Author Topic: cfg  (Read 26251 times)

supra

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Re: cfg
« Reply #75 on: December 10, 2016, 03:11:50 am »
It's grizz's opinions about the config thread so just chillout cuz he is staying on topic with the thread at least.  Just like both of you toddler mentality still suckin on yo momma's titty mothafuckas are equally entitled to post stupid dumbass bullshit always.  You both don't fuckin know when too much is too much sometimes.  I may find some of your fuckin shit funny but sometimes I don't.

And btw lastly, grizz is talkin about real shit so I support and commend him for doin that.  thanks for sharing bro :).


woah nigga woah no one saying a nigga cant have a opinion except u,  feel me nigguhdyhomedawggquan? idk nigga but that dog story not on topic nigga and nothin wrong with my momma titty nigga so keep my momma titty outcho bitch mouth before a nigga catch the heat from my gat u feel me nigga? a real nigga know when a nigga go too far aight dawg? dont be up in here killin vibes u feel dawg? dont be out here poppin shots fo no reason nigga i be ridin up yo hood real slow nigga u feel me nigga?


ElusivΣ

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Re: cfg
« Reply #76 on: December 10, 2016, 03:37:39 am »
lmao damn I love how you think me just fuckin around with sayin shit like "damn yo you poppin off shots in broad daylight", postin a tupac gif or whatever the fuck is legit how I think or talk 24/7.  I do say nigga irl alot cuz that's just the way I grew up with the friends I chilled with.  And yo i'm pretty sure you listen to hip hop or rap($uicideboy$, bones, or whatever you listen to in that genre) that ocassionaly or frequently says nigga so you act like it's uncommonly heard lol?  So don't try to come at me with sarcastic jokes about truthful shit about me cuz that's who i am.  And grizz postin his story and ideas, that's who he is despite you sayin oh you're crazy as fuck seek help, etc..  And despite fuckin sayin all of this to you, I still respect you supra cuz i'm just sayin my opinions to you.  So how about maybe replying to threads with actual relevant feedback more often?
« Last Edit: December 10, 2016, 03:40:09 am by ElusivΣ »

supra

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Re: cfg
« Reply #77 on: December 10, 2016, 03:53:38 am »
lmao damn I love how you think me just fuckin around with sayin shit like "damn yo you poppin off shots in broad daylight", postin a tupac gif or whatever the fuck is legit how I think or talk 24/7.  I do say nigga irl alot cuz that's just the way I grew up with the friends I chilled with.  And yo i'm pretty sure you listen to hip hop or rap($uicideboy$, bones, or whatever you listen to in that genre) that ocassionaly or frequently says nigga so you act like it's uncommonly heard lol?  So don't try to come at me with sarcastic jokes about truthful shit about me cuz that's who i am.  And grizz postin his story and ideas, that's who he is despite you sayin oh you're crazy as fuck seek help, etc..  And despite fuckin sayin all of this to you, I still respect you supra cuz i'm just sayin my opinions to you.  So how about maybe replying to threads with actual relevant feedback more often?

N-I-G-G-A PUHLEASE, my niggas $uicideboy$ and bones don't say nigga, my nigga, i didnt say he was crazy nigga my post was directed towards my sand nigga, u feel me nigga?

sinclair

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Re: cfg
« Reply #78 on: December 10, 2016, 10:32:59 am »
i fear that this will no longer be the discussion about configs i strived for. instead it will detour into supra internet trolling mr word over his jargon and 200 references to junkyard dog. not exactly the positive changed i hoped to affect.

Uzis have indeed turned out to be too OP. They will be nerfed in the next release. Right now they feel on par with or even above tier 2 assault rifles.

for anyone still on the fence about this though, visor recognized that these uzi's were about as op as t2, a comparison ive seen made by many players. he intended to fix it. so acemod is as outdated and abandoned as promod. with all that said i applaud nf for trying to fix this. i also think there are a LOT of nifty things jacob added in promod updates over the years.

had visor started from promod i think the config would be better even if he changed some of the core things like tankplay like he did. instead it was ameliorated over eq so a lot of them are lost.
« Last Edit: December 10, 2016, 10:35:04 am by sinclair »

Bravo

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Re: cfg
« Reply #79 on: December 10, 2016, 11:35:10 am »
i fear that this will no longer be the discussion about configs i strived for. instead it will detour into supra internet trolling mr word over his jargon and 200 references to junkyard dog. not exactly the positive changed i hoped to affect.

for anyone still on the fence about this though, visor recognized that these uzi's were about as op as t2, a comparison ive seen made by many players. he intended to fix it. so acemod is as outdated and abandoned as promod. with all that said i applaud nf for trying to fix this. i also think there are a LOT of nifty things jacob added in promod updates over the years.

had visor started from promod i think the config would be better even if he changed some of the core things like tankplay like he did. instead it was ameliorated over eq so a lot of them are lost.

