Author Topic: cfg  (Read 25645 times)

sinclair

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Re: cfg
« Reply #135 on: December 15, 2016, 02:55:46 pm »
All inactive and none in vehement opposition to acemod, just have small aspects of it that they dislike. None who have l4d2 installed will deny that uzis required a buff if the slowdown is to be removed.
we're not talking about slowdown anymore. just that the uzi's are too overpowered now. imo they were probably fine before but why can't there be a middle ground between what they were and are now. 
« Last Edit: December 15, 2016, 03:07:18 pm by sinclair »

Dusty

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Re: cfg
« Reply #136 on: December 15, 2016, 03:39:59 pm »
Quote from: shade
(Insert list of people who are "unhappy" here herp derp)

Just people people decided to chime in what they think would be for the betterment of acemod, doesn't mean they are against acemod or unhappy with it. In fact my guess would be that over 75% of the list of people you just put would choose acemod over promod still, they are just here to vocalize how they feel about the matter. You seem to not really read what people post anyways since you still seem to have me on some bandwagon of people who are vehemently against changing acemod. Also don't bandwagon these people who have put their thoughts as if they agree with yours.

I sometimes can't tell if you are just the best troll to exist, but WP.

sinclair

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Re: cfg
« Reply #137 on: December 15, 2016, 03:41:11 pm »
Just people people decided to chime in what they think would be for the betterment of acemod, doesn't mean they are against acemod or unhappy with it. In fact my guess would be that over 75% of the list of people you just put would choose acemod over promod still, they are just here to vocalize how they feel about the matter. You seem to not really read what people post anyways since you still seem to have me on some bandwagon of people who are vehemently against changing acemod. Also don't bandwagon these people who have put their thoughts as if they agree with yours.

I sometimes can't tell if you are just the best troll to exist, but WP.
this isn't about promod over acemod. its fixing whats wrong with acemod. starting with nerfing the smg's. lrn2read

Dusty

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Re: cfg
« Reply #138 on: December 15, 2016, 04:10:26 pm »
GUYS LOOK AT THIS LIST OF PEOPLE UNHAPPY WITH THE STATE OF ACEMOD AND UZI AND EVERYTHING WRONG WITH ACEMOD. WHAT U READ NEXT MAY SHOCK YOU.
JIM
BOB
SALLY
JIMBOB
MIZZY
JOE
SHARKKILLER316
ADAM

What jimbob actually said: "Acemod coulda been better in my opinion if they reduced the spawn timer a little bit."
jaytard: ARE YOU EVEN READING THIS? THE PEOPLE ARE IN AN OUTRAGE, ACEMOD AND ITS OPPRESSIVE UZI'S MUST... BE... CHANGED


Sorry shade, me an my bad reading comprehension will go elsewhere. GL with your quest, champ.

sinclair

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Re: cfg
« Reply #139 on: December 15, 2016, 05:10:00 pm »
GUYS LOOK AT THIS LIST OF PEOPLE UNHAPPY WITH THE STATE OF ACEMOD AND UZI AND EVERYTHING WRONG WITH ACEMOD. WHAT U READ NEXT MAY SHOCK YOU.
JIM
BOB
SALLY
JIMBOB
MIZZY
JOE
SHARKKILLER316
ADAM

What jimbob actually said: "Acemod coulda been better in my opinion if they reduced the spawn timer a little bit."
jaytard: ARE YOU EVEN READING THIS? THE PEOPLE ARE IN AN OUTRAGE, ACEMOD AND ITS OPPRESSIVE UZI'S MUST... BE... CHANGED


Sorry shade, me an my bad reading comprehension will go elsewhere. GL with your quest, champ.
nice internet trolling but its pretty obvious smg's are OP. and thanks for the luck but its not necessary actually. changes will b implemented soon.

