Author Topic: Pro Mod 4.3  (Read 10450 times)

Friday.

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Re: Pro Mod 4.3
« Reply #30 on: May 14, 2015, 11:04:08 pm »
http://www.mediafire.com/download/dhkyh1t5wgf1t54/areustupid.dem

I made that real quick if you'd like to see. I bile a whole horde of common while common still beat on boomed ellis and coach, a few common beat on the biled ones, maybe has to do with proximity. But the common on ellis, whilst he's boomed. Never leave.

I never made an argument about molotovs. I don't personally like molotovs unless they only burned tanks, (Another form of counterplay to rocktanks). or pipebombs which are actually get out of booms free card. But I think bilebombs add a good element to the game.


I see. I seem to remember a HStop video about the common. No idea,
I think the bile must be thrown immediately? I am unaware of the mechanics.
« Last Edit: May 15, 2015, 12:51:50 am by Friday· »

mads-wm3

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Re: Pro Mod 4.3
« Reply #31 on: May 15, 2015, 08:57:58 am »
At the beginning of L4D the developers of the config made a lot of hasty decisions and immediately cut a lot of guns/mechanics and other stuff out of the game from the start.

I guess you mean L4D2 developers? Because that wasn't the case for L4D1 :)

You made the distinction between L4D and L4D2 earlier in your post, so just wanted to be sure.

Kissme

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Re: Pro Mod 4.3
« Reply #32 on: May 15, 2015, 09:07:10 am »
Yes, I was referring to L4D2.  L4D1 had the Auto-Shotgun in it for a long time.  L4D2 was pretty much the removal of all throwables and T2's after the first winter it came out.
« Last Edit: May 15, 2015, 09:14:13 am by Kissme »

SaBle

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Re: Pro Mod 4.3
« Reply #33 on: May 15, 2015, 10:25:01 am »
(not that I think boomer bile is a major RNG factor, more directed at full levels and spit spread)

I fail to understand how full levels are an RNG factor, unless you're talking about ping differences affecting the span of time one has to level, or Jacob added some troll mechanic he hasn't told us about that causes levels to register only half the time.

On an unrelated note, how come Blood Harvest never sees updates anymore?
balk0n: fuck off, pub

NF

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Re: Pro Mod 4.3
« Reply #34 on: May 15, 2015, 10:56:56 am »
how come Blood Harvest never sees updates anymore?

What is there to update? I genuinely can't think of any ideas for it, and I don't know of any exploits or glitches. The map seems pretty balanced too. If you have anything in mind feel free to post it, I'm always open to new ideas.

Also we should post in the 4.3.1 topic from now on so people don't accidentally download this version.

High Cookie

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Re: Pro Mod 4.3
« Reply #35 on: May 15, 2015, 03:56:52 pm »
I love the fact throwables are coming back into the game. One of the biggest turn offs for vanilla versus players when it comes to competitive configs is the amount of stuff that is stripped out of the game. I think its a good idea to make the config as close to the standard vanilla as possible while maintaining balance.

I'm interested to see the difference the mollie makes, I think it could be a great tool to force tanks to commit or force them to lose LOS.

Jacob

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Re: Pro Mod 4.3
« Reply #36 on: May 15, 2015, 04:01:25 pm »
To keep things from getting confusing, all future talk about 4.3 should be done in the 4.3.1 thread:
http://www.l4dnation.com/community-news/pro-mod-4-3-1/

 

A dedicated community website to competitive L4D and L4D2, ran by the community, for the community. L4DNation supports all continents of play and focuses on bringing together the community as a whole to a central hub of information.