Author Topic: reflux update  (Read 5705 times)

Dusty

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Re: reflux update
« Reply #15 on: April 04, 2017, 06:10:10 pm »
I think damage bonus is fine, it's worth less then health bonus. But also doesn't make bleeding survivors near worthless. It should be 75/25 split or 80/20. Which I think acemod is already 75/25? But I don't know if reflux would bring that in any case.

More things: Can more melee's be switched to magnums and pistols? Most maps are severely lacking in secondaries.

I feel like finite events are okay in CERTAIN PLACES. Like dark carni 4. Ones like parish 2 and coaster SHOULD NOT be finite events. But again I feel reflux will probably stick with default for these if I had to guess.

Things like dark carni 2* ammo pile if you get carousel tank would be a nice addition.

« Last Edit: April 04, 2017, 06:13:10 pm by Dusty »

Jacob

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Re: reflux update
« Reply #16 on: April 04, 2017, 07:10:37 pm »
Remove the lagged animation completely to make it more like l4d1. I want to know where the tanks looking at all times and where the survivor is looking at all times, not fucking 180 deagle skeets when the mother fucker isn't looking at me. This might make curve rocks impossible but who the fuck cares, that shit wasn't in l4d1.

yea theres a cvar for it, i cant remember it anymore but i'll see if i can find it.

hib

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Re: reflux update
« Reply #17 on: April 04, 2017, 09:15:28 pm »
This is wrong, EQ had no slowdown b4 any gun buffs and acemod is a spinoff config.  The uzi buffs and tank slowdown in acemod are separate balance changes.

Uzi pre-buff is much stronger than you'd think, and you will generally take a lot less damage pre and post tank fight in Reflux assuming you're playing with good players.  Only the reload buff is a really major change for killing tanks and I'm certain it still does substantially more dps than either shotgun on tank before the reload buff.

I'm not for or against tank slowdown either way though.

not really a huge fan of the random prop changes on zonemod, particularly on Parish 2 and rocks stopping pickups.

The thing is though, even though the tank had slowdown with uzis (speaking about promod in comparison to like acemod) the tank was still able to catch up to survivors and dominate them on positioning. Also, if the SI hit distracts the survivors, a tank can get from one place to another with little chip. Yeah, uzi slowdown is pretty cheap but when survivors had to reload, the tank had a window of opportunity to get closer (this was crucial for the technique where people pretend to go forward and turn around and punch players behind it).

fig newtons

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Re: reflux update
« Reply #18 on: April 04, 2017, 09:15:32 pm »
Please leave in the water slowdown and jump/curve rocks

sinclair

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Re: reflux update
« Reply #19 on: April 04, 2017, 09:24:57 pm »
we're not doing the tournament thing if anyone touches jumprocks

NF

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Re: reflux update
« Reply #20 on: April 04, 2017, 10:08:32 pm »
Unlock the hidden 4th rock throw animation

Pierce

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Re: reflux update
« Reply #21 on: April 04, 2017, 10:49:14 pm »
Add a ammo pile to Parish Map 4's event (For those tank spawns before event)
Add a ammo pile to Dark Carnival Map 2's carousel tank fight

Remove the weapon limit so players can use 4 shotguns

Apart from these, I don't see any more changes needed to Reflux

NF

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Re: reflux update
« Reply #22 on: April 05, 2017, 07:51:23 am »
Add a ammo pile to Parish Map 4's event (For those tank spawns before event)
Add a ammo pile to Dark Carnival Map 2's carousel tank fight


Unless Reflux's stripper files are outdated then these already exist (at least in the latest acemod)

Luckylock

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Re: reflux update
« Reply #23 on: April 05, 2017, 02:03:46 pm »
like dusty said, prevent melees from spawning xD

Jacob

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Re: reflux update
« Reply #24 on: April 05, 2017, 05:03:49 pm »
like dusty said, prevent melees from spawning xD

melees already dont spawn in reflux. or at least shouldnt, maybe theres a couple that got through or something but im pretty sure i did a filter replace turning them into pistols. ill double check

Luckylock

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Re: reflux update
« Reply #25 on: April 05, 2017, 06:19:52 pm »
melees already dont spawn in reflux



Jacob

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Re: reflux update
« Reply #26 on: April 05, 2017, 07:26:49 pm »
oh i know what happened, ez fix

Dusty

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Re: reflux update
« Reply #27 on: April 05, 2017, 08:53:05 pm »
So how long for our reflux update, and how many of those QOL's can we get. We have needs.

Jacob

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Re: reflux update
« Reply #28 on: April 05, 2017, 09:12:46 pm »
So how long for our reflux update, and how many of those QOL's can we get. We have needs.

ppl should probably not expect any huge changes (im not writing any new plugins unless they would take me 5 mins or less) but ill probably go through this thread and make a list of what im changing this weekend, then put out the update sometime next week

World of Noise

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Re: reflux update
« Reply #29 on: April 05, 2017, 09:59:53 pm »
the roof on map 3 of hard rain right out of the saferoom is accessible and some people have been jumping up and glitching the map. I  am fairly sure this was fixed in other configs, perhaps it is easy enough to add to reflux? Thank you for your time, Jacob!

 

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