Author Topic: SirPlease: Cold Reboot - Small Tournament  (Read 3414 times)

Sir

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SirPlease: Cold Reboot - Small Tournament
« on: December 03, 2017, 06:32:31 pm »


Finally, another "Tournament"
Whilst small in size, this is merely the start of a lot of upcoming Events.



Prize Pool: $100
1st Place takes it all..

Sign-ups: > CLOSED. <
Sign-ups have closed on Thursday, December 14th.

Brackets: > HERE <
Games are.. LIVE!



Tournament Staff:
  • The Tournament Director: Sir
  • Assistant Tournament Director(s): Danne

Tournament Settings:

Maps
  • Round 1: Death Toll.
  • Round 2: Dark Carnival.
  • Final Round: The Parish.

Crucial Info:
  • Make sure you're aware of the ruleset, as this ruleset will likely only receive very small updates for future Single Elimination Tournaments.
  • Home/Away games are allowed in this Tournament, as long as the teams can't agree on a neutral Server.
    • Keep in mind that you're limited to the SirPlease Servers, which means you're restricted to the provided NA and EU Servers.
    • If teams are unable to agree on a Server, contact the Staff.

We will be running all of our Events through the eFPS Website, so if you haven't registered there yet.. what are you waiting for?!
« Last Edit: December 14, 2017, 04:52:12 pm by Sir »
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Adam

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #1 on: December 03, 2017, 06:51:14 pm »
Assistant Tournament Director(s): Danne

nevermore

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #2 on: December 03, 2017, 07:54:37 pm »
lets go!

Fridays

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #3 on: December 03, 2017, 08:27:18 pm »



Sir

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #4 on: December 04, 2017, 06:19:10 am »
Funny Gif

Please elaborate, actual feedback is always better and more useful than a funny gif.
Don't be shy!
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Dusty

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #5 on: December 04, 2017, 07:38:20 am »
Hmm... I like it.

I mean, I think something like wallkicks is something that lets each gun have its own powers/weaknesses. Uzi can get a nerf without being another round of number changes.

One thing that sucks about DP's in l4d2 is that hunters are sometimes so high you literally never hear them, So your only hope to avoid a 25 or now 35, would be just hope the hunter misses or always stare at the sky.

+rep quads
+rep 2 hunters
+rep gaining rage being taken out

I'm not sure if zonemod has the thing where ONLY unsilenced uzi has slowdown on tank still, but I think it's something that should be changed/removed if it's still there. I think it's too weird of a niche, even if you play and see both uzi's being used a person is going to have a hard time even perceiving that information. I think be default unsilenced had slightly more slowdown because of faster fire-rate and had better accuracy for less damage, which were good strengths/weaknesses. One having slowdown and one not doesn't seem very intuitive IMO.




Sir

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #6 on: December 04, 2017, 08:03:07 am »
One thing that sucks about DP's in l4d2 is that hunters are sometimes so high you literally never hear them, So your only hope to avoid a 25 or now 35, would be just hope the hunter misses or always stare at the sky.

While I know that the sound issue (heck, all sounds in this game) is frustrating, I feel that going for a high damage pounces leads to an increased risk of being spotted and being easily evaded and/or taken care of, in the case of Survivors that keep up their awareness.
I don't feel like all 4 of the players need to be on the lookout for a damage pounce at all times, one aware and communicating player should be sufficient.

SI should be rewarded for landing such a high pounce, and Survivors should be punished for not paying attention to their surroundings.
This case is much different compared to a silent jockey.

I'm not sure if zonemod has the thing where ONLY unsilenced uzi has slowdown on tank still, but I think it's something that should be changed/removed if it's still there. I think it's too weird of a niche, even if you play and see both uzi's being used a person is going to have a hard time even perceiving that information. I think be default unsilenced had slightly more slowdown because of faster fire-rate and had better accuracy for less damage, which were good strengths/weaknesses. One having slowdown and one not doesn't seem very intuitive IMO.

This was a thing in the earliest releases in Zonemod, it then transferred to Apex and was removed from Zonemod.
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Fridays

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #7 on: December 04, 2017, 09:30:16 pm »
1. Wall kicks: https://www.l4dnation.com/confogl-and-other-configs/wallkicksbackjumps-in-4v4/30/
    - Read the argument for removing wall kicks and ignore the myopic counter-argument/shitposting - It's pretty clear that removing them is the better option.


