Author Topic: Pro Mod 5.0  (Read 18973 times)

3yebex

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Re: Pro Mod 5.0
« Reply #60 on: May 04, 2016, 02:21:41 pm »
Figured I'd get my thoughts on paper(or in this case, post).

Played two pugs with the current SMG/Uzi. Regardless of which weapon I use, I feel that I can safely deal with more SI now. Before this change, it was very likely that while moving my SMG/Uzi would take far more bullets to kill most SI. Tracking a Hunter while remaining mobile usually resulted in 25 - 30 bullets before it died, as opposed to now taking 15 - 20.

Overall, it feels really good right now and I wouldn't change a thing. The current problem right now though however is the following:

SMG/Uzi is not static spread, so firing at high/low angles literally turns it into a railgun(IE. Hunter skyboxing and you aim really high up). The shotgun used to have this feature before it was forced static spread.

SMG/Uzi while crouching has dangerously high accuracy for clearing. While it's great now that I can clear smokers on team mates from afar without using all 50 bullets, I feel that Promod has avoided adding in the sniper to avoid such long-range clears.

My only suggestion would be (if possible) to modify the drop-off damage of the SMG/Uzi, and possibly the shotgun. Right now (even before the SMG/Uzi accuracy change) both weapons still deal way too much damage out of closer rangers. Even if a majority of the bullets don't land, a single one landing still dealt quite a bit of damage.

This would also help buff tanks, as right now they seem to be taking a lot of chip before even reaching the survivors. Clearing horde also feels more consistent now.


Unrelated to the SMG/Uzi change.

With how high tickrate has gotten and how quickly SI are getting melted, I feel it's time to reduce the damage melee-weapons deal to Chargers that are not pounding survivors. Chargers should not be easily clearable before and during charging via melee-weapons. With the shotgun being as strong as it is already, and SMG/Uzi users getting more bang for their buck, I see no reason to keep the incredibly high damage of melee weapons to easily level chargers now.

Spit still feels like it does too much damage. Seeing someone get pounced spit usually results in ~20 hp loss which is pretty rough, and that's with maybe bad spread.

Something should be done with dual pistols, perhaps reducing the accuracy loss while shooting? I would go as far as saying remove the ability to M2(Shove) Hunters/Jockeys while having a deagle/pistol out to compensate for the increased accuracy.

There are not enough deagle spawns through-out the map. Furthermore, it's accuracy even while crouching/not moving is pretty bad. It's really strong as a downed weapon, and any buff to it's accuracy would make it effectively an HR in Promod. I'm not sure if there is anything in particular that can be changed with this weapon tbh.

Ramirez™

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Re: Pro Mod 5.0
« Reply #61 on: May 04, 2016, 05:13:20 pm »
shotgun should be buffed

fig newtons

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Re: Pro Mod 5.0
« Reply #62 on: May 04, 2016, 06:36:27 pm »

hib

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Re: Pro Mod 5.0
« Reply #63 on: May 04, 2016, 06:46:50 pm »
I agree with xbye. Both Uzi and shotgun need to add a bit of drop down dmg. It's range ability to clear is pretty OP.

I'd like the melee weapons to do 250 instead of EQ's approach of 200 on tank.
« Last Edit: May 04, 2016, 07:03:58 pm by hib »

lemowang

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Re: Pro Mod 5.0
« Reply #64 on: May 07, 2016, 06:20:15 am »
 :D :D :D Amazing updating, great revolution

xzhhzx222

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Re: Pro Mod 5.0
« Reply #65 on: June 15, 2016, 08:03:23 pm »
thx for the amazing match mode pack!
Although all the other staff works fine, sometimes players enter the wrong team when loading pm1v1. I'm using the defult cfg setting by the way. Is there anything I have to change in order to load the perfect team decision?(which means the winning team goes survivor first, right?)

epilimic

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Re: Pro Mod 5.0
« Reply #66 on: June 17, 2016, 11:00:57 am »
I simply stopped loading the plugin, as I already load TickrateFixes (Source / Plugin) to deal with Pistol issues anywoo.
The plugins loading together might even be causing the issue, but I can't confirm that's the case, as the source for the l4dpistoldelay plugin is nowhere to be found.

These lags had nothing to do with Promod itself, nor did the Promod Package come with anything that should cause lags.
With update, I was referring to my own update to the Servers, not Promod.


http://pastebin.com/Si4GYuHn
Here's the source code to the l4dpistolfixes plugin. It appears to be the same base code as used in tickratefixes with some modifications.
what what, in the mutt

Millennium

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Re: Pro Mod 5.0
« Reply #67 on: July 13, 2016, 05:29:31 am »
Hi everyone! I'm sorry, but I'm not experienced in Pro Mod gameserver. I have almost all turns. Only this prevents -  How to make the server automatically turn the match ? Before the game start, you need to enter !forcematch or that all were !ready. How to get around this, game started automatically?
Am use readyup.smx v8.6
l4d_ready_enabled - 0
but it requires to enter !ready.
And I know readyup.smx can not be removed.
Please help!  :-[

Visor

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Re: Pro Mod 5.0
« Reply #68 on: July 13, 2016, 10:26:45 am »
Right now there's no way of doing that out of the box. You need to ask someone to add the auto feature to readyup. (Don't ask me, I won't)

In the meantime you can !forcestart the game manually every time.
$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.

Millennium

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Re: Pro Mod 5.0
« Reply #69 on: July 13, 2016, 12:18:59 pm »
Right now there's no way of doing that out of the box. You need to ask someone to add the auto feature to readyup. (Don't ask me, I won't)

In the meantime you can !forcestart the game manually every time.
Thank you Visor. I think I know who I can help me...

THyroXIN´-

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Re: Pro Mod 5.0
« Reply #70 on: December 09, 2016, 03:34:50 pm »
Hi all,

Long time no see :)
Wow, happy to see Promod is still alive.
Is Promod 5.0 still with hp Bonus or finally with damage Bonus?

greetz

 

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