Author Topic: my ideas on l4d2 competitive  (Read 6910 times)

KiLLaToY

  • *****
  • Posts: 875
    • View Profile
Re: my ideas on l4d2 competitive
« Reply #30 on: July 02, 2015, 08:36:46 am »
Also, jockeys are pro tier.

https://www.youtube.com/watch?v=yL_VNVcSj5I

EDIT: Also, I have NEVER missed an M2 on a jockey. I literally kill every jockey with M2 without even trying.

EDIT2: Thanks for the L4D Gold kind gentlesir!

EDIT3: Don't try to downvote me or I'll M2 you so hard you will feel it IRL.

Jacob

  • *
  • Posts: 2171
  • Actively Killing The Game
    • View Profile
    • Stream
Re: my ideas on l4d2 competitive
« Reply #31 on: July 02, 2015, 01:31:43 pm »
I've heard your pleas people... AND I'VE GOT A PLAN FOR THE JOCKEY ALRIGHT. HOHOHOEHEHEHEHEH

Jacob

  • *
  • Posts: 2171
  • Actively Killing The Game
    • View Profile
    • Stream
Re: my ideas on l4d2 competitive
« Reply #32 on: July 02, 2015, 01:33:42 pm »
I think you guys are actually gunna fucking love me

ElusivΣ

  • *****
  • Posts: 799
  • mi vida r0ta
    • View Profile
    • Steam Profile
Re: my ideas on l4d2 competitive
« Reply #33 on: July 02, 2015, 02:29:04 pm »
I think you guys are actually gunna fucking love me

nah im good


Visor

  • *
  • Posts: 1149
    • View Profile
    • Steam Profile
Re: my ideas on l4d2 competitive
« Reply #34 on: July 02, 2015, 04:22:12 pm »
What if I already love you?  ::)
$10 says you aren't anywhere near a controlling position of the L4D3 scene in any continent when it happens.

Thing is he does what he wants, cause his able to and we are letting him do that. He abuses hes place and power in this community and people like me get banned for no reason. Only thing visor wants is more and more control so he can do what ever he wants.

Friday.

  • **
  • Posts: 98
  • ㅤㅤ ㅤ ㅤㅤ ㅤ ㅤㅤ ㅤ ㅤㅤ ㅤ ㅤㅤ ㅤ
    • View Profile
Re: my ideas on l4d2 competitive
« Reply #35 on: July 03, 2015, 06:24:29 am »
Make the first deagle bullet insanely accurate at a stand still  :P

Frag videos and live matches might actually be exciting to watch then  8)

Map 1

  • ***
  • Posts: 151
    • View Profile
Re: my ideas on l4d2 competitive
« Reply #36 on: July 04, 2015, 09:03:51 am »
I don't have all the answers for l4d2 competitive, but L4D3 casual/pubs, its a simple fix even without knowing whats in store for that game.

Make 8 vs 8 the standard and call it a day. As it is, I already see 8 player coop as another 'feature' Valve will steal from the sourcemod community anyway and implement it into L4D3 in a non story mode capacity, so why not just 8 vs 8 pubs and work from there?

It will allow lesser players more breathing room from being a determent to other players in pubs. Making them less visible, although still target-able to anyone with eyes. The only real strategy involved will be attacking the window shoppers and players in the back, which is already the only things you really see in 8 vs 8 with little modding. It eliminates bait/camping since the attacks will come more frequently, so no time to dance around heavy damage/choke spots. It doesn't cure solo dolo rushing or stupidity, but at the very least, it adds more chaos into the standard VS we've become accustomed to for two games now.

Of course 8 vs 8 has to be forced for it to work long term. Initially, there will be an outcry for the old 4 vs 4 VS to come back, but like Valve has done with other things they refuse to change. I think refusing to change 8 vs 8 back to 4 vs 4 is a good step in the right direction. Let 4 vs 4 be something that has to be cooked up with cvar changes. The only way to make the community adapt is to force the chances on them, not giving them an A or B option. Only one option.

Also due to all the rage that won't change much from 2 to 3 no matter if Valve actually puts forth some effort into changing that aspect of the game or not. The bots will need to be better, as in picking up throwables and passing them off like pills, being sensible in close range affairs like popping boomers right after being vomitted, not healing unless they're black and white or like 30 hp at best, etc. They have to remove the placeholder aspect of them. They have to find a way to make them reliant on something other than nav mesh since its so painfully obvious in the first two games that they need it to move, which results in clunky movement behavior and stupid behavior in combat situations. For instance, they never look like they run at an actual human player's pace, like moonwalking if anything. Gotta be changed or improved in 3.

Of course, I can't see this as something that would ever fly in competitive L4D3 for that matter. But again, most of the coders will come out of the woodwork again to have a look at the 3rd game and decide whether they want to code for it or leave it behind for another game or use the trusty excuse of having a life or college to deal with because L4D3 feels more of the same.

 

A dedicated community website to competitive L4D and L4D2, ran by the community, for the community. L4DNation supports all continents of play and focuses on bringing together the community as a whole to a central hub of information.