Author Topic: Equilibrium 3.0  (Read 16562 times)

Visor

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Equilibrium 3.0
« on: December 03, 2015, 04:33:01 pm »

Final Release

This is the final version of the Equilibrium competitive mod. Yes, mod, not config; because EQ3 goes far beyond toggling a few console variables. Read further to understand why.

It's been a long and a fun ride, but everything good comes to an end. EQ3 is my last and final gift to the community of Left 4 Dead 2. I will fix any bugs that are found in this release, but after that, you're on your own. I will no longer create, modify or support any plugins, extensions or projects related to L4D2. As for this forum, I will keep it up for as long as it's not too troublesome for me to do so. But eventually, I shall pass the honour of hosting it to the community as well.

I want to thank everyone who had faith in EQ and believed it to be the better config. I am convinced that your faith has not been in vain, and today it will be rewarded. Without any offence and with all due respect to other competitive configurations/mods, I believe that EQ3 is better than any other config ever released for L4D2. I have never been more proud with any other contribution of mine for this community -- and I do have quite a number of them. I suspect that my business associate and my friend Dragon, who also happens to be the founder of EQ, believes the same.

As a matter of fact, he has a personal message for the community, tied to the release of the final version of Equilibrium.

Quote from: A personal message from Dragon
Equilibrium is a competitive configuration for Left 4 Dead 2 which was initiated as a major revolutionary step after Confogl Fresh. Its intention is to provide competitive yet challenging play, where play-facilitating mechanics which existed in Confogl Fresh (and still exist in Pro Mod) are no longer present. Thus there is a greater requirement to use better input and tactical thought in order to succeed in EQ, reinforcing the viewpoint that teams and players should be tested thoroughly in their skill and teamwork, and made to earn their points and victories in a truly 'competitive' sense.

The survivors are seen as the more powerful side of the two, which is why making the game more challenging for them with the intent of requiring better input, was always seen as a focal point throughout EQ's development. With version 2.1, we believe we hit the limit as far as just how challenging the game can be from the survivors' perspective. But in more recent times, we have noticed that the SI is in need of a challenge too for various reasons. We have even retraced our steps somewhat and made a few changes that Jahze (the original coder of EQ) had envisioned for v1.4 going back 3 years ago. That is why EQ3, while still retaining emphasis on the need for better input and thinking with survivor play, now places those same requirements on SI and Tank play. How have we done this?

SI attacks that are cheap in terms of effort (such as charge-spit combos) no longer have such a heavy impact as they used to; this helps promote greater SI timing and coordination in order to obtain results, while also partially liberating types of maps that were dominated by such attacks. Despite the fact that there is no slowdown to endure, the Tank has been made more challenging to play than ever before in EQ, without greatly compromising a couple of key philosophies at the config's core. AI-controlled infected entities now have far less impact than in the past; this places further control and responsibility in the hands of the SI team, thus making it more competitive. And one of the most prominent features of this latest version: survivors can now fire their guns while on ladders; a pivotal new feature that changes the complexion of ladder chokepoints entirely and is no longer a heavily SI-biased aspect of map control!

EQ3 has brought along these new changes and many more on top of that. The config has had a rich history of introducing innovative new features which have shaped competitive L4D2 as we know it, even Pro Mod has adopted a lot of these features over time which many players today accept as normality. Some code implemented into Pro Mod which is work that Jahze and Visor have produced in the past include:

- Custom scoring for map distances and bonuses
- Tank Lottery (One tank per map for each player, no 2nd passes to other players, extended grace period)
- Boss Percentage Indicators for Tank and Witch
- Consistent car alarms for both teams on the same map
- Survivor M2 kills on capping SI being disabled
- Disabled slowdown on SI
- Changed jockey pounce recharge after hanging a survivor off the ledge (it used to be just 10 seconds recharge long ago!)
- Fixed Deathspit (only 1 puddle; it used to be 2 puddles before that)
- Used hittables only fading away after the Tank has died
- Static Shotgun Spread Plugin
- Equalised Spitter Damage and Acid Duration
- Lowered the Survivor immunity time against fresh spit (technically not part of the godframe system)
- Player becoming the Tank will not have his SI bot killed if he managed to cap someone
- Fixed the bug where Jockey and Charger would sometimes ride/carry the same Survivor at the same time
- L4D2 Drop Secondary plugin
- Undo Survivor Friendly-Fire plugin
- Equalised Boomer Hordes

On what is now the 4th anniversary since EQ 1.0 was officially released, it seems fitting to finally reach the end of the road on what has been a very long journey. Visor and I have decided that this will be the very last update for the Equilibrium config as we have both achieved everything we had set out to accomplish with the project, and also because real life and other obligations beckon us and demand more of our time. I owe a huge thanks to Visor for all the work and research he has poured into the project; the config's activity and resurgence would not have been possible without his contributions over the past few years.

