 05:00:54 am
The FF part of the godframes isn't really used anymore. As for the undo_ff plugin, I knew it wouldn't be compatible with shotgun_ff an year ago, back when I made Redtown. It was an acceptable sacrifice to make.

The bug you're discussing has been fixed earlier this week. There are still a couple minor things to do before the next config release however.
Title: Re: Acemod -- EQ3 without Snipers
Post by: diceboy on May 10, 2016, 06:01:48 am
Visior can u reupload acemod ? Link from first post seems to be dead
Title: Re: Acemod -- EQ3 without Snipers
Post by: Visor on May 10, 2016, 06:08:57 am
The updated links are in this thread: https://www.l4dnation.com/community-news/acemod-v3/ (https://www.l4dnation.com/community-news/acemod-v3/)