2. 35 damage DP: The logic behind it is agreeable but I think 35 is too high, 25 is already effective enough. Either way I don't think hunters need any buffing, its the abilities of other SI that need to be rethought which is why people want quad caps in the first place.


3. Quad-caps: I'll assume this comes as a reaction to Promod. I'm no cryptologist but what I could get from Grizz's egregiously explained post is that having quadcaps/2 hunters is meant to stop run-&-gun and to also buff the SI. I don't know how many times I have to post it but there is better ways to introduce a stronger SI than just adding more hunters. Adding 2 hunters just seems like a cop out because they are the fastest and easiest SI- If the SI aren't able to cap survivors like they used too then buff the hell out of their abilities ie no smoker tongue cuts, no self-clear on smokers, decrease the disablement time after being m2'd as a Jockey so people have to run backward and shoot it instead of pulling a melee out and killing it, remove one shot melee kills on every SI except boomer/spitter, decrease the disablement time on spitter and boomer after using their ability, increase the speed of every SI or atleast increase the initial acceleration, the list could go on forever. Nevertheless the cumulative changes in Zonemod like the witch being removed, has taken years for 'players of expertise' to accept or so it was thought but I guess you can lead a blind mentally deficient horse to water but you can't make it drink can you. I'd urge to keep the quad-caps otherwise people mightn't want to play on it.
« Last Edit: December 05, 2017, 01:02:56 am by Fridays »

hib

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #8 on: December 04, 2017, 11:19:03 pm »
/delete

not sure why this got posted..
« Last Edit: December 06, 2017, 03:55:30 am by hib »

Dusty

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #9 on: December 05, 2017, 09:56:21 pm »
Quote
SI should be rewarded for landing such a high pounce, and Survivors should be punished for not paying attention to their surroundings.
This case is much different compared to a silent jockey.

I mean, I don't see how it's much different, A hunter if he goes up in the skybox is just as silent as a silent jockey but you take 35 damage instead of 4 for the silent jockey landing. No one argues that silent jockey's are okay because someone should always be situationally aware. But more that there's nothing you can do about it. I don't think this is like a considerable change for the worse, but it is something that should be considered. It would be like if we started allowing jockey to land 10 or 20 DP's and a lot of times it's just silent and BS.


Quote
1. Wall kicks: https://www.l4dnation.com/confogl-and-other-configs/wallkicksbackjumps-in-4v4/30/
    - Read the argument for removing wall kicks and ignore the myopic counter-argument/shitposting - It's pretty clear that removing them is the better option.

I mean you are basically calling all of the arguments that don't agree with your opinion foolish or what? Most of the arguments I read in this post were decent, If anything the people arguing that wallkicks should be taken out were the ones namecalling, and not making good points. Also while it's a personal thought, most of the people arguing that wallkicks should be kept in, are players I know, and I think are intelligent. Most everyone arguing against, appears to be some forum smurf accounts, or people I've never heard of. Two cents. Like seriously who the fuck is crebz, thewackycheese, or theguy. All people with 5 forum posts.


ex: I'm not one to punch a baby but once again your argument is so stupid that I have to come in again so that people don't bias the discussion with their unwavering devotion to reliance on broken game mechanics like wallkicking.

I personally like having wallkicks at this time, It's a small indirect nerf to uzi, without having to do numbers/tuning changes. I mean you might say "well theres no counter If I have an uzi and get wallkicked" but that is just extremely narrow thinking in my opinion. Your counters are baiting, positioning, or just letting your shotgun players lead into places you might get wallkicked. Not every mechanic in the game needs a way for ONE player to directly counter it. In that case you should just remove smokers because If I don't have a melee I cant cut a tongue and have to rely on teammates, or maybe we should also just remove chargers, because I can't full level if my team doesn't shoot it. Or maybe let's just make it so there has to be delay between these spawns and when they can attack?

Sorry, the end became a bit sarcastic, but It's only to try and showcase my points/ideology.


aopk

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #10 on: December 06, 2017, 01:12:50 am »
Just to chime in, discrediting someones idea just because you haven't heard of them because they aren't from the US doesn't really equate to much. Visor was one of the main proponents behind removing backjumps- So saying that only obscure pseudonyms supported the change is really just shortsighted on your behalf. Not to mention several other well-recognised members supporting the change, read the threads lol

Sir

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #11 on: December 06, 2017, 07:14:21 am »
1. Wall kicks: https://www.l4dnation.com/confogl-and-other-configs/wallkicksbackjumps-in-4v4/30/
    - Read the argument for removing wall kicks and ignore the myopic counter-argument/shitposting - It's pretty clear that removing them is the better option.

