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Topics - fig newtons

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Looking & Recruiting / [Recruiting] Srsly need a good 5th for next tourney
« on: November 07, 2014, 01:35:14 pm »
Edit: Full

Left 4 Dead 2 / Waiter (for wait disabled servers)
« on: October 19, 2014, 11:03:52 pm »
Basically this lets you have two separate autoexecs and the script will run one or the other depending on whether the current server allows waits or not.

Full disclosure: I ripped this off some TF2 scripting website and retooled it to remove some bugs. I forget where.

Code: [Select]
//> Waiter
//  based on a wait permission testing script attributed to "G-Mang"
alias waits_enabled_message "echo WAIT COMMAND ENABLED on server. Scripts will have full functionality."
alias waits_unabled_message "echo WAIT COMMAND DISABLED on server. Scripts will have limited functionality."

alias waits_enabled_command "exec autoexec-waits.cfg" //custom commands to run if server allows wait command
alias waits_unabled_command "exec autoexec-nowaits.cfg" //custom commands to run if server disallows wait command

alias waiter "waits_reset;wait;waits_pos"
alias wait "waits_neg"
alias waits_reset "alias waits_pos waits_unable"
alias waits_neg "alias waits_pos; waits_unable"
alias waits_pos "waits_enable"

alias waits_enable "waits_enabled_message;waits_enabled_command"
alias waits_unable "waits_unabled_message;waits_unabled_command"


Confogl & Miscellaneous / Promod 4: Free spit is better than cap-spit
« on: August 30, 2014, 05:30:27 pm »
People joke about this, but it's true. Since the timescaling of spit damage was removed and godframes for hunter/charger were increased, free spit is seriously just better.

But is it a problem, and if it is a problem, how big a problem?

The good:

- Free-spit to separate the survivors is very effective: e.g. spitter-jockey combo / pounce a guy around a corner and spit in the door to block a clear / free-spit to split survivors 2-2 then do a 3v2 attack etc.

The bad:

- If everything in your hit misses, spitter can just press m1 somewhere near the survivors and get 12 damage for doing nothing.
- It's actually impossible for a low-hp survivor team to harden up and get distance with perfect play, because a single free-spit incaps everyone.
- All the team play aspects related to pounce-spit, charge-spit, and jockey-spit are obsolete since you always get more damage by letting a survivor stay un-capped in spit than by capping them.
- As survivor, it's better to get capped in spit than to land your m2 and juke out of the spit.
- As hunter, jockey, and especially as charger it's better to scratch and get m2'd by someone in spit than land.

My opinion
Overall, I think this is a Bad Thing(tm).


I didn't know I was on candid camera!


Offtopic / MOVED: An attempt to clear my name here.
« on: June 16, 2014, 02:09:58 pm »

Left 4 Dead 2 / MOVED: Left 4 Dead 1 Tournament 2014
« on: June 16, 2014, 09:16:30 am »

Hackers & Cheaters / 2014 VACban lollercaust
« on: May 23, 2014, 06:05:25 pm »
Post here with steamids and profile links of people who were VAC'd in l4d2 this year, and their new accounts!

Bonus: include the excuse. bhop.exe in pubs, speedhack in pubs, etc


Go to 35:00.

Kekkeri commits but doesn't get much. We know we have done 2-3k in damage, but he has brought in several hittables in dangerous places. Since it is illegal to hit moustachio, we decide to retreat into the saferoom to protect our bonus rather than risk eating hittables from a half-dead tank.

KissMe says: "The survivors have no reason to leave, and Kekkeri has no reason to commit."

Which is correct. He has no reason to fight us in the safe room, and we have a great reason to stay in the safe room. Infected can hardly do damage to survivors with SI in there, and I'm sure nobody thinks that it's a solution to say infected have to spend eight hours slowly chipping the survivors all the way down.

In the end we heard him punching bumper cars and decided to move out so that we'd be between him and the hittables. But we could have stayed in there indefinitely, which reduces this tank to a battle of wills. One can imagine similar situations on many safe rooms. It's pointless and the config should give a reason for the players to fight each other, not to engage in Mexican standoffs.

