Author Topic: cfg  (Read 25294 times)

ElusivΣ

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Re: cfg
« Reply #15 on: December 06, 2016, 07:00:38 pm »
like i said i know most servers have both. but most people wont even consider touching promod based on habit whether they havent played promod before or because acemod is just the norm now and they dont question it. but when you break things down the parish 2 tank isnt fun on either sides. facing 4 OP Uzi's isn't fun on either side of any tank.

the point of this thread is getting down to why. daniel serves as an excellent example, i make well thought out, points. some black and white, some subjective and up for debate. his defense is typically what you get when you suggest promod: some sort of insult not relating to the actual points. 2nd most thing il hear is how hunters cant be m2'd and how annoying that is in promod but it doesnt outweigh everything else.

just because it just seems to be pugs now doesnt mean things cant be addressed. a lot of people still pug this game and im still convinced theres more now than ever (Pugging at least).

word. So then just pug and post promod idk what to tell you.

sinclair

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Re: cfg
« Reply #16 on: December 06, 2016, 07:19:51 pm »
word. So then just pug and post promod idk what to tell you.
yeah that happens sometimes. dont know how it was received when it came out but a hybrid of the best of these two would require very little effort for someone who knows how. the problem is the bridge breaking the norm. so whats wrong with seeing what people think of acemod right now? id rather have more people defending it here and telling me why than people supporting me saying im right tbh. 

 

High Cookie

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Re: cfg
« Reply #17 on: December 06, 2016, 08:02:24 pm »
The Australian community prefer acemod.

The latest acemod has created isssues with the Suzi / Uzi but we are editing our config to make shotguns viable, which has the roll on effect into fixing pointless tanks.

I don't know what you can do in NA though as there's a lot of servers looked after by different people



sinclair

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Re: cfg
« Reply #18 on: December 06, 2016, 08:08:41 pm »
The Australian community prefer acemod.

The latest acemod has created isssues with the Suzi / Uzi but we are editing our config to make shotguns viable, which has the roll on effect into fixing pointless tanks.
 

finally an actual response! I dont know how we got from 3 uzi's in promod, max, to no limit on them and buffing both their spread and reload time. this one 'problem' definitely exacerbates the other ones i mentioned. did ANYONE think that they needed to be stronger then they already were?? doesnt compute for me

High Cookie

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Re: cfg
« Reply #19 on: December 06, 2016, 08:55:04 pm »
Acemod V3 was very shotgun heavy.

Dusty

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Re: cfg
« Reply #20 on: December 06, 2016, 10:27:01 pm »
Quote
But i don't see a plethora of niggas or girls players signing up for anything.  L4D2 is just pugs now, nothing more.

Well I mean, there is no event to sign up for currently and he said future events. People been saying game is dead since like 2013 but I mean the biggest tournament we had in a while was only a few months ago.

Onto some actual points in the thread.

Quote
because the survivors are rewarded more for keeping their crosshair on the tank, there is a deeper tactical element involved with whether the infected support can successfully get the survivors to stop shooting the tank or not. In acemod that is largely irrelevant since there is no tank slowdown from pain. Also, acemod tank can be solo'd by the one survivor left up which is just dumb.

I mean there is still the tactical element that tank takes no damage when he doesn't get shot, because SI correctly distract/get survivors to stop shooting tank.

Also, how is acemod tank more susceptible to being solo'd by the one survivor? Wouldn't it be easier in promod with slowdown on every shot and melee's doing 500 damage or whatever it was a swing? Are we speaking of jumprocks being the difference?

Quote
I think Acemod is way easier for survivors than Promod was. Tank is no fun in Acemod and I feel just including more spawns into Acemod would have balanced it out way more.


I mean, we are talking about tank getting buffed with no slowdown, and survivor getting melee's against tank nerfed. While tank lost jumprock, and while actually manually doing a jumprock was a skill, jumprocking was a pretty overpowered move. It made bad tank players be punished less for not knowing how to play tank (my opinion). and it was abused by people using scripts, which wasn't just wait commands or as simple as blocking them. I feel like the problem at hand is with the buff of the uzi, the quicker reload, we did not seem to think how much of an effective increase on tank dps this would be.

Quote
I'm not saying acemod is bad, just not as good as promod. People who say acemod is fine are either
1. new, and acemod is the first competitive config
2. came from playing eq more and it has some advantages over this config where the tank was just op.

Config overall has made a change for the better in my opinion, I still feel like there is zero strategic value in being able to wait out horde of event tanks, because there is no option. In acemod now, the horde doesn't stop unless you kill it all even if tank spawns, So your 2 options are.

1. Wait out event horde.
2. Run and kill yourself for distance.

Yes being able to wait out some hordes was a good decision, but the option to push was totally removed when horde continued even during tank spawns.


EDIT: Also forgot to say that I believe that a reason a lot of people see survivor as easier is because of the nerf to spit and especially spit charges. In the old days you basically get pull/spit charged or just any combo of gang bang spit charge and it's 60 damage. The system now is a lot more balanced. The way the health bonus and damage bonus system works to show who is a better team only works if survivors survive maps.

