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 HordesOn 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!
$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.
Water slowdown completely removed for everyone
SI can break doors with a single scratch
Fixed crouching Hunters being unable to pounce after being M2'd
Tank's spawn will now be announced via chat and audio
Jumprocks are blocked completely
Although the damage dealt is now less, make no mistake: the Witch is angrier than before and might compensate her nerf in unexpected ways
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?
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.
Wanted to Thank the post. Good stuff, as usual. <3Best of luck to you, Visor, old comrade.
HiPlease post the sources for all the binaries in this releaseThanks
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?
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.