I also would like to make a toast to Battle and Jahze who were there when we initiated all of this together at this very same moment of the year, 4 years ago. Battle has always been a staunch voice of reason both during playtesting and in his vocal support in public channels, and Jahze in particular is an unsung hero whose name would be lost on most of the current and more recent generations of players, but he is the author of an adequate proportion of the changes listed above which would make comp L4D2 even in Pro Mod today, feel a LOT more different without them and most likely for the worse!

And to all those who supported us over the years and understood exactly what we were trying to accomplish, you have our appreciation. Your support and feedback helped shape this project into the finished article that it is now. At long last, we finally have a config that we aimed for; one that encourages players and teams to play at their very best, to push that extra mile in terms of attaining better standards and real performance for BOTH sides of the game. We are confident that this last version will repay you for your faith in us and that it will stage some exciting competitions in the near future!


And yes, there is going to be one final tournament, EQ Cup #4. We stay true to our traditions. Here is the announcement thread.

Without delaying it any further, here it is -- the changelog for the final version of Equilibrium.

General
  • Redtown's Antibaiter - Natural hordes revamped: they will only kick in as an antibaiting measure against teams that make no significant progress within the map for a certain period of time, whilst the SI are alive(for too long). The algorithm is adaptive and full of failsafes, and is compatible with readyup, pauses, events and Tanks.
  • Water slowdown completely removed for everyone
  • Bunnyhop completely blocked for everyone except Jockey
  • Fixed a bug that would cause hittables to deal more damage than they should
  • SI bots are kicked with a 10 second delay
  • EQ 2v2 now has Smokers
  • Spawn timers are as follows:
    • 4v4 : 16 seconds (unchanged)
    • 3v3 : 12 seconds
    • 2v2 : 10 seconds
    • 1v1 : 1 second
  • Some previously-infinite event hordes are now finite. Event checkpoints(1/4th of total commons spawned) will be announced with a mega horde sound. Values are as follows:
    • [Map] : [Amount of commons that spawn during the main event(outside of Boomer hordes)]
    • Dead Center 2 : 120
    • Dead Center 3 : 150
    • Dark Carnival 2 : 120
    • Dark Carnival 3 : 300
    • Dark Carnival 4 : 150
    • Swamp Fever 2 : 180
    • Swamp Fever 3 : 150
    • Parish 2 : 240
    • The Passing 2 : 150
    • No Mercy 2 : 60
    • Death Toll 4 : 120
    • Dead Air 4 : 120
    • Blood Harvest 3 : 90
    • Blood Harvest 4 : 60
    • Detour Ahead 2 : 120
    • Carried Off 2 : 90
    • Haunted Forest Two 2 : 90
    • Warcelona 2 : 90
    • Warcelona 3 : 90
    • Diescraper Redux 2 : 90
    • Diescraper Redux 3 : 60
    • The Bloody Moors 2 : 60
    • The Bloody Moors 3 : 60
  • Upgraded the scoring system from EQ2 Scoremod to a modified version of Redtown's Scoremod 2. Notable changes include:
    • Brought back and rebalanced pills bonus. Now it scales with map distance, but can't be lower than 5 or greater than 30. Values are:
      • [Map distance] : [Amount of points per unused pill]
      • 300 or less : 5
      • 400 : 10
      • 500 : 15
      • 600 : 20
      • 700 : 25
      • 800 or greater : 30
    • Implemented a special tiebreaker: if both teams make saferoom without casualties, but with no bonus at all, the team that has dealt more SI damage gets a tiebreaker bonus, equal to the amount of points granted for an unused pill on that specific map. The SI damage counter is different from what is shown on the Infected scoreboard; incapped and overkill damage is ignored, Witch and common damage is accounted for
    • Fixed a cosmetical bug with bonus values in round end chat prints

