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Messages - Icy Inferno

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General / Re: Hows the L4D2 fam?
« on: May 16, 2020, 03:36:54 am »

General / Re: It's time to take out ISIS once and for all
« on: May 08, 2015, 11:27:37 pm »
͡ ° ͜ʖ ͡ °

A jockey in the air will always cap any survivor that he collides with, provided that he has a primary attack charge available at the time of collision. Jumping and falling onto a survivor both work.

General / Re: Everything you need to know about Source 2
« on: August 11, 2014, 07:32:21 pm »
"l4d2_imported" -> ... Unless they just imported L4D2 to the source 2 engine simply to test the source 2 engine's backwards compatibility.

That was pretty much my understanding. I vaguely recall a small leak that discussed them using L4D2 to test some practical applications of Source2, particularly the requirements of proper backporting. I wouldn't necessarily discount either possibility, though.

News / Re: FIWDIL Revive
« on: August 02, 2014, 06:51:00 am »
Some of the most fun I've had playing this game has been during FIWDIL:

It was always a great environment in which to just grab 3 players and see how it went. I'm not yet sure what my personal availability is going to look like next weekend but I look forward to seeing this return.

Confogl & Miscellaneous / Re: 2 Continuous Tanks in c1m4
« on: June 25, 2014, 07:09:32 pm »
I suppose, most people dun know (and is unable to know) such tricky rule in promod.

This is normal behavior; as far as I'm aware you should see the same thing in vanilla if you can create the same situation.

General / Re: Introductions
« on: June 09, 2014, 05:27:21 am »
El Tidi?

Left 4 Dead 2 / Re: L4D2 the History
« on: April 05, 2014, 04:45:33 pm »
I don't remember the third place finisher off the top of my head

Team France never got back to me when I spoke to them about playing our 3rd place match.

News / Re: Competitive L4D2 Welcomes You!
« on: April 05, 2014, 03:42:48 am »
Well if we're turning this into a damn roll call anyway...

I've been playing competitive L4D since 2009, and streaming it since 2011. Find me on twitch if you have any questions or just want to check out some first person gameplay to get a feel for things. My friends list is often full, but you may be able to reach me there if a twitch message doesn't get hold of me right away.

Videos & Media / Re: Impulse 44 - The last L4D fragmovie by Mart
« on: March 11, 2014, 07:01:48 am »

General / Re: Interesting Statistics
« on: February 11, 2014, 05:21:10 am »
Quite a lot of people are watching match VoDs, by the look of it.

Confogl & Miscellaneous / Re: What is retro to you?
« on: February 10, 2014, 11:45:32 pm »
EQ Retro already has more pistols and no melee weapons. Generally you just grab your second pistol in the saferoom, which is not quite as much like L4D1 as it could be, but it's at least a little better than having melee weapons lying around. Fix or undo the shotgun changes and that'll be enough to make me quite happy with the config; enough to prefer it to the EQ version.

Confogl & Miscellaneous / Re: What is retro to you?
« on: February 04, 2014, 11:18:36 pm »
shotguns in l4d2 feel much stronger

The (EQ) retro shotgun actually is considerably buffed as compared to the L4D1 shotgun, particularly with regard to damage falloff, and even compared to  the chrome shotgun. The vanilla pump shotgun, however, is not.

Quote from: eqretro.cfg
// [l4d_weapon_attributes.smx]
sm_weapon pumpshotgun spreadpershot 0.4
sm_weapon pumpshotgun maxspread 3
sm_weapon pumpshotgun rangemod 1
sm_weapon pumpshotgun minstandingspread 0.5
sm_weapon pumpshotgun maxmovespread 0.8
sm_weapon pumpshotgun damage 32
sm_weapon pumpshotgun bullets 8

Quote from: pak01_dir.vpk/scripts/weapon_pumpshotgun.txt
   // Terror-specific Data --------------------
   "VerticalPunch"         "4"
   "SpreadPerShot"         "1"
   "MaxSpread"         "5"
   "SpreadDecay"         "5"
   "MinDuckingSpread"      "0"
   "MinStandingSpread"      "0.8"
   "MinInAirSpread"      "2.5"  //increased accuracy
   "MaxMovementSpread"      "1.5"  //increased accuracy
   "PelletScatterPitch"      "5.0"  //increased accuracy
   "PelletScatterYaw"      "7.5"
   "ReloadDuration"      "0.473"
   // Weapon characteristics:
   "Damage"         "25"
   "Bullets"         "10"

Confogl & Miscellaneous / Re: POLL: Confogl Scavenge Rebirth
« on: January 16, 2014, 11:55:04 am »
PWG has the most recent 'vogl-based config if you're looking for the "most recent" to compare what you're working on to. I've no idea what it looks like but I'd imagine it's similar to ColdStorm's version. My older version, while not currently distributed in a working package, plays a bit more like vanilla scavenge with some tweaks (slightly lower spawn times, lower burn times, temp health medkits so you get less value from them but still have to spend time healing) and without T2. More than anything I wanted to see if 'vogl could get more versus players into scavenge, but I was also curious at the time to see what the mode would look like with minor changes.

Fix the can trick(dunno if possible tho)
I believe there's a plugin floating around (probably part of that PWG package) that fixes it, but I've no idea who wrote it, where it came from, or what the source looks like.

I think scavenge is a very fun mode to play to take a break from Versus and try something new. I think it also stands pretty well on its own, even in vanilla, but my favorite part of it was always the sense that there was always much more to learn due to how little its been played over the years. I'd certainly like to see more of it.

Comparing 200+ common a map to 1 witch seems a bit off, but hell i dont do maths, thatrs why i surround myself with asians.
But common did actually play a pretty decent role in todays match granted against high pinging players but how many of us have suffered that 1 fucking common during a tank fight that ruins everything and gets you a face full of knuckles

It's never those 199 common; those guys are just there to give you something to spend your time, ammo, and shoves on. It will always be that one motherfucker.

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