Author Topic: Zonemod and its future.  (Read 7684 times)

hib

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Re: Zonemod and its future.
« Reply #15 on: April 09, 2017, 05:06:54 pm »
@Dusty Jockey skeets are cheap because you shoot them one time with shotgun and they are dead. the same effect applies if you hit them on the head..duh thats why headshots are viable, but apparently you want everything made easy

Also, in addition to what i was saying with uzi slowdown on tanks (example: promod config) the tank, when not being shot, had more options, like getting cars, cutting off survivors, if the tank committed when the SI were attack, it had the opportunity to get out with a decent amount of hp, and was able to do a recommit).

also dislike the way Visor made it so tanks need to just rambo in (frustration runs out quicker, from what i understood) instead of having rock-tanks viable as a strategy.

I dislike's refluxes range of LOS, it feels as though it was minimized a bit, im not sure if it was intentional or not.

Jacob

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Re: Zonemod and its future.
« Reply #16 on: April 09, 2017, 05:26:59 pm »
i thought my idea of lowering jockey health to 275 and not having skeet mechanics was good, made it so both shotguns and uzis had a chance to kill the jockey before it got to them without having a janky mechanic that only rewards 1 of the guns. but i have obviously not played at all recently. i also dont see it as the end of the world if 1 player cant shut down every single infected. this is still a team game, and instaclearing a jockey only gives the jockey 1 tick of damage. that was part of the reason i changed the way infected damage worked to be "smooth", it removed the insta 8 damage jockey scratch + latch. while were on the topic i like the idea of removing full levels since it removes a little bit of that rambo style. idk i might have an outdated look on the game but i dont want to see this game turn into 4 people death racing with no regard for team play

edit:

I dislike's refluxes range of LOS, it feels as though it was minimized a bit, im not sure if it was intentional or not.

believe that is just in your head, don't think i touched anything like that. there's no way it would be different than it is in pro mod since i always started with a fresh base of the newest pro mod then applied the reflux changes to it with each update.
« Last Edit: April 09, 2017, 05:29:14 pm by Jacob »

hib

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Re: Zonemod and its future.
« Reply #17 on: April 10, 2017, 12:27:50 am »
for sure Jacob, thanks for clarifying, I wasn't the tank (Lupe was) and as far as I could tell, he made a claim he didn't get LOS (hard rain map 5), I guess he's just a bad tank lol

sinclair

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Re: Zonemod and its future.
« Reply #18 on: April 10, 2017, 12:30:26 am »
thanks for letting us know hib glad we're really getting down to the important issues of the config

Dusty

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Re: Zonemod and its future.
« Reply #19 on: April 10, 2017, 03:15:34 am »
Quote
@Dusty Jockey skeets are cheap because you shoot them one time with shotgun and they are dead. the same effect applies if you hit them on the head..duh thats why headshots are viable, but apparently you want everything made easy

LMFAO, Holy shit I cracked up reading this. In vanilla there is no way to consistently one shot a jockey unless you have a sniper rifle. Thats why people asked for jockey skeets.

Hurr durr, hunter skeets are cheap because you shoot em one time with shotgun and thur die, shoot em in the head and deal 250 scrubz xd.

hib

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Re: Zonemod and its future.
« Reply #20 on: April 10, 2017, 02:19:51 pm »
LMFAO, Holy shit I cracked up reading this. In vanilla there is no way to consistently one shot a jockey unless you have a sniper rifle. Thats why people asked for jockey skeets.

Hurr durr, hunter skeets are cheap because you shoot em one time with shotgun and thur die, shoot em in the head and deal 250 scrubz xd.

Did I ever mention hunter skeets in my statements, don't think so.

If you're laughing about a mere simple statement, you're quite easy to amuse, monkey. Jockeys are easy to kill, just deal with it like how players in the past have done so.
« Last Edit: April 10, 2017, 02:27:23 pm by hib »

Pariah

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Re: Zonemod and its future.
« Reply #21 on: April 10, 2017, 02:46:29 pm »
It doesn't matter how many times I've had to listen to the ramblings of hibbles, Each time he's still somehow able to take me by surprise with how painfully stupid he is. Credit to you hib, You never fail to make yourself look like a chimpanzee with a keyboard, incredible consistancy.