Map balance
  • Altered distances on the following maps:
    • Dead Center 3 : 600
    • Hard Rain 1 : 400
    • Hard Rain 2 : 600
    • Hard Rain 3 : 600
    • Hard Rain 4 : 400
    • Hard Rain 5 : 600
    • The Parish 1 : 300
  • Using Stripper from Promod 4.4.2, with the following adjustments:
    • Removed ladder choke nerfs on all maps
    • Restored native sniper weapon spawns
    • Removed hardcoded Tank spawns on Dead Center 4 and Parish 5
    • Hittables on Parish 5 restored to vanilla mode (24 damage instead of 100)
    • Removed event buff(inability to open the door) on No Mercy 3

Weapons
  • Implemented static shotgun spread with Redtown values
  • Removed the center pellet from shotgun blast patterns for further competitive standartisation
  • Shotguns now deal a minimum of 1 friendly fire damage and a maximum of 6
  • Increased shotgun ammo from 80 to 96
  • In addition to the Scout, AWP is now featured as well
  • AWP damage is set to 145(180 against the Tank); Scout damage is set to 125(145 against the Tank)
  • Both snipers have a clip size of 10 bullets
  • Both snipers are completely identical in terms of recoil and spread
  • Disabled bodyshot multiplier with the snipers on Hunters. Now only headshots can 1-shot skeet Hunters
  • Unlocked the third SMG

Survivors
  • Survivors are now able to shoot their guns on ladders. Some facts:
    • Quite realistic animation from a third-person perspective
    • No holster or deployment animation when mounting or exiting a ladder
    • Weapon switching whilst on a ladder is blocked
    • Reloading whilst on a ladder is blocked
    • Using melees whilst on a ladder is blocked
    • Using M2 whilst on a ladder is blocked
    • Pressing M1/M2 whilst near the bottom of the ladder will not cause the Survivor to drop off
    • Weapon recoil and spread whilst on a ladder are adjusted with respect to laws of physics
  • Removed SI anti ladder blocks since the Survivors are now able to shoot from ladders
  • Revamped M2:
    • 5 swings against commons, Boomers and Spitters before cooldown (1/6 penalty)
    • 1 successful M2 against Hunters is worth 4/6 shove penalty (medium cooldown)
    • 1 successful M2 against Jockeys is worth 4/6 shove penalty (medium cooldown)
    • 1 successful M2 against Smokers is worth 3/6 shove penalty (light cooldown)
  • (Left4Downtown v0.6) Completely patched all cases of get-up slides(Promod's fix was buggy/incomplete). See example
  • Survivors can no longer shove other Survivors, which slowed them and shook their screen
  • Survivors are no longer slowed / held in place after being cleared from a Smoker, they can now instantly move at full speed

SI
  • All SI are now immune to any kind of fire
  • SI can break doors with a single scratch
  • Spawned SI now have a 20 second cooldown on despawning to prevent spamming respawns for health gain

Smoker
  • Smoker deals 1 damage per tick during dragging, with each tick being 0.33s in length (3 damage per second)
  • Smoker deals 1 damage per tick during choking, with each tick being 0.2s in length (5 damage per second)

Boomer
  • (4v4) Boomer hordes equalized. Max horde size set to 15 commons. Details here

Hunter
  • Hunter deals 2 damage per tick during lunging, with each tick being 0.2s in length (10 damage per second)
  • Fixed crouching Hunters being unable to pounce after being M2'd
  • Fixed M2 not working on Hunters with a captured victim
  • (4v4) Removed backjump/wallkick block

Spitter
  • Amount of spit ticks set at 28: initial 4 godframed, remaining 24 damaging
  • Spit deals 2 damage per tick
  • Removed spit godrames after being smoked/jockeyed
  • Spit recharge time reduced from 18 seconds to 16

Jockey
  • Jockeys can no longer be resisted
  • Reduced M2 angle versus Jockeys from 45(default) to 15
  • Increased Jockey speed from 250(default) to 275
  • Increased Jockey skeet damage from 195 to 215
  • Jockey recharge time after ledge-hanging a Survivor reduced from 15 seconds to 12
  • A Jockey M2'd from below will no longer insta-cap (e.g. ramp on DK3)
  • Jockey deals 1 damage per tick during a ride, with each tick being 0.25s in length (4 damage per second)
  • Fixed a bug where Survivors captured by Jockeys whilst on a ladder would keep slowly sliding down. Now they will instantly drop down and receive fall damage