The thing is that allowing wallkicks back then were taboo.
Nowadays people are very much used to it and enjoy their "ez wallkick" on an unsuspecting uzi player that rushes around corners.
Also, see [!] below.

2. 35 damage DP: The logic behind it is agreeable but I think 35 is too high, 25 is already effective enough. Either way I don't think hunters need any buffing, its the abilities of other SI that need to be rethought which is why people want quad caps in the first place.

I feel it's both a nerf and buff to the hunter, in a way.
A nerf as in that players are now more likely to feel the risk is now worth it, getting themselves either skeeted and/or ruining a good attack in a good spot.
A buff as in.. well.. I think you can do the numbers :P

[!]I regularly update the config whenever I feel there's enough ground for an update, whether that being setting tweaking, feature additions or even feature removal.
You should know that I'm not afraid to toy with ideas that I have and that I don't have a difficulty with removing stuff that just doesn't work out.
We'll just have to see how it plays out! (:

3. Quad-caps: I'll assume this comes as a reaction to Promod. I'm no cryptologist but what I could get from Grizz's egregiously explained post is that having quadcaps/2 hunters is meant to stop run-&-gun and to also buff the SI.

In a way, yes and no.
Personally I've always liked Quad Caps, I mean.. just look at Apex!
However, after Apex not getting the attention I felt it deserved, I decided to stick with the regular SI line-up.
I've decided to give Quad Caps another go, but this time in a main-config, just to see how it works out, after seeing the positive feedback on quads in Promod Exclu... Elite. 8)

If I feel it destroys our so called "balance", I don't have a problem with adjusting it in multiple ways.

I figured people I don't know how many times I have to post it but there is better ways to introduce a stronger SI than just adding more hunters. Adding 2 hunters just seems like a cop out because they are the fastest and easiest SI- If the SI aren't able to cap survivors like they used too then buff the hell out of their abilities ie no smoker tongue cuts, no self-clear on smokers, decrease the disablement time after being m2'd as a Jockey so people have to run backward and shoot it instead of pulling a melee out and killing it, remove one shot melee kills on every SI except boomer/spitter, decrease the disablement time on spitter and boomer after using their ability, increase the speed of every SI or atleast increase the initial acceleration, the list could go on forever.

Other SI have been receiving buffs on a pretty regular basis and will continue to do so if necessary.

For Example:
  • Removing Melee Weapons from the Saferoom: This has a pretty big impact on how games play out, especially on the first few hits when the Survivors are almost guaranteed to not have found melee weapons yet.
  • Increasing Jockey Ride Speed with 8%: As if Jockeys weren't annoying enough already, they have an easy time punishing bad Survivor play as well as a coordinated SI Hit, as they get away much faster.
  • Not being able to fully Level a Charger: Chargers no longer fear a melee holding enemy in a close encounter, nor do they need to pray to RNGesus to not get killed in one swing.
  • Smokers being able to pull their victim through common Infected: Getting a sweet pull now actually rewards you with your deserved ticks of damage and/or incap, rather than tearing up inside because one or two common decided to block your pull.

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hib

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #12 on: December 13, 2017, 10:48:16 pm »
Good job Artificial Intelligen ... er I mean Sir.

Fridays

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #13 on: December 15, 2017, 04:15:05 pm »
Will there ever be props added for survivors at the saferoom tank on dark carny 1? Its very difficult to LOS especially when the tank uses that ledge which you can't see from the trees..
« Last Edit: December 15, 2017, 07:52:23 pm by Fridays »

hib

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Re: SirPlease: Cold Reboot - Small Tournament
« Reply #14 on: December 15, 2017, 10:15:51 pm »
Will there ever be props added for survivors at the saferoom tank on dark carny 1? Its very difficult to LOS especially when the tank uses that ledge which you can't see from the trees..

Survivors can just counter him by playing more aggressive. But yeah, it would definitely help so SI could get spawns as well.

I personally recommended that we make a wall near that billboard area so SI's can come from a lot closer. Also removing the back bush towards the right side of the saferoom (the one near the car to the right)

 

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