You were never going to get a discussion in the first place.  It always goes the same. "I think this, oh you think that? na... I think this, wait you think that? na thats wrong this is what I think.  WHOA wtf, thats what you think, nonono this is what I think and ITS THE RIGHT THING TO THINK".

Elusive, just like grizz can post what he wants I can too.  So fuck off bud. yayaya, hes on "topic".  Personally I think hes a psycho but whatever.

Let me share with you a real story about him then.  We were puggin, right? grizzz deadstops a jockey.  Dude on the other team says something along the lines of "damn, god level player".  grizz stops mid game while playing survivor and types "nobody is on his level" meaning god I guess.  At this point I say something along the lines of "are you kidding me, that dude isnt really saying you're fucking god, you're insane bla bla bla..." I also said fuck god or something im not sure but at this point grizz goes " god will punish you bravo ".  Being a very curious little boy I say something like "what, is he going to take my games away?"  grizz goes "no, gods punishment is death".  LIKE ARE YOU FUCKING KIDDING ME WITH THAT SHIT? HES A FUCKING NUT JOB.

Dusty

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Re: cfg
« Reply #80 on: December 10, 2016, 11:56:53 am »
Quote
You're not wrong. It's just that it's not as much of a reward/punishment for weak/strong play as when slowdown is enabled. Widening the gap between strong play and weak play in the score line is a GOOD thing, and tank slowdown does that.

I think what people don't like about tank slowdown is that it makes tank less fun to play. That's really what this boils down to. I can empathize with that a lot, but I don't think it's the best for the game as a whole.

You forgot the stupid jumping, scratching hunter. B)

       I mean you can make arguments like this for many cases, spit charges doing 70 damage is a better reward/punishment for good or bad play. But doesn't mean its correct to balance around that, or that's what's best for the game or not. You were basically saying tank is too weak in acemod, yet making an argument for something that is a significant nerf to tank? This will make tank fights even easier and less discrepancy in score if I'm not mistaken? Or what is your ideal changes to make it even?

       In my opinion, tank lost and overpowered mechanic in jumprock which people were cheating to use and had to be changed.
Survivors had to be nerfed for it to be balanced, slowdown is an obvious choice because its not very much a "skill based" action. you m1 a tank the size of a barn and he runs slow. Im not sure where the skill lose in removing it is? Infected baiting bullets away from tank is still a skill that is utilized. Now you just don't get a double dip reward, but you still get rewarded for the same play.

       Yes I agree that it makes tank play more fun, which is just another bonus, also I agree that hunters should be m2'able unless they are pouncing.

Quote
Yeah, in the new days, landing a legitimate solo charge does 8-12 dmg max. Sounds pretty balanced to me. As for the gang bang, you only see it as a problem seeing that you are the type of player that likes getting separated to bait spawns towards him (aka the original eximius. shade strat). Witches are also a joke now, getting the insta down was way better than how it is now, flukey shit, where the witch targets one, punches you, then out of chance will hit another person because they got in the way or whatnot..

       Okay where to begin with this spew of information, Landing a solo charge does almost EXACTLY the same amount of damage it always did, the only thing that has been changed is spit doing exponentially more damage. It used to be more beneficial to clear your teammate later from the charge and let them get slammed because of how much spit damage would do if you cleared them. Also if you are good, you can either punch charge someone who's close for an instant like 16 damage? More than any other SI is capable of in short amounts of time(Minus DP's) I'm saying this because the way you stated it seems like you are sarcastically saying it's "balanced"

       You don't know what type of player I am hib, You think you are so good at reading peoples mindsets and plays, yet you seem to lose and be berated for your idiotic play on the regular. Maybe because of these terrible assumptions? Anyways, it doesn't matter what type of player I am to realize that the old days, was all about going for spit charges, nothing else mattered. Even if you landed a tricap with a boom, if they got quick clears you could maybe get 20-30 damage, but why bother because if you pull-spit charge into a corner then send a hunter to scratch or boomer to try and proxy. You'd get 60-70 damage. Even now the pull spit charge or pull charger punches is still a viable strategy, but at least you have other options just as good.