Charger
  • Fixed cases of Survivor M2 affecting charging Chargers in unintended ways
  • Charger wall impacts don't stumble nearby SI or their victims
  • Increased Charger pound damage against incapacitated targets from 15 to 30 dmg

Tank
  • Tank's consistent speed has been reduced from 210 to 200
  • Tanks lose frustration when Survivors are inside the saferoom on any map
  • Removed godframes on Tank rocks that land on smoked Survivors
  • Tank rocks will no longer clip through black & white near-death Survivors
  • Tank's spawn will now be announced via chat and audio
  • Fixed Survivor M2 being able to slow down Tanks
  • Each successful melee hit against the Tank resets his fist cooldown period almost instantly
  • Passing control to AI Tank will no longer grant an immediate SI spawn
  • Jumprocks are blocked completely
  • Increased Tank pound damage against incapacitated targets from 24 to 36 dmg
  • The following maps feature no flow Tank and 2 event Tanks:
    • Dead Center 4
  • The following maps feature no flow Tank and a single first-spawn Tank during the main event:
    • Hard Rain 5
    • Parish 5
  • The following maps feature a flow Tank and a single second-spawn Tank during the main event:
    • Dark Carnival 5
    • Swamp Fever 4
    • No Mercy 5
    • Death Toll 5
    • Dead Air 5
    • Blood Harvest 5
  • All maps not listed above follow their default Tank spawning patterns
  • Adjusted Tank spawn percentage limits on the following maps:
    • [Map] : [Percentage range ban]
    • Dark Carnival 2 : 61-64
    • Dark Carnival 3 : Removed
    • Dark Carnival 4 : Removed
    • Parish 2 : 49-52
    • No Mercy 1 : Removed
    • Death Toll 1 : Removed

Witch
  • The Witch now deals 48 damage per swing instead of 100
  • Witch is no longer respawned after being killed by a Tank
  • Although the damage dealt is now less, make no mistake: the Witch is angrier than before and might compensate her nerf in unexpected ways


Download


Standalone release : Does not require any other configs installed
Compatible release : Compatible with any other config that you have installed already, such as Promod



Source code


Sources for all plugins used by Equilibrium 3.0 can be found in the official L4D2 Competitive Framework github repo.
Source code for the Left 4 Downtown 2 extension used by Equilibrium 3.0 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 Equilibrium 3.0 can be found in its official repo.


Version:            3.0 - Final
Developer:          Visor   
Ideas:              Visor, Dragon
Plugins:            Visor, Jahze, Sir, CanadaRox, ProdigySim, Tabun, Vintik, Stabby, Blade, CircleSquared, Jacob, Grego, Griffin 
Stripper:           Tabun, NF, EsToOpi, Jacob, Blade, Stabby, CircleSquared
« Last Edit: May 01, 2016, 06:16:38 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.

Artifacial

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Re: Equilibrium 3.0
« Reply #1 on: December 03, 2015, 05:58:09 pm »
Hyped.

Quote
Water slowdown completely removed for everyone
+10. The water slowdown on tank in EQ 2.1 was ridic.

Quote
SI can break doors with a single scratch
I'm in two minds about this. I actually really like it, because I feel like it's pretty OP and I can abuse it. You go from playing EQ to PM and it's ridiculous how long it takes in PM to get through doors. Having said that, I think it'd be more balanced somewhere in between EQ and PM. 2 scratches feels more reasonable/balanced, but if I had to pick I'd opt for 1 rather than 3.

Quote
Fixed crouching Hunters being unable to pounce after being M2'd
+5, this was a frustrating bug.

Quote
Tank's spawn will now be announced via chat and audio
Via audio? ??? Will be..interesting to hear.

Quote
Jumprocks are blocked completely
WTF men. Is this purely to combat people scripting? It seems ridiculous otherwise to suddenly block jump rocks. Would you be able to explain your reasoning? Either way I'd probably re-enable it on our servers since we don't have any problems with people using jump/bhop scripts.

