Hope I can use this thread for new ideas in promod as well.I was thinking about a new feature while tankplay. I don't know much about programmers opportunities - so this might be total nonsense.I'm thinking about giving damage (not much, just like 2-5hp) or/and slowdown to the survivors if they skeet a rock and getting hit by the individual parts of it. The tank shouldn't get back full control, but maybe delay the loss of control for a few seconds when it happens. This would give the tankplay a new character and force the survivors to shoot tank rocks from a safety position - the slowdown could help si during a attack.What do you think?
Is there an issue where the survivors are unable to vocalize? (Some say can't hear infected etc)
Oh cool, I didn't know promod got rid of it.Unrelated, but in the next version, can the Parish 4 event tank have an ammo pile added? It's already hard enough with how much sight the tank can get. Even if you kill it, trying to survive the event with no ammo sucks. Also, there's a stuck spot in Swamp map 2 outside the saferoom. https://www.youtube.com/watch?v=y9OjO5QRIUE
I think I agree with Blakee here. Seems like that would punish someone for a successful skeet.What do you mean by this?Survivors yelling out 'Hunter!' was blocked in 4.5 because sometimes the Survivors will point out hidden ninja hunters this way. Do you mean they aren't calling out any SI at all or that you can't use any vocalizes from the radial menu? Also keep in mind some server owners block radial menu spam themselves, may or may not be Promod.Sure, I'll fix both of those things next update. That stuck spot was strange though, looks like you went inside the prop or something. Not sure how fixable this will be.
$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.
This isn't necessarily 4.5 related but as long as suggestions are being thrown around... Is there anything we can do about how easy jockeys are to M2? I was playing a game yesterday where I was boomed and completely surrounded by common (my team was clearing some SI nearby) and I was fighting a jockey. All I did was hold right click and dead stopped the jockey 4-5 times, even when my shove was on cooldown I held the button and the jockey still stumbled back. I feel like that's not good. At least with hunters you kind of need to time the M2, but with jockeys they seem to be handled too easily.They are fairly potent when they land (hard to clear, can move survivors anywhere, etc) but I feel as though more often than not they're just used as cannon fodder for the charge spit because they're so easy to shove away.
All I did was hold right click and dead stopped the jockey 4-5 times, even when my shove was on cooldown I held the button and the jockey still stumbled back.
Well - thats the idea behind it, that you have to skeet rocks from the side, cuz imo it's much more difficult / or dodge it.It's more about bring in new gamestyles for a tank and for survivors. Next time when you play try to imagine the change has been done and you'll feel like it's much more challenging for survivors to play in some situations when tank is up. But ye, I had the same doubts about it when it first came to my mind but just wanted to throw that idea in to let it discuss and maybe get some further ideas or additions.
I've noticed this happening as well. I think there's something screwy going on with jockies and m2 fatigue.
thing is, you don't generally have time to step to the side when the tank is close to you throwing a rock. you have to have the reaction time to even aim to skeet it. having to dodge it, aim, and then skeet it, i don't even think it's possible in some situations