Author Topic: Regarding config changes  (Read 2304 times)

hib

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Regarding config changes
« on: June 10, 2017, 03:02:53 pm »
Can we please readd more recoil back to the uzis. The inaccuracy of the weapon was what made the overall gameplay better.

If you notice other games, they all have recoil in one way or another, CSGO, Call of Duty, H1Z1, Battlegrounds, etc..
This game has been buffed way too much on the survivors favor (when it comes to uzis). Now the config developers keep adding or taking things in the config to rebalance them when things were already great to begin with.

I don't know about you guys but I much more prefered playing promod even when people scripted jumprocks. The slowdown sucked but when the SI coordinated with the tank, the tank took less damage and was able to reposition itself to a better area. Also, in PROMOD, the tank was able to have the advantage (which it should in the first place) when cutting off survivors from pushing forwards.

In Zonemod, something is off, I'm not sure if its in the .cfg file with the cvars that get uploaded to the server or if it was intentional, but before you used to be able to somewhat predict spawns at least 80%+ of the time. Now, when you sac an SI to get a boomer, you end up getting a random incapper, which is really dumb. I thought the point of the update of the configs is to make shit less random, which is counterintuitive with this. Please add a bit more damage to the spitter, it seems rather useless, everything else seems pretty good.

In Apex, I like the idea behind it, however there are still things that make me cringe about it. I love the idea that you only have 1 pill outside of saferoom (I've been asking for this for the longest). The things I dislike is that there are limited places to fight the tank with this config. By limited I mean, since there are no presence of melee weapons, survivors cannot take tanks inside rooms, like you would in other configs (promod/EQ). Little amount of damage to the survivors unless 2+ incaps occur. Survivors can rush through the whole map pretty much, unlike other configs where there is spitter and takes a bit more patience when going through choke points.

Also, for configs that only have pump and the unsilenced SMG (mac10), I really dislike the sounds and I'm sure other people will agree that chrome and silenced SMG are much prefered to have (even if they do the same damage and same recoil as the other guns).

ElusivĪ£

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Re: Regarding config changes
« Reply #1 on: June 10, 2017, 03:27:32 pm »
GO HECTOR GOOOOO MY BOY!!!

totallynotbravo

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Re: Regarding config changes
« Reply #2 on: June 10, 2017, 05:25:03 pm »
* 4 pills with 1/2 in static positions.
* smg/shotgun no limits on either.
* I can see the argument for removing witches because of their random nature but im fine eitherway.
* in a team setting you should be able to choose which one of your players gets tank.  It makes no sense to me as to why an outside factor is forcing your team to be "well rounded" therefor enforcing everyone to get a tank.  A team chooses its igl, a team chooses its own strats, routes, and waypoints.  In other games such as cs a team chooses its main awper.  A players worth should be used to its full advantage and in many competitive games people are picked up and get sponsored because of their unique abilities not because they are "well rounded" although they could be that as well.
* 2 second mele cooldown after your first mele.
* hunters immune to deadstops but not jockeys.
* jockeys should be able to get skeeted just like hunters.
* insta clear on smokers should give the smoker the full recharge (you shouldnt be penalized for clearing a tounge quickly)
* every hit should consist of a tricap and the 4th si should be able to switch from boomer/spitter as they please.
* survivors should be able to bhop but not si (not sure how hard it is to keep people from scripting and constantly bhopping but being able to produce it on your own requires somewhat of a skill but im fine with nobhops either)
* shooting on ladders
* remove some of the dumb props that were added in over time and restore the maps to their original state somewhat. ( case by case obviously, some changes are good and some suck such as the cop car before the drop at dk1 should be an ambulance imo for better si spawns)

something close to this imo would be the perfect balanced config. im probably leaving some stuff out but you get the idea.
« Last Edit: June 10, 2017, 05:30:37 pm by totallynotbravo »

hib

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Re: Regarding config changes
« Reply #3 on: June 10, 2017, 09:39:50 pm »
* smg/shotgun no limits on either.
* I can see the argument for removing witches because of their random nature but im fine eitherway.
* remove some of the dumb props that were added in over time and restore the maps to their original state somewhat. ( case by case obviously, some changes are good and some suck such as the cop car before the drop at dk1 should be an ambulance imo for better si spawns)

this is good, and yeah the ambulance car to police car was definitely a dumb change lol

Fridays

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Re: Regarding config changes
« Reply #4 on: June 11, 2017, 03:50:55 am »
Instead of enabling bhop for survivors, what about increasing the air strafing acceleration? I feel like this could be a suitable compromise as it increases the ceiling for skill based movement.

