L4DNation

Competitive => Confogl & Miscellaneous => Topic started by: Jacob on March 26, 2017, 05:32:57 pm

Title: reflux update
Post by: Jacob on March 26, 2017, 05:32:57 pm
im gunna make an update to reflux (not pro mod). post anything u want changed here its going to be small, just quality of life changes and whatnot.
Title: Re: reflux update
Post by: Adam on March 26, 2017, 06:13:19 pm
No tank slowdown, no hunter m2 and no weapon limit other than that I cant think of anything else. Maybe the holdouts acemod has but i wouldn't care either way.


EDIT: No wallkicks would be ideal but id be fine with it kept the way it is right now.
Title: Re: reflux update
Post by: Impulsive on March 26, 2017, 06:20:58 pm
I'd love to see jumprocks, tank slowdown, water slowdown, and weapon limits removed. Aside from that, i love the config and would love to see future tournies hosted on it. I'd also like to see the four pills on finales only reinstated.

Also, can we please have bunnyhops enabled for the survivors?

EDIT: Remove deadstops and do the acemod m2 angles nerf (if not already applied)
Title: Re: reflux update
Post by: Luckylock on March 26, 2017, 10:24:20 pm
I like reflux as it is, the core principle of not having spitters makes for more fun gameplay. The reason why tank slowdown was removed in acemod was because the uzi got buffed. Please don't remove tank slowdown / m2. It will makes tanks too strong, and uzi will need a buff again...

Remove weapons limit.
Fix the bug where when a car hits another car they just spazz out of the map. https://www.twitch.tv/videos/131455746?t=13m52s (https://www.twitch.tv/videos/131455746?t=13m52s)

Guys if you want no m2s on hunter, reduced m2 FOV, no tank slowdown, and holdouts without the OP uzi... I believe Zonemod by Sir is what you are looking for.

Zonemod without spitters best config?
Title: Re: reflux update
Post by: yams on March 27, 2017, 01:39:13 pm
The reason why tank slowdown was removed in acemod was because the uzi got buffed.

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.
Title: Re: reflux update
Post by: sinclair on March 27, 2017, 03:33:10 pm
Hi Jacob. Things sure haven't been the same without you. I think you saved L4D2 when you steered promod away from what i believe was Blade catering the game towards certain teams and later hacking demonstrating his lack of care for the community.

You constantly updated the config for the good of us. While I may not have always agreed with every single update I was still grateful that someone was there to address our concerns if we had any.

I know this isn't about promod but something that has always helped me through dealing with haters is this.
Don't ever feel guilty for having "bad" or "immoral" thoughts. It's just the creative part of your brain considering every possibility.
Title: Re: reflux update
Post by: Dusty on April 02, 2017, 04:57:55 pm
REMOVE GODFRAMES, THERES 0 POINT IN GODFRAMES IN REFLUX. If smoked and rocked bitch you eat that.

Add some the QOL fixes zonemod has.

Fixed Players being able to exploit switching team to get earlier SI Spawns.
Fixed Players being unable to Punch/Jump when they get Tank right after dying as SI.
Fixed Players being able to FF eachother with the Shotgun when they're in too close-range.
Seeing as this was introduced without notice, I considered this a bug and resolved it.
Fixed Players being able to Pause/Ready-up by switching to Spec and spamming Pause at the same time.
Fixed Players being able to Pause after the round had ended.
Fixed Weapon Changes (Spread, Clipsize, etc) sticking after Config unload.
Fixed Slow Doors from within the Config (TickrateFixes.smx)
Fixed Players taking Friendly Fire when capped.

Tanks

Tank Rocks will no longer get stuck on Common Infected, they will now successfully pass through them (still killing them).
Tank Rocks will no longer get stuck on Incapped Survivors, they will pass through them unless the same Rock incapped them.

Smoker

Survivors are now pulled through common infected. (Video)
Godframes have been Removed.

Water Slowdown is back, but only outside of Tank Fights.

Friendly Fire Godframes have been added and set to 0.2 seconds.(No SI godframe doe)

!voteboss and !slots capability


Remove weapon limits.

(I suppose a lot of these are these are all changes that we can take from sir and use, please good sir <3)

THINGS I THINK OF ON THE GO:

Parish 1 should be at least 400 points, no map should be less than 400 points. IMO. Yes there is an argument that "If you get wiped and the other team makes it GG, 1k point difference" but that on every other map like swamp and HR. But nowadays you can clearly beat a team on parish and have 90 point difference.


Quadcaps should be consistent if a boomer dies last. I'm not sure if this was fixed or included.

Does reflux have static spread on shotgun and such?

Title: Re: reflux update
Post by: ElusivĪ£ on April 02, 2017, 06:39:22 pm
REMOVE GODFRAMES, THERES 0 POINT IN GODFRAMES IN REFLUX. If smoked and rocked bitch you eat that.

