Author Topic: EQ 1.0 vs Metafogl 7.9  (Read 13268 times)

shade

Re: EQ 1.0 vs Metafogl 7.9
« Reply #30 on: January 28, 2012, 06:24:12 pm »
exacerbates

nemmy

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Re: EQ 1.0 vs Metafogl 7.9
« Reply #31 on: January 29, 2012, 11:39:02 am »
If that is not possible, limit uzi to 2, and remove hr.

Also I feel like we should increase shotgun damage to tank. Anyone who has ever played l4d1 can tell you the tank dies in 5 seconds from 4 pump shotguns. Yet that doesn't seem to be the case in l4d2. It's some weird shit like half the pellets miss in l4d2 if you aren't touching him.
If we're going to continue to enforce weapon limits in our configs then I entirely agree with Cheesy on this one.
As someone who plays MOSTLY shotty in l4d2 I do indeed feel my DPS during a tank is gibbed for no reason what so ever.
Bump up the shotty damage a bit ...
That may also give more incentive to have another shotty on your team.
Opinions ?
« Last Edit: January 29, 2012, 11:41:32 am by Hipster // nemmy »

Jacob

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Re: EQ 1.0 vs Metafogl 7.9
« Reply #32 on: January 29, 2012, 11:47:28 am »
imo shotguns are already really powerful.
you can kill a charger in 2-3 shots.
you can skeet jockeys and hunters in 1 good shot.
you can do 2k damage to a tank that tries to corner you just by putting 1 clip into him.
idk, i can look into it, but i dont think trying to emulate l4d1 is the best option for this game. its a different game, different strategies, different infected, different scenarios.

shade

Re: EQ 1.0 vs Metafogl 7.9
« Reply #33 on: January 29, 2012, 11:52:51 am »
i really felt 7.8 was fine. unless there are huge problems if it isnt broken dont fix it

nemmy

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Re: EQ 1.0 vs Metafogl 7.9
« Reply #34 on: January 29, 2012, 12:04:40 pm »
it's not that i'm trying to emulate l4d1 ..i'm looking more at factors like - 4 normal(t1) guns . no sniper. damage ratio from 1 gun vs tank against 4 guns vs tank.
could we possibly just adjust the variables for shotty damage done to tanks only and not alter shotty damage to special infected ?

also - nothing is broken, but with potential removal of HR in the next metafogl (which i believe will happen) do we leave guns as they are now ?

NF

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Re: EQ 1.0 vs Metafogl 7.9
« Reply #35 on: January 29, 2012, 01:35:03 pm »
add the mp5 :O

/nocomment

ymtisd

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Re: EQ 1.0 vs Metafogl 7.9
« Reply #36 on: January 29, 2012, 07:02:18 pm »
You guys are forgetting that the tank is slower than the survivors.

Tank = 210 UPS (units per second)
Survivor = 220 UPS

Either buff the tank speed to the same speed as the survivors, or bring the survivor speed down to the same as a tank. 4 uzis would still be rape, so obviously limit that to at least 3. No need to remove slowdown for tank. Dunno about removing slowdown for the other SI though.

This way you can still juke tanks, and tank can still corner survivors with 4 guns shooting.

And snipers should just be removed, period. It's dumb how you one guy separates a mile away but HR/AWP clears in one shot.

dawkins

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Re: EQ 1.0 vs Metafogl 7.9
« Reply #37 on: January 29, 2012, 07:12:05 pm »
i really felt 7.8 was fine. unless there are huge problems if it isnt broken dont fix it

CanadaRox

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Re: EQ 1.0 vs Metafogl 7.9
« Reply #38 on: January 29, 2012, 07:13:43 pm »
http://pastie.org/private/e3svdqcoxg6oagipizfolw

Just sayin'.

-EDIT-
NutMan told me everyone is dumb so let me explain.

This is a comparison between the L4D1 and L4D1 PUMP shotgun (not chrome) script files, which is where damage, spread, accuracy, etc, is defined.  That shows every difference but leaves out anything that is the same.  If you look at that file it doesn't list anything to do with the actual way the weapon performs.  The differences are:
- some metadata about the gun
- viewmodels for the new characters
- the name of the ammo type (this doesn't change damage, just where your ammo count is stored in memory)
- some info about the ammo upgrades
- some more viewmodel/HUD garbage

You will notice that damage, etc aren't listed.  So unless there are some other factors in how damage scales, the pump shotgun in both games should deal identical damage in identical situations.
« Last Edit: January 29, 2012, 07:20:29 pm by CanadaRox »
"Now I've seen people running kite scripts making perfect and I do mean geometry class perfect circles around a moving tank." - The average pub

ProdigySim

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Re: EQ 1.0 vs Metafogl 7.9
« Reply #39 on: January 29, 2012, 07:19:44 pm »
Shotguns have the same stats in L4D1 and 2.

I did some quick ingame testing and damage rampdown over range seems to be the same too.

So if you're implying that the shotguns did more damage in L4D1 somehow, you're way off base. They're exactly the same.

shade

Re: EQ 1.0 vs Metafogl 7.9
« Reply #40 on: January 29, 2012, 09:22:59 pm »
You guys are forgetting that the tank is slower than the survivors.

Tank = 210 UPS (units per second)
Survivor = 220 UPS

Either buff the tank speed to the same speed as the survivors, or bring the survivor speed down to the same as a tank.
the thing is you don't need to be right next to someone to punch. the tank has the longest arms of any of the si that scratch / punch and for good reason. i dont know why there is this huge debate now about tanks being too underpowered.  but its fine how it is. the tank can flush survivors into spawns / corners / entities / hittables / water / rock to slow them down. 

Zeon

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Re: EQ 1.0 vs Metafogl 7.9
« Reply #41 on: January 30, 2012, 03:11:14 am »
the thing is you don't need to be right next to someone to punch. the tank has the longest arms of any of the si that scratch / punch and for good reason. i dont know why there is this huge debate now about tanks being too underpowered.  but its fine how it is. the tank can flush survivors into spawns / corners / entities / hittables / water / rock to slow them down.

Not every maps has corners, entities most of the time are in favor for the survivors since tank gets slow down when jumping (example: the pool tables on The Parish Chapter 4), not every map has hittables, not every map has water (and if there is, they can pick a good spot where there isn't as much water) and the rocks won't slow them down if they are far away (the survivors can easily play around with the tank since he is slower), and there is chip slowdown, I think there should be a speed change.

A speed nerf for the survivors or increasing the tank speed wouldn't hurt.

Edit: A speed nerf for the survivors would be best, since it helps every infected, the charger when getting a charge, the boomer if they try to back away, etc. And make chapters feel a bit longer by that tiny difference.
« Last Edit: January 30, 2012, 03:17:40 am by Zeon »

SL

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Re: EQ 1.0 vs Metafogl 7.9
« Reply #42 on: January 30, 2012, 12:20:00 pm »
Slightly slower survivors vs parish 1 anyone?  Turning that map into something other than 3 attacks and a tank could be entertaining...
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