Quote
Although the damage dealt is now less, make no mistake: the Witch is angrier than before and might compensate her nerf in unexpected ways
Sounds ambiguous. Would you be able to elaborate?


Some other feedback/questions:
  • I feel like tank needs some slow down on commit. The fact that there's scout and no slowdown in EQ2.1 (minus water) encourages tanks to just commit, and it feels pretty OP at times. Having said that, I can't believe the level of slowdown there is in PM. I'd saw EQ 2.1 needed a small amount of slowdown on tank commit. I don't know the difference between 210 and 200, so maybe that's all it needed. Either way will be interested to try it out.
  • Can you pick up awp and scout simultaneously or is it limited to 1 of either?


Great release and much thanks.

estoopi

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Re: Equilibrium 3.0
« Reply #2 on: December 03, 2015, 06:10:58 pm »
This looks pretty badass..  hope i get to play on it :x

Visor

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Re: Equilibrium 3.0
« Reply #3 on: December 04, 2015, 12:42:36 am »
I intentionally worded it that way. Let her hit you and you'll see what happens :D

Regarding jumprocks, yes, it's because of the uncontrolled abuse. You may not agree with it, and it may be a non-issue in the australian community. But beyond it, there are players who are so used to jumprock binds that they literally never use regular rock throwing anymore.

You are free to remove it from your server, but keep in mind that it won't qualify for tournament usage in that case.

Just one sniper at a time. And yes, the Tank fights now feel exactly how they should.
« Last Edit: December 04, 2015, 12:45:55 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.

volarium

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Re: Equilibrium 3.0
« Reply #4 on: December 04, 2015, 07:45:39 am »
Great work Visor.  I got to participate in some of the final testing that was done, and it looks great.  Officially installed on all Hot Mess servers!

darkid

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Re: Equilibrium 3.0
« Reply #5 on: December 04, 2015, 09:44:31 am »
I don't see it in the changelog, and I don't see my name in the contributors, so I take it you haven't included the double getup fix?

NF

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Re: Equilibrium 3.0
« Reply #6 on: December 04, 2015, 11:07:51 am »
Great work as usual Visor and Dragon! Some of these changes look very interesting and addressed some of my concerns about EQ (namely how it felt very easy as infected). I'm especially interested in the reduced Tank speed, seems like a great alternative to slowdown. I'd like to see how this plays out in games.

It's a shame to see you retire from plugin development, but your contributions to competitive Left 4 Dead 2 are greatly appreciated and we would be set back significantly without them. Best of luck in your future endeavors.

Visor

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Re: Equilibrium 3.0
« Reply #7 on: December 04, 2015, 12:41:13 pm »
I don't see it in the changelog, and I don't see my name in the contributors, so I take it you haven't included the double getup fix?
I didn't have time to fully test it, given its size and the new functionality you've added into it. I don't mind anyone using it in EQ after a while however, as soon as it's confirmed to be stable under heavy pressure and a variety of situations.

Other than that, I appreciate everyone's effort, including yours, even if none of it has made it into EQ. Keep up the good work and I'm sure server admins devoted to EQ will manually update things on their own. With time  ;D

Great work as usual Visor and Dragon! Some of these changes look very interesting and addressed some of my concerns about EQ (namely how it felt very easy as infected). I'm especially interested in the reduced Tank speed, seems like a great alternative to slowdown. I'd like to see how this plays out in games.

It's a shame to see you retire from plugin development, but your contributions to competitive Left 4 Dead 2 are greatly appreciated and we would be set back significantly without them. Best of luck in your future endeavors.

Thanks. I'm looking forward to your participation in the cup, which I think is the best stress test for any config.
$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.

Sir

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Re: Equilibrium 3.0
« Reply #8 on: December 04, 2015, 01:09:51 pm »
Wanted to Thank the post. :(
Good stuff, as usual. <3

Best of luck to you, Visor, old comrade.
« Last Edit: December 04, 2015, 01:12:55 pm by Sir »
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Corgi

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Re: Equilibrium 3.0
« Reply #9 on: December 04, 2015, 08:53:15 pm »
Hi
Please post the sources for all the binaries in this release
Thanks

Impulsive

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Re: Equilibrium 3.0
« Reply #10 on: December 04, 2015, 09:18:14 pm »
If you wait out a horde event, does the natural anti baiting horde occur while you are fighting the CI from an event? Meaning, should the SI hold their spawns, will the amount of common spawned be increased in accordance to the antibait?