Spirit

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Re: cfg
« Reply #140 on: December 15, 2016, 10:35:58 pm »
Can we just nerf the Suzi already? Lmao tired of teams taking 4 suzi's every pug/scrim i play. Just go back to how it was and then nerf the shotgun a bit, ez. so you know, you won't have them people getting carried by 4 uzi's LUL
« Last Edit: December 15, 2016, 10:38:29 pm by Spirit »

Pariah

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Re: cfg
« Reply #141 on: December 16, 2016, 08:30:45 am »
Can we just nerf the Suzi already? Lmao tired of teams taking 4 suzi's every pug/scrim i play. Just go back to how it was and then nerf the shotgun a bit, ez. so you know, you won't have them people getting carried by 4 uzi's LUL

Not much logic being employed here, The people that are "being carried by 4 suzis" and beating you with considerable ease will still be beating you with considerable ease with worse weapons. You're too new to remember how Promod used to be in comparison to Acemod before the uzi change. All the newer teams would get wiped every single map, it was quite honestly rather pitiful to watch. I still see pugs finishing at pathetic scores of 1k to 1.5k and that's with these "super op weapons" what would happen with nerfed weapons? You don't even know what you're asking for.

3yebex

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Re: cfg
« Reply #142 on: December 16, 2016, 10:14:13 am »
You guys can quit your bitching. The Uzi/SMG has been nerfed on the Hot Mess servers for the Acemod for a while it seems. Though I saw no notice/announcement about it, so either it's a mistake or someone's trying to slip balance changes underneath everyone's noses.

Spirit

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Re: cfg
« Reply #143 on: December 16, 2016, 11:31:01 am »
Oh shit sorry Danne, I forgot to mention that you're the one i'm talking about that gets carried by the OP Suzi's nowadays, i have also noticed that ever since the uzi's have been OP, you're the one that's been WINNING. So Hm... I WONDER WHY YOU DON'T WANT THEM NERFED DUDE.

Pariah

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Re: cfg
« Reply #144 on: December 16, 2016, 11:33:35 am »
I don't think anything short of shooting me in the head will prevent me from being the one winning. Besides this isn't about "winning" I have no interest in tournaments anymore as the competition simply isn't there, it's far too easy and boring. Same 1-2 teams winning everything with the same 10 players.

The point, that you're clearly missing - is that any kind of change in weapons isn't going to make you good at the game, You'll still lose to the same people who you are getting beaten by now. You'll need to get good if you want to start winning, perhaps start by improving instead of blaming the weapons.
« Last Edit: December 16, 2016, 11:40:05 am by Pariah »

Spirit

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Re: cfg
« Reply #145 on: December 16, 2016, 11:44:25 am »
I'm not sure where I said I would get better by changing the weapons, I just want them not to be OP, but clearly you just want to say i'm bad at the game, so ok danne. just give me the what.. 10k hours you have? you won't stand a chance, buddy.

Firestar

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Re: cfg
« Reply #146 on: December 16, 2016, 11:50:41 am »
You guys can quit your bitching. The Uzi/SMG has been nerfed on the Hot Mess servers for the Acemod for a while it seems. Though I saw no notice/announcement about it, so either it's a mistake or someone's trying to slip balance changes underneath everyone's noses.

It has indeed. Getting more than a few reports of it from various people, and doesn't look like confirmation bias either.

START THE UPRISING /s

Pariah

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Re: cfg
« Reply #147 on: December 16, 2016, 11:51:59 am »
I'm not sure where I said I would get better by changing the weapons, I just want them not to be OP, but clearly you just want to say i'm bad at the game, so ok danne. just give me the what.. 10k hours you have? you won't stand a chance, buddy.

I don't care about how good you or anyone else is, you're the one that started to bring me into it in a personal sense.  It makes no difference to me, what i care about is people who don't understand the game at a very basic level talking in a way that makes no sense. You throw about the term OP like you know what it means. For starters, Do you know why the Uzi was given a buff in acemod to begin with?

hib

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Re: cfg
« Reply #148 on: December 18, 2016, 11:49:27 am »
1.I'm positive that slowdown from one uzi makes you slower than an acemod tank, and it's was only exacerbated with multiple.