       Why is it way better? Like 90% of the posts I read here are like, man jumprocks are better, old witch is better but say nothing. The old witch people could get in her way and get scratched down too, so what point are you trying to make? The witch has many random elements and her doing less damage in a smack is a way to reduce the impact of these pseudo-random elements. Think parish 2 or dark carni 2 when people first learned she could smack and down you while she climbed onto the ceda van or while she climbed the fence, think of the times she'd curve and long arm you from a range where even if you shot, you would NOT have gotten the crown. These events impact has been reduced, and with the static spread and more damage on crown shots, seem to happen less often. Which I am happy with, competitively and in pugs.


In reference to what grizz said, I believe he's right in what he says about in old promod, you didn't need a ton of individually skilled players, you could make a team that had really good cohesion and teamwork and be a strong contender. But I don't believe that acemod is the polar opposite, You still need good teamwork and cohesion to be the best even in acemod. You still need to be good at clearing teammates, or working together on hits, both as survivor and infected, I just believe that promod made it easier to contend with weaker individually skilled members, because you could be the best at using mechanics like spit charges and avoiding them etc...


Quote
obviously acemod is centered around a very different tank fight. besides the obvious in the parish 2, the only way you can play ANY rock tank against a decent survivor team is if they are already slow / bleeding. especially with the uzi's to which he says this, to which i say checkmate daniel

I don't agree, a smart tank and team can play rock in many places even against decent survivors. SRN played a really good rock tank against us on hardrain downpour, was our team bad survivors? No, but they played a good tank and good infected. Back in HR days, tank had to LOS survivor, no exceptions. In promod days, it was survivors LOS tank, no exceptions. I think acemod has a good balance of survivors can play aggressive and in the open to try and chip and make the tank LOS and vice-versa.

sinclair

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Re: cfg
« Reply #81 on: December 10, 2016, 11:59:48 am »


I don't agree, a smart tank and team can play rock in many places even against decent survivors. SRN played a really good rock tank against us on hardrain downpour, was our team bad survivors? No, but they played a good tank and good infected. Back in HR days, tank had to LOS survivor, no exceptions. In promod days, it was survivors LOS tank, no exceptions. I think acemod has a good balance of survivors can play aggressive and in the open to try and chip and make the tank LOS and vice-versa.
i dont know how u think this w/ the op Uzi's. look at visor's last quote recognizing this and promising to fix them in the next update. everything starts with this.

Dusty

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Re: cfg
« Reply #82 on: December 10, 2016, 12:12:17 pm »
Quote from: dusty
Do agree with:
-The uzi is a bit overtuned at the moment, the game could use a 3/1 or even 2/2 weapon cap. (Might add some strategy on picking players who like uzi/shotgun moreso than just whoever is the best)

I already said I agree that uzi is OP atm. Even with them it's still possible. I think they could use a damage dropoff and reload time buff should be reverted, I don't think theres too much wrong with them being accurate, maybe a nerf to moving accuracy as well? in between new and old? But if you are going to critique what I say, please show me where you had a good team playing against a good team in acemod, instead of just your experience in pugs. Also don't try to act like I am going against something if you don't read what I have posted.

I don't really care if we went back under the config name promod to fix these problems if visor doesn't want to. But doing things like adding tank slowdown or jumprock backs are IN MY OPINION, steps backwards. Also +rep to shooting on ladders was a huge step.

sinclair

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Re: cfg
« Reply #83 on: December 10, 2016, 12:14:45 pm »
I already said I agree that uzi is OP atm. Even with them it's still possible. I think they could use a damage dropoff and reload time buff should be reverted, I don't think theres too much wrong with them being accurate, maybe a nerf to moving accuracy as well? in between new and old? But if you are going to critique what I say, please show me where you had a good team playing against a good team in acemod, instead of just your experience in pugs. Also don't try to act like I am going against something if you don't read what I have posted.

I don't really care if we went back under the config name promod to fix these problems if visor doesn't want to. But doing things like adding tank slowdown or jumprock backs are IN MY OPINION, steps backwards. Also +rep to shooting on ladders was a huge step.
can you and daniel stop it with the jumprock strawman. in my manifesto i outlined several MORE IMPORTANT THINGS, that are all made worse with these OP uzi's. i also think we should reconsider water slowdown but one thing at a time.

Dusty

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Re: cfg
« Reply #84 on: December 10, 2016, 12:18:33 pm »
Can you tell me what benefit there is to water slowdown minus funneling survivors into the options for where to fight tank?

sinclair

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Re: cfg
« Reply #85 on: December 10, 2016, 12:24:05 pm »
Can you tell me what benefit there is to water slowdown minus funneling survivors into the options for where to fight tank?
forcing them to choose between going near areas where they are fast but there are spawns, during and not during tank. or being slow in an area with less spawns.