High Cookie

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Re: Equilibrium 3.0
« Reply #11 on: December 04, 2015, 10:42:24 pm »
I've played about 3 - 4 games on this config now and really liking it.

Really like the changes, the shooting on ladders was a change that was needed, on DK2 that entire area before the ladder is no longer a waste land of boomers and hunters trying to sac themselves, its actually worth committing full sets away from the ladder.

The only thing I noticed I didn't like was it seems on maps with long ladders the jockey is basically a free incap. I think it would be better if the survivor dropped from the jockey but took no fall damage, the jockey is fast enough / buffed enough already with the other changes.

really fun config, nice work Visor and Dragon

Jacob

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Re: Equilibrium 3.0
« Reply #12 on: December 04, 2015, 10:53:28 pm »
Yea I really like this update. My favorite change by far is making infinite hordes finite. That's something I've wanted to do for a while now. Gunna be looking into that for future versions of pro mod. It's funny, a couple years ago you and I had incredibly different ideology for our configs and now we agree on most things. Cool update and great work on the ladder + infinite horde changes.

Visor

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Re: Equilibrium 3.0
« Reply #13 on: December 05, 2015, 04:36:28 am »
Wanted to Thank the post. :(
Good stuff, as usual. <3

Best of luck to you, Visor, old comrade.
Thanks cabron ;D Same to you. You've tried to let go off L4D2 for years, but now's the best time to do it for real.

Hi
Please post the sources for all the binaries in this release
Thanks
Patience, friend. If you have security concerns about any plugins, you can decompile them with Lysis. The pretty custom formatting will have to wait a little bit.

If you wait out a horde event, does the natural anti baiting horde occur while you are fighting the CI from an event? Meaning, should the SI hold their spawns, will the amount of common spawned be increased in accordance to the antibait?
It says in the first sentence that the antibaiter is compatible with events, meaning that it's disabled during any main event, regardless if it's finite or infinite.

The only thing I noticed I didn't like was it seems on maps with long ladders the jockey is basically a free incap. I think it would be better if the survivor dropped from the jockey but took no fall damage, the jockey is fast enough / buffed enough already with the other changes.
Interesting feedback. I don't think it would be too intuitive to not get any fall damage in that scenario. Besides, why is the jockey any worse than a hunter, smoker, charger, tank? All of them are able to drop and incap a survivor from a ladder with their primary/secondary attacks. Why should the jockey be any exception? Because it's mobile? Well, personally for me that doesn't sound too convincing of an argument.

What if I told you that initially, EQ2.2(aka EQ3's old name) was supposed to remove M2s on jockeys? Yes, completely. Now that is what I call a hardcore buff. What we ended up doing there with his minor speed increase and resistance removal is just a relatively minor buff for a weak SI. You can still M2 the crap out of him and finish him off with a melee. Just be careful around ladders.


Thanks everyone for the kind words. I'm satisfied to know that a lot of the work put into EQ3 will be shared among configs and played on for a long time to come, even after I retire. That says a lot.
« Last Edit: December 05, 2015, 04:44:10 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.

Visor

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Re: Equilibrium 3.0
« Reply #14 on: December 05, 2015, 05:22:19 am »
UPDATE 5th DECEMBER 2015
IMPORTANT! NOTE TO SERVER ADMINS WHO CARE!


It has come to my attention that some of the developers in the Promod team, despite my numerous rants, in their attempts to fix bugs which are plaguing Promod 4.5, keep changing/"fixing" plugins commonly used by EQ and Promod in a way that completely ignores the existence of any other configs beside Promod. As a result, EQ suffers from bugs and unexpected features from Promod that weren't supposed to be there. I am very sad to realize that, but I've ranted enough on this topic in Promod's private github and I'm done with it.

I have updated the standalone and compatible packages of EQ to secure them from any incompatibility that is or might be(in the future) caused by Promod. Some of the affected commonly used plugins have now been renamed to PluginName_eq, in order to avoid ever being affected by third-party additions or modifications.

I urge you to update your server with the corresponding package in order to secure its eligibility for the upcoming EQ tournament, as well as for guaranteeing the best experience for your players.
« Last Edit: December 05, 2015, 05:27:43 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.

 

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.