« Last Edit: December 06, 2016, 10:51:54 pm by Dusty »

ElusivΣ

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Re: cfg
« Reply #21 on: December 06, 2016, 10:41:09 pm »
I mean, we are talking about tank getting buffed with no slowdown, and survivor getting melee's against tank nerfed. While tank lost jumprock, and while actually manually doing a jumprock was a skill, jumprocking was a pretty overpowered move. It made bad tank players be punished less for not knowing how to play tank (my opinion). and it was abused by people using scripts, which wasn't just wait commands or as simple as blocking them. I feel like the problem at hand is with the buff of the uzi, the quicker reload, we did not seem to think how much of an effective increase on tank dps this would be.

highly agreed 100%

supra

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Re: cfg
« Reply #22 on: December 06, 2016, 11:31:45 pm »
word up homedawg g we can't be out poppin off shots w/ our gats in mid daylight homie g, so word up ya feel me


Bravo

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Re: cfg
« Reply #23 on: December 06, 2016, 11:33:05 pm »
word up.

ElusivΣ

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Re: cfg
« Reply #24 on: December 07, 2016, 12:39:12 pm »
word up homedawg g we can't be out poppin off shots w/ our gats in mid daylight homie g, so word up ya feel me




word up.





@Shade
I have no problems with acemod or whatever config.  the current versions are fine with me.

Twisted

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Re: cfg
« Reply #25 on: December 07, 2016, 12:58:44 pm »
i just want my jump rocks and being able to rock tank without worrying about 4 suzi's with no spread banging me.


(most tanks now are fucking boring too, especially parish 2)


fig newtons

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Re: cfg
« Reply #26 on: December 07, 2016, 01:18:13 pm »
I mean there is still the tactical element that tank takes no damage when he doesn't get shot, because SI correctly distract/get survivors to stop shooting tank.
Yeah, obviously... both configs have that. But only promod has the additional mechanism of reward/punishment for strong/weak play: clearing your SI fast means you get more slowdown on the tank. Clearing SI slowly (or being hypnotized by the pouncing hunter when you should be shooting the tank) means your teammate has to juke a fast tank.

Also, how is acemod tank more susceptible to being solo'd by the one survivor? Wouldn't it be easier in promod with slowdown on every shot and melee's doing 500 damage or whatever it was a swing? Are we speaking of jumprocks being the difference?
Two things:

1. Slowdown from only 1 survivor shooting the tank usually isn't enough to make it as slow as the acemod tank
2. You have to reload, so while you're reloading the tank will catch you and start punching you

We're talking about the margins here so nothing is certain, but this makes the difference between a wipe and an "almost-wipe" pretty regularly IME.

I mean, we are talking about tank getting buffed with no slowdown, and survivor getting melee's against tank nerfed.
I'm on the fence about the melee thing. I wouldn't mind if promod introduced that fix honestly.

Pariah

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Re: cfg
« Reply #27 on: December 07, 2016, 02:19:23 pm »
An interesting note is that the active (and good?) players seem to all prefer acemod, A few inactive players who hardly play the game and aren't really that sure that what they are saying has any kind of truth to it are the ones vouching for promod.

The notion that the tank is somehow slower in acemod is just a delusion, what was the deduction in speed.. 5 units? something like that? I'd take that small speed reduction in exchange for no slowdown that would put me down 30 units of speed any day of the week. The tank is not slower in acemod in actuality, base speed yes but that just isn't the reality of it, this isn't the olympics where two tanks labeled acemod and promod are running down a track in a straight line without any survivor interference. The promod tank crawls along the floor like a sloth while it's being railed with uzis in promod, The speed comparison is almost entirely obselete -  the change doesn't have even a fraction of the impact that you promod lovers seem to think.

Feather

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Re: cfg
« Reply #28 on: December 07, 2016, 03:08:33 pm »
Does anyone even play promod v5?  Why not just throw 3.6.1 or something on the servers instead?

Make L4D2 great again?  lol

sinclair

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Re: cfg
« Reply #29 on: December 07, 2016, 03:16:42 pm »
An interesting note is that the active (and good?) players seem to all prefer acemod, A few inactive players who hardly play the game and aren't really that sure that what they are saying has any kind of truth to it are the ones vouching for promod.


is this really the case? id much rather see more ppl speak for themselves.

 you keep making blanket statements without saying why. dont see how theres no truth to it. the uzi's are stronger without a doubt. late parish 2 tank seems undeniably egregious. and why is a stronger uzi with less recoil, no limit and faster reload better? i thought we were making some progress when we realized the promod uzi was too OP and was limited to 3.



The notion that the tank is somehow slower in acemod is just a delusion, what was the deduction in speed.. 5 units? something like that? I'd take that small speed reduction in exchange for no slowdown that would put me down 30 units of speed any day of the week. The tank is not slower in acemod in actuality, base speed yes but that just isn't the reality of it, this isn't the olympics where two tanks labeled acemod and promod are running down a track in a straight line without any survivor interference. The promod tank crawls along the floor like a sloth while it's being railed with uzis in promod, The speed comparison is almost entirely obselete -  the change doesn't have even a fraction of the impact that you promod lovers seem to think.

i feel like this might be subjective but i agree with how fig worded it above.

 

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