Dusty

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Re: cfg
« Reply #86 on: December 10, 2016, 12:50:08 pm »
So what areas in promod did survivors choose to fight in water? Because Im pretty sure there was none.

Jacob

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Re: cfg
« Reply #87 on: December 10, 2016, 01:08:58 pm »
I already said I agree that uzi is OP atm. Even with them it's still possible. I think they could use a damage dropoff and reload time buff should be reverted, I don't think theres too much wrong with them being accurate, maybe a nerf to moving accuracy as well? in between new and old?

I agree with this actually. Making them more accurate is ok, having less random spray is nice.. but the damage output they do now as a result is the real problem. The moving accuracy is probably the real issue here. There's several ways you could fix this issue honestly, it's just a matter of what direction you want to take the uzi. Do you want people to run and gun with it like a shotgun or should it be a more static playstyle? Personally I used to think it needed the run and gun ability to compete but I've realized since that not being able to do that is what balanced the weapon. I'm gunna trust you on the opinion that damage drop off is an issue for the gun since I haven't played recently, but if other people disagree on that then you may want to ignore that part of what I'm about to talk about. If I were to suggest a changelog it would be something along the lines of:

- SMG spread when moving increased from 165 / 175% to 230% (300% default)
- Reduced SMG range before falloff by 200. (Default 2200 / 2500)
- Removed sped up reload on SMGs.

The key thing being that if you are standing still your gun will still be pretty damn accurate. After trying that out for a few days you might find that it's about right, or that nerfing the range wasn't the right way to address the problem. Maybe even reducing the damage by 1 per bullet would be enough to see a noticeable difference. I would suggest not lowering the range any more than that to start off though if you do go that route, or you might end up making the gun feel very underwhelming in comparison to the shotgun. If it can't run and gun and it also can't out range the shotgun, it will serve no purpose.

This is probably my last post on the subject cuz I honestly am not informed enough on this game anymore to really contribute much, don't use my ideas as an argument point against each other because my opinion means very little here. Just sharing what I'd do based on what you guys are saying.

Pariah

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Re: cfg
« Reply #88 on: December 10, 2016, 01:20:08 pm »
I think that the reload speed buff was one of the better changes to the uzi, and it was a required change. The uzi prior to any kind of edit was far inferior to the shotgun. It was so useless that barely anyone ever took it in Acemod. In Promod it had slowdown which was the main reason it was used at all. Without the slowdown some kind of buff is required. I'd prefer a composite buff compromised of both reload speed and moving accuracy/reduced spread. Regardless this is all unimportant, configs are likely not going to be updated and i'm quite content with acemod v4.

sinclair

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Re: cfg
« Reply #89 on: December 10, 2016, 01:32:09 pm »
I agree with this actually. Making them more accurate is ok, having less random spray is nice.. but the damage output they do now as a result is the real problem. The moving accuracy is probably the real issue here. There's several ways you could fix this issue honestly, it's just a matter of what direction you want to take the uzi. Do you want people to run and gun with it like a shotgun or should it be a more static playstyle? Personally I used to think it needed the run and gun ability to compete but I've realized since that not being able to do that is what balanced the weapon. I'm gunna trust you on the opinion that damage drop off is an issue for the gun since I haven't played recently, but if other people disagree on that then you may want to ignore that part of what I'm about to talk about. If I were to suggest a changelog it would be something along the lines of:

- SMG spread when moving increased from 165 / 175% to 230% (300% default)
- Reduced SMG range before falloff by 200. (Default 2200 / 2500)
- Removed sped up reload on SMGs.

The key thing being that if you are standing still your gun will still be pretty damn accurate. After trying that out for a few days you might find that it's about right, or that nerfing the range wasn't the right way to address the problem. Maybe even reducing the damage by 1 per bullet would be enough to see a noticeable difference. I would suggest not lowering the range any more than that to start off though if you do go that route, or you might end up making the gun feel very underwhelming in comparison to the shotgun. If it can't run and gun and it also can't out range the shotgun, it will serve no purpose.

This is probably my last post on the subject cuz I honestly am not informed enough on this game anymore to really contribute much, don't use my ideas as an argument point against each other because my opinion means very little here. Just sharing what I'd do based on what you guys are saying.
agreed. the way survivors can just run and chase tanks and shoot with no dropoff w/ these uzi's is just ridiculous.

 

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