Yeah, well instead of getting rid of slowdown completely, they should have lowered the percentage to half or so. Because, the tanks speed in promod, was good enough to make cut offs, like in hard rain 2 early tank. There needs to be more props added to certain maps, like swamp fever 2 (near the airplane).  Open area choke points (ex: swamp 2, after the plane event, etc) shouldn't be too easy to holdout SI.

To me, the game has become less dynamic and more static. People want to hold out the tank in certain spots instead of trying to come up with new strats making this game really bland. Although, I didn't like the shotgun being buffed in Acemod V2/V3, Bravo's team started playing highly aggressive on the tank which I liked and hated at the same time. I liked it because they took advantage of the configs changes, however, tanks should be a forced to be reckoned with. The tank itself should be able to down at least 1 player max. With slowdown, it grants the survivors to be able to juke the tank, if timed correctly. When the tank isn't being slowed down, it grants him a window of opportunity to get hone in on survivors, whereas Acemod tanks, once SI are dead, it's basically completely useless. Acemod tanks = once you commit, you basically HAVE to stay in because a low hp tank really doesnt do shit in this mod, especially if survivors decide to push forward (maps like parish, dark carnival, swamp). Promod tanks = you can get out, and even if survivors push forwards, the tank was able to cover alot of ground and catch up to the rushing survivors, and if it's SI are up, the tank is able to position itself for a rock).


This is what I think would be best.
1-Minimal uzi slowdown on Tank. Give tank promod speed values.
2-Get rid of the reload buff on the uzi, keep the uzi spread buff on, remove drop down damage from uzi from far distance.
3-Allow hunters to get m2'd while on the ground, no m2s on hunters while in the air, and add wallkicks back to hunters.
4-Keep acemod values of melee weapons
5-Removal of the knife (makes it too easy to kill commons, cut smoker tongues & etc.)
6-Give tank back promod rage value (I'm not 100% about this but I feel as though the tank is acemod losses rage too quickly)
     6a- allow tanks to play rock tank, and not just a YOLO commit tank feeling
7-give dualies a bit more of a buff, especially since Visor made it so people wouldn't use scripts to speed it up
8-adding small amounts of water slowdown in the map (i really liked that when tank was up, the survivors water slowdown was halved or taken away), this made it so the survivors have the option to run back or take it in a certain spot
9-add props to maps that are super wide open, not only does this help for spawns, but also LOS spots for survivors vs tanks
10-remove the 2 swipe acemod witches (these are a joke, no more shenanigans, just down the motherfucker)
11-Reintroduce the 3-1 limit for uzi/shotgun (i think people should vote on this...)
12-limit gun ammo, instead of making this game really spam oriented, have people go into locations to get ammo. (creates more "choke" points
13-change spitter damage to a value somewhere in between promod and acemod damage (so far promod=too much, acemod=too little)
14-make bleedout rate a bit faster, except during tanks
15-make spawn timers a bit longer (i really don't like spawn timers being lower, because it promotes individual/bad play)
16-BASED on the community's votes i guess... remove shooting while on ladder..again, community decides
17-IF POSSIBLE, make it so that you can press m2, to switch between spitter and boomer during tanks.
18-LASTLY (for now, unless I update this).. figure out a new health bonus system. Promod Health Bonus sucks because like people said, it allows you to sponge damage on 1 person. Acemod health bonus is okay, but sometimes it's hard to track what the fuck survivors are at) we need a fucking chat to tell us how many incaps a player has taken
EDIT:
ADD faster recharge rate for smoker tongue, it takes fucking forever to get it back, even if you escape..

