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Messages - Simon

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marines lul VS. Salmon Catchers
Saturday 9:00PM EST // Sunday 1:00PM AEDT
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Confogl & Miscellaneous / Re: cfg
« on: December 07, 2016, 05:41:51 pm »
Hi, I just got off the toilet which is my place where I do my thinking for these kind of threads.

Speaking as an international player that mainly plays with red ping most of the time and seeing as how international this game is and is surprisingly a game that is still playable with high ping,  acemod is definitely more balanced for high ping players.

Promod enables the low ping players to just grab a shotgun, hold w and m2 everything in sight as they go on their merry way.

With acemod it evens out because you can't m2 hunters and the uzis are actually good which means that even with high ping you can actually kill stuff as opposed to using a shotgun which 80% of the time doesn't do much with red ping.

Coming to rocks is another thing that is in favor of low ping players, in promod a lot of the tanks you will have to play a rock tank which is significantly harder with high ping as everyone knows, it's much harder to curve and you can't even change the placement of the rock at the last second. In acemod you can simply roll in as theirs no slowdown and we have long arms so you can still do decent damage.

Now slowdown is the most retarded thing I've heard of compared to acemod and I fail to understand why anyone would want it back.

First of all, most people know that even a single person shooting at the tank when he goes for a punch will slow him down enough for you to juke or make him whiff and get away.

Most commits, the tank will get rekt by 3 uzis and massive slowdown and by the time he has moved 2cm from his original position, the tank realizes hes fucked and this is the point he goes for his last ditch jump rock whilst still getting railed by the uzis. If he lands it, he tells his buddies in mumble that he landed his 1 jump rock and that it was a good tank.

As Danne said, it's hard to believe that people think acemod tanks are slower than promod tanks in an actual game. While the promod tank does move at the same speed as the survivors base speed yes, the slowdown is so bad that he barely moves at all while the survivors can still run away.

Then the argument comes that SI come in to distract and survivors have to reload, right but were forgetting that when the tank is not getting shot at he does not get a magical adrenaline speed boost to instantly catch up the the survivors, he simply starts running at the same speed as the survivors to try and cover the massive gap that has been created while survivors are still running away at the same speed before getting shot at again.

Acemod the tank simply moves slightly slower than the survivors at all times which I believe is 10 units slower (220 vs 210) which means the gap between survivors and tank is much smaller compared to promod and he does not feel the effects of slowdown at all which even makes sense as the tank is bigger and heavier so he moves slightly slower but he doesn't feel the effect of bullets (especially from 1 person). This generally means in acemod tanks are a lot harder for survivors.

Also, the only reason uzis are limited in promod is because of the ridiculous slowdown which is not the case in acemod.

I agree that acemod is not perfect and I don't like some of the changes but it is a superior config to promod and a step in the right direction in general.

Another thing to note that from a competitive standpoint, besides changes that affect low ping vs high ping, both teams take turns at playing the exact same scenarios with the same conditions so regardless of the config, the better and smarter team will always win anyway.

Left 4 Dead is not like dota where there are new heroes and items etc being introduced that need to to be constantly re-balanced and adjusted. A lot of the changes made to configs in l4d were just because they could make changes even if they weren't needed. This game should of had an balanced config settled on long ago but here we are still trying to think of new ways to change it. This is a problem I see with a lot of community made games and content.

Finally I pray that L4D3 will have a decent competitive versus mode built in omitting retarded changes that doesn't need tweaking and everyone can stick to universally.

I would end by borrowing a similar quote from another game: "I fear the day when there are 736 configs and 4 players".

Thx 4 read my toilet thoughts.

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Videos & Media / Re: Hard Rain Map 3 - Elevator Frag
« on: January 13, 2016, 02:44:13 am »
A couple of time I done this somewhat intentionally, when I'm the last in the elevator I go under the gate then walk back out while someones spamming the button and you get left behind sometimes although in this case it looks like coach didn't even make it to the elevator which is strange. I think you can get smoked out as well like no mercy, not sure.