OT - The config isn't in a bad state currently, I will stick to what I said before, You havn't fully anticipated the effect of the rock/spitter preventing pickups. That in addition to the rocks on smoked targets and the slight nerf to the uzis is going to have a large impact on reasonably high skill level gameplay. That being said, if your intention was, As i'm inclined to believe, To make the config be more difficult for survivors than Acemod V4 then I suppose that is one way to achieve that.

yams

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Re: Zonemod and its future.
« Reply #22 on: April 10, 2017, 03:03:08 pm »
rock/spitter preventing pickups.

i forgot about this, pls remove

Dusty

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Re: Zonemod and its future.
« Reply #23 on: April 10, 2017, 05:06:44 pm »
Quote
rock/spitter preventing pickups.

Yeah I think eating a rock to commit to a pickup is a valid strategy, also If you can pick someone up in spit without being in it, you should be able too.

Also I feel like if you could just add like hunters 1v1-4v4 and reflux 1v1-4v4 it would be nice because some of the old hunters configs and 1v1 configs just seem very outdated. (Maybe even witch party as well?)

aopk

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Re: Zonemod and its future.
« Reply #24 on: April 11, 2017, 10:36:50 pm »
can Sir start posting big updates to the l4dnation home page so that more communities start to pick this up, server owners aren't even aware of its existence in some parts yet...

Dusty

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Re: Zonemod and its future.
« Reply #25 on: April 13, 2017, 08:07:00 am »
Quote
maybe make jumprock window more lenient or even a server side macro (neutralizes the benefits of AHK scripting if you automate things serverside, the tank doesn't need a mechanical skill ceiling anyway)

Yeah, I guess I wouldnt mind jumprocks so much if it was automated or easy to perform.

Wallkicks enabled.
Witches removed or crowns are with like acemod shotgun damage values. Also no dumbass knockback and just does like 40 damage a swipe. So she can still be a choke or obstacle, but not a glitch ridden fuck you over completely type thing.

I feel like uzi being accurate is okay, but faster reloads to shit on tanks and have very little windows to take advantage of, and very little damage drop-off at range is what is making these things so ridiculous right now. I'm happy to test the current values of acemod weapons, and I believe sir would make good changes based on what the feel of it is.

Sir

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Re: Zonemod and its future.
« Reply #26 on: April 13, 2017, 02:35:50 pm »
Thanks for the suggestions and such so far guys, thinking over some of them as well as discussing topics a bit further on steam has definitely sparked up a few ideas and tweaks that I will likely add :)

I've noticed that some of you are solely focusing on the spin-off config, while others tend to make slightly confusing posts as they appear to add suggestions for Zonemod itself and the spin-off without indication as to which you'd like to see where.
At the moment I've been working on just Zonemod as that'll be the base layer for the "L4D1-ish" styled config, feel free to share your opinion on what I've got planned for Zonemod v1.2:

Quote from: Changelog Zonemod v1.2:
  • Removed the instant damage on Smoker pulls, instead Survivors will take 3 damage on the first tick (after 1s) before dealing 1 dmg every 33s.
  • Wallkicks have been enabled again.
  • Hunter scratch damage has been lowered to 4.
  • Chargers can no longer be fully leveled, melee weapons will always deal 350 damage per swing on them.
  • Decreased the "sensitive delay" before the Anti-bait timer to kick in (from 20s to 15s)
  • Damage Bonus now also takes Friendly Fire and Fall Damage into account.
  • Parish Map 2: Planks against the walls at the end of Park, near the hedges, have been removed.
  • Parish Map 3: The Custom Route in the Graveyard has been removed, Map Distance is set back to 600.
  • Dark Carnival Map 3: Coaster Tank has been blocked and the finite horde is set back to 300.
« Last Edit: April 14, 2017, 01:32:41 am by Sir »
Group Owner of :| SirPlease
Config Dev :| Zonemod 1.8

Dusty

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Re: Zonemod and its future.
« Reply #27 on: April 15, 2017, 03:20:41 am »
I think if we keep slowdown, it's numbers could use some tweaking. As in m2's dont stop the tank and uzi and buckshots do a slight bit less slowdown.

SiDEWAYSBOX

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Re: Zonemod and its future.
« Reply #28 on: April 15, 2017, 02:03:27 pm »
Quote
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.
add this sir and also the anti bait timer should be set to countdown from a lower number. like 20-30 seconds
« Last Edit: April 15, 2017, 02:06:23 pm by SiDEWAYSBOX »

Midi

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Re: Zonemod and its future.
« Reply #29 on: April 16, 2017, 05:59:30 am »
Does this Parish Map 3 damage remove thing suppose to prevent tank from losing health due to an explosion?

Code: [Select]
; =====================================================
; ===============  REMOVE BRIDGE DAMAGE  ==============
; =====================================================

filter:
{
"targetname" "_destruction_hurt"
}

 

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