!shealth or !sinfo (whatever you want to call it)
Nick/Bill: 1 incap(s)
Rochelle/Zoey: 2 incap(s)
Ellis/Francis: 0 incap(s)
Coach/Louis: 0 incap(s)


Disputable things:
- Jump rock tanks (for now, we can keep this off)
« Last Edit: December 18, 2016, 09:20:04 pm by hib »

Dusty

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Re: cfg
« Reply #149 on: December 18, 2016, 10:52:02 pm »
Quote
Acemod tanks = once you commit, you basically HAVE to stay in because a low hp tank really doesnt do shit in this mod, especially if survivors decide to push forward (maps like parish, dark carnival, swamp). Promod tanks = you can get out, and even if survivors push forwards, the tank was able to cover alot of ground and catch up to the rushing survivors, and if it's SI are up, the tank is able to position itself for a rock).

Im pretty tired of reading arguments like this. For what reason does acemod tank have to stay in compared to promod? You just say well you have to do this compared to this but give 0 reason why, same with shade.

Maybe you think it's the 5 or 10MS or whatever it is, maybe you think its because of the guns. But for fucks sake boys, If you make an argument you have to say why, didn't we learn this in middle school essay writing? You guys are giving the buns of the essay with no meat. I don't agree that 10MS makes the difference in staying in or getting out, slowdown was way more likely to fuck you trying to get out than the 10MS would IMO.

Heres my 18 cents on your list though....

1. I don't think slowdown is needed at all, but even if there was, I'm not sure if it's something that can be toggled just on/off or if you can have a middle ground.
2. This is almost exactly what I said would be a near fair fix to the uzi.
3. I think this is also fair, another downside to running uzi is that you are vulnerable to wallkicks.
4. Agree
5. Agree
6. I don't think there was any change to the speed tank loses rage, I think just the time in which tank doesnt lose rage in acemod was higher, But I may be wrong on this, and if I am show me some values.
7. I agree that dualies/magnum could use tweaking, as it is melee is almost always the superior choice, and dualies or magnum are the fun/there wasn't a melee to grab option.
8. I'm happy with water slowdown removal, it really just made maps feel like, oh well we can't go in water or we autowipe, or shutdown everything near perfect.
9. I'm happy with the props that are currently in, If you had suggestions for other areas to add props too, I wouldn't be against it.
10. I dislike witches all together, They are way too buggy and random. Sometimes they bug out on nothing, sometimes they will smack you from out of even crowning distance. I think nerfing her damage was a good move in the right direction. Maybe just remove the knockback and you take 48 damage or something along these lines if the smack is really what displeases people.
11. Im fine with a gun limit, 3-1. 2-2. It adds a different type of stratagem to the game, that I personally like.
12. I feel like the current ammo counts are fine.
13. I'm happy with current spitter values, It's basically a no skill free damage SI. 99% of the time. You land a cap, you get like 2-12 damage based on how fast they get cleared, or stuck in spit.
14. What would this achieve? Making it harder for survivors to make maps? I believe it's good for survivors to make maps, or do you feel its not punishing enough to get someone bleeding? I'd need some insight to why anyone would want this change.
15. I'm not sure how this affects individual/bad play. because infected can go in solo and get their spawns sooner? good survivor play just goes forward in the map if this happens, hopefully through chokepoints. Im personally happy with spawn timers.
16. ***TRIGGER WARNING***While I agree there was some skill in how teams took ladder chokepoints, some were just so stupid and were free damage for infected unless they fucked up. Im happy to have this change, and probably wouldn't play a config that changed it back.
17. Sure I suppose, decent QOL change.
18. You want us to find a new scoring system because counting to two is troublesome? I mean, when survivors get up being black and white, the person picking up says a voiceline making it clear. I don't think its much of a problem keeping track of AT MOST, 8 incaps. The only gripe I have with acemod scoring is that I've been told that scratching a bleeding survivor aka DB, for say 6 damage, takes away more points than scratching someone with HB for the same amount. I haven't tested this personally, but that seems backwards of how it should be, at least in my eyes.
EDIT aka 19. Its fast enough to have it back up if you respawn and attack again with your team, I personally never seen this as a problem.

 

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