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RBT Tournaments / Re: RBT3 GRAND FINALS!
« on: November 27, 2015, 09:36:51 pm »
Ah okay fair enough, didn't realize you were going for jump rocks. We're used to just using easy one handers and curves all the time and thought maybe the underarm had some magical properties we didn't know about. Thanks  :)

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RBT Tournaments / Re: RBT3 GRAND FINALS!
« on: November 27, 2015, 06:30:42 pm »
I was not talking about jump rocks really, here is some examples of what I mean:

Good examples:
https://youtu.be/AmgDecqya0g?t=4128
https://youtu.be/AmgDecqya0g?t=4202

Not as good/debatable examples:
https://youtu.be/AmgDecqya0g?t=7106
https://youtu.be/AmgDecqya0g?t=7159
https://youtu.be/AmgDecqya0g?t=7132

https://youtu.be/AmgDecqya0g?t=1565
https://youtu.be/AmgDecqya0g?t=1585
https://youtu.be/AmgDecqya0g?t=3112

From the good examples you can see that it is illogical to use an underarm rock given the position of a tank in relation to an obstacle and where the rock will release from and it's trajectory to it's target. Even if the rock was released instantaneously you would not won't to use the underarm rock.

The rest of them can be debated but I would use a one handed rock in most of these cases.

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RBT Tournaments / Re: RBT3 GRAND FINALS!
« on: November 27, 2015, 08:27:52 am »
My friends and I are wondering why some of the players in these grand finals games keep using the underarm rock when they are next to a low wall/fence/rail that they will clearly hit instead of using the onehander/overhead rock which would have no problem going over the obstacle and getting the survivor easily.

Very interesting, anyone know?  ???

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General / Re: Source 2 Dota 2 Coming Soon :o
« on: June 18, 2015, 09:45:19 am »
I installed dota 2 again to play slide spongebob slide.

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In this picture: http://i.imgur.com/xItN2UX.jpg

Where my mouse is there is an invisible wall blocking the path to the coaster before you press the button. After you press the button that invisible wall is removed and you can pass through that bush.

Maybe you can use similar mechanic like that to put the invisible wall on the roof and then remove it when they move to certain position like cookie said.

Using a trigger that survivors pass through sounds good, I just wanted to show an example of the walls being removed if someone wanted to look at how it works.

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News / Re: Announcing CCR²T
« on: May 26, 2015, 08:12:48 pm »
I wish I had orange ping  :'(

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Videos & Media / Re: Historical L4D Media
« on: February 09, 2015, 08:13:59 pm »
This channel has some Australian L4D matches back when they actually had tournaments from gamestah/cybergamer if you want:
https://www.youtube.com/watch?v=E3W1X9pXVYo
https://www.youtube.com/watch?v=oBTgkge0ayQ

And a L4D2 match:
https://www.youtube.com/watch?v=H42_m5UvP2M

Pretty interesting watching these old games, some of the players still play sometimes too.

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From memory, Nikeon was fairly heavily involved in the running of it it, and he was active in the Eu scene?
I could be completely wrong.

I only brought up what I did, because if you'd asked most players within Australia/NZ, most wouldn't even have known there was an international tournament currently accepting sign ups. There wasn't a single post or push within our community, and I'd bet there wasn't much of an attempt within the Asian communities either (Eu, maybe?).


http://steamcommunity.com/groups/ausnzconfogl/discussions/0/616187203927656830/

 ???

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Custom Campaign Tournaments / Re: CCT3 Finals Round 2
« on: November 20, 2014, 07:18:15 pm »
I confirmed with Apollyon and asked Fish to cast our game with a slight chance of Dragon co-cast if he is awake.

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Custom Campaign Tournaments / Re: CCT3 Finals Round 2
« on: November 19, 2014, 09:35:17 pm »
Apollyon vs Salmon Catchers

Saturday 8pm EST
Sunday 12pm AEDT

Dallas first then Sydney.

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Custom Campaign Tournaments / Re: CCT3 Finals Round 1
« on: November 13, 2014, 05:59:37 pm »
FNATIC vs Salmon Catchers

Saturday 11pm (AEDT)
Saturday 3pm (MSK)
Saturday 4am (PST)

On the day we will get all 8 players and see which American server (Dallas or LA) gives the best ping and play one game on that one.

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