I totally agree with the chrome+SMG idea- It really seems pointless having two extra weapons that pretty much do the exact same except with inferior sounds.

I'd also like to see some kind of 100% predictable spawn rotation implemented similar to bravo's 3 capper idea, however his suggestion seems a little bit over powered.
« Last Edit: June 11, 2017, 03:54:05 am by Fridays »

NF

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Re: Regarding config changes
« Reply #5 on: June 11, 2017, 07:16:48 am »
* remove some of the dumb props that were added in over time and restore the maps to their original state somewhat. ( case by case obviously, some changes are good and some suck such as the cop car before the drop at dk1 should be an ambulance imo for better si spawns)

Not possible to do

yams

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Re: Regarding config changes
« Reply #6 on: June 11, 2017, 03:24:25 pm »
remove rocks

bad in pugs, u literally have to be a babysitter against rock tanks (95% of the games currently played)

horribly bad in home/away matches if u want to continue the trend of international tournaments (International tournaments in a game without proper lag comp xd)

rocks slow down the already slow (ridiculously long) game (literally an hour minimum, I've had four hour long matches that were  inconsequential)

give tank 3 passes and no rocks and there will be no running the tank back to force AI on long open maps.

stop playing finales on 5 map campaigns too they're all trash and boring and take too long, no one wants to watch or be a team that kills the first tank on death toll then sits on the dock for 8 minutes, most of them are basically coinflips on the performance of the first tank particularly if there are hittables (dark carnival, death toll, hard rain), just stupid high variance bullshit

make the natural anti-bait horde timer faster, it never even comes close to going off because it's too long to be relevant, in many games sometimes you have to take a disadvantageous fight to avoid a worse one, with the bait timer being so long you can pretty much bait for just as long as people always have

hib

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Re: Regarding config changes
« Reply #7 on: June 11, 2017, 03:33:33 pm »
Not possible to do

I'm sure you can delete the prop data or something you and someone else implemented lol

sinclair

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Re: Regarding config changes
« Reply #8 on: June 11, 2017, 03:41:59 pm »

Fridays

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Re: Regarding config changes
« Reply #9 on: June 11, 2017, 10:04:56 pm »
remove rocks

bad in pugs, u literally have to be a babysitter against rock tanks (95% of the games currently played)

horribly bad in home/away matches if u want to continue the trend of international tournaments (International tournaments in a game without proper lag comp xd)

rocks slow down the already slow (ridiculously long) game (literally an hour minimum, I've had four hour long matches that were  inconsequential)

give tank 3 passes and no rocks and there will be no running the tank back to force AI on long open maps.

stop playing finales on 5 map campaigns too they're all trash and boring and take too long, no one wants to watch or be a team that kills the first tank on death toll then sits on the dock for 8 minutes, most of them are basically coinflips on the performance of the first tank particularly if there are hittables (dark carnival, death toll, hard rain), just stupid high variance bullshit

make the natural anti-bait horde timer faster, it never even comes close to going off because it's too long to be relevant, in many games sometimes you have to take a disadvantageous fight to avoid a worse one, with the bait timer being so long you can pretty much bait for just as long as people always have



Or make the timer for rock throws much longer so that most rock tanks become obsolete, but can still be used in some very open areas like parish 2...


« Last Edit: November 14, 2017, 08:49:15 am by Fridays »

NF

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Re: Regarding config changes
« Reply #10 on: June 12, 2017, 12:55:34 am »
I'm sure you can delete the prop data or something you and someone else implemented lol

The police car is in the normal Valve map, I didnt add it.

hib

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Re: Regarding config changes
« Reply #11 on: June 12, 2017, 04:53:40 am »
Ah... I guess you're right. There used to be an ambulance that was added in the back then. Unless valve took that off lol

 

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