100% agreed.  LMAO at "bitch you eat that." part
Title: Re: reflux update
Post by: SiDEWAYSBOX on April 03, 2017, 04:44:16 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.
Title: Re: reflux update
Post by: Dusty on April 03, 2017, 04:52:51 pm
I mean hunter pouncing and animations and tank animations are a lot nicer in l4d1. But I don't think a config is going to be able to change that.
Title: Re: reflux update
Post by: SiDEWAYSBOX on April 03, 2017, 04:58:20 pm
I mean hunter pouncing and animations and tank animations are a lot nicer in l4d1. But I don't think a config is going to be able to change that.
Last time I spoke with jacob about it he said there was a sm command for it he just never did it because it would take away curve rocks. Which I feel curve rocks are yes skill based but also a glitch imo. But definitely for a l4d1 config we shouldn't have at all.
Title: Re: reflux update
Post by: Dusty on April 03, 2017, 06:29:20 pm
I don't think reflux should strive or just try to be l4d1 in l4d2. I think reflux should be it's own config. As good as it can be in its own right. The pluses of reflux or what makes it fun to me are

-No cancer spitter gameplay
-Quadcaps
-Double hunters


Give us an ETA Jacobā„¢
Title: Re: reflux update
Post by: Luckylock on April 03, 2017, 08:21:26 pm
Kind of random but the way damage bonus is implemented in acemod / zonemod could use some work. Survivors can limp their way to the saferoom with barely any temp health left and still get 200-300 bonus. Repeatetly incapping survivors with low hp isn't enough to bring damage bonus down because.. well... they have low hp, and you can't do enough damage before they get incapped. It's a fairly common source of "wtf" moments when the bonus score comes up.
Title: Re: reflux update
Post by: sinclair on April 03, 2017, 08:25:05 pm
Kind of random but the way damage bonus is implemented in acemod / zonemod could use some work. Survivors can limp their way to the saferoom with barely any temp health left and still get 200-300 bonus. Repeatetly incapping survivors with low hp isn't enough to bring damage bonus down because.. well... they have low hp, and you can't do enough damage before they get incapped. It's a fairly common source of "wtf" moments when the bonus score comes up.
best example. death toll 4. survivors can be at all temp health after tank then camp out event at bus then move to store and hold out and limp to saferoom w/ 1hp each and still get north of 400 hb
Title: Re: reflux update
Post by: skup on April 04, 2017, 01:59:10 pm
Damage bonus was a mistake.
Title: Re: reflux update
Post by: Dusty 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.

Title: Re: reflux update
Post by: Jacob 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.
Title: Re: reflux update
Post by: hib 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).
Title: Re: reflux update
Post by: fig newtons on April 04, 2017, 09:15:32 pm
Please leave in the water slowdown and jump/curve rocks
Title: Re: reflux update
Post by: sinclair on April 04, 2017, 09:24:57 pm
we're not doing the tournament thing if anyone touches jumprocks
Title: Re: reflux update
Post by: NF on April 04, 2017, 10:08:32 pm
Unlock the hidden 4th rock throw animation
Title: Re: reflux update
Post by: Pierce 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
Title: Re: reflux update
Post by: NF 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)
Title: Re: reflux update
Post by: Luckylock on April 05, 2017, 02:03:46 pm
like dusty said, prevent melees from spawning xD
Title: Re: reflux update
Post by: Jacob 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
Title: Re: reflux update
Post by: Luckylock on April 05, 2017, 06:19:52 pm
melees already dont spawn in reflux


(http://i.imgur.com/GBzSRG1.jpg)
Title: Re: reflux update
Post by: Jacob on April 05, 2017, 07:26:49 pm
oh i know what happened, ez fix
Title: Re: reflux update
Post by: Dusty 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.
Title: Re: reflux update
Post by: Jacob 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
Title: Re: reflux update
Post by: World of Noise 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!
Title: Re: reflux update
Post by: Dusty on April 05, 2017, 11:10:11 pm
Quote
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!

Most of the fixes and QoL changes like this are just in the updated stripper I believe?


I think zonemod/sir has most of his stuff public at

https://github.com/SirPlease/ZoneMod (https://github.com/SirPlease/ZoneMod)

EDIT: Like cmon look how clean this is goddamn. https://www.youtube.com/watch?v=PC4k0aKvOlY (https://www.youtube.com/watch?v=PC4k0aKvOlY)


MORE THINGS: How would people feel about adding the one scratch door to like reflux? I think that's a great change no matter the config.
Title: Re: reflux update
Post by: Jacob on April 06, 2017, 03:35:17 pm
yea im glad the smoking through commons was added and ill def include that. that was something i talked with sir a while back about, really cool to see he made a plugin for it. sir owns tbh
Title: Re: reflux update
Post by: Adam on April 09, 2017, 10:24:49 am
As much as people are suggesting all these acemod additions, Id like to see a bait timer aswell in reflux possible even a 15-30 second bait timer to keep things a tad faster.
Title: Re: reflux update
Post by: sinclair on April 09, 2017, 01:29:59 pm
the only thing that i think needs to be addressed are the hordes. specifically dk4 and death toll4. with no melees and infinite horde and less m2's than ace this is worse than a ladder choke. unavoidable dmg. if you make hunters no m2able then plz add more m2's. idk if its one or 2 less but its very difficult w/ the common. think others will agree.
Title: Re: reflux update
Post by: Jacob on April 09, 2017, 03:43:06 pm
im gunna let sir put out his new side config which is supposed to be similar to reflux, no point in me updating the config just to compete with a config that will probably have more work put into it. you guys should direct any of your feedback related to reflux over to sir's thread