News / MOVED: Equilibrium Cup #3
« on: May 12, 2014, 08:32:29 pm »

Confogl & Miscellaneous / Some thoughts on restoring utility items
« on: May 01, 2014, 06:24:12 pm »
As we're all aware, a lot of items from vanilla have been stripped out of promod. A common complaint about that is that it removed variety from the game. Also, the lack of items means survivors' incentive to shop is diminished in favor of rewarding whichever team holds down +forward the best.

On the other hand, restoring the items as they are would be damaging to game balance:

- Molotov is a card that says: "Pick one: get out of tank free, or get out of witch free"
- Pipe bomb is a "get out of horde free" card that makes it pointless to commit tank with a boomer.
- Bile bomb is a "get out of a bigger horde free" card and it's very OP on some running crescendos and holdouts, e.g. Parish 2, Dark Carnival 4, Dark Carnival 3 coaster ramp.
- Fire cans can be a "get out of tank free" card on some tank spawns, and they're OP on other holdout events where they cancel horde entirely or force SI to get themselves lit before they can attack. Also you can light the witch with the fire cans
- Adrenaline is randomly OP or randomly shitty depending on where it spawns: it's OP on coaster ramp and Dark Carnival 4 crescendo, other running crescendos, during tank fights, etc. In some situations where multiple survivors are downed during a horde, it can give survivors a lot of extra distance just because they found an adrenaline. But it's pretty crappy elsewhere.

Here are some ideas I've been kicking around for how to get these items back in without ruining balance.

1- Add back one bile bomb per map. Nerf the effect's duration (by 1/2? 1/4?). Tank, witch, and SI are immune to bile. Now the bile bomb is pretty much a pipe bomb except it doesn't kill the commons. Optional: While in effect the bile bomb raises common limit by 25. (Maybe it already does this?)

2- Add back gas cans, fireworks, and propane tanks. SI, tank, and witch have permanent fire immunity. If survivors are able to efficiently carry and arrange the cans, and then shoot them at the right time, then they can get a reward. Note that c4m5 might need distance adjusted down, or else the third tank put back in. Optional: Buff FF damage done by gas cans and propane tank like in witch party.

3- Add back one random adrenaline per map. Set adrenaline_revive_speedup to 0.8 (default 0.5) for longer pickups. adrenaline_run speed set to 210 (default 240). That matches the default survivor run speed, but to compensate for less hp, adrenaline still gives the benefit of not being affected by common infected slowdown.

Best of both worlds?

Videos & Media / MOVED: Bhopping w/ Scroll Wheel
« on: April 15, 2014, 10:19:44 am »

Confogl & Miscellaneous / MOVED: Pro Mod 3.6.1
« on: April 12, 2014, 11:36:56 am »

Confogl & Miscellaneous / Combine m2 fatigue and melee fatigue
« on: April 08, 2014, 03:55:27 pm »
Reducing pre-fatigue m2s to 2 was a great change in Fresh that punished survivors who had been moving through big areas of the maps without hardly ever firing their guns. It put a bigger emphasis on intelligently clearing commons, team-clearing when horded, and avoiding getting commonlocked so that m2s wouldn't be wasted on commons.

But problems remain: survivors can sidestep this limit by swinging wildly into commons with blunt mêlée weapons and then hold down m2 when attacks come in.

  • It's stupid that when a hunter or jockey is pouncing in on you, you can pull out your mêlée and hold down m2, then hit m1 to kill it when you finally land your (fatigued) last m2.
  • It's dumb that your m2s are fatigued after two swings, but you can still pull out your machete and burger the fuck out of the tank as much as you want.
  • It's lame that if health bonus is vomited on and doesn't have a mêlée, but I do, I can pop the boomer on myself and cancel out the horde.
  • It's full retard that if the boomer vomits on a survivor with a fast mêlée, then infected haven't achieved much of anything from that except clearing the idle commons from nearby areas in the map. Survivors don't even have to team clear and routinely leave boomed teammates to fend for themselves with the horde while they move forward to shop, spawn tank, clear any idle commons, etc.

In EQ, deadstopping hunters is blocked, but this is an imperfect solution. Some people suggested over the years to limit held mêlée weapons, or take them out entirely. But we can't remove mêlée weapons without also removing the spitter; or else the charger becomes way too OP. Also, limiting them to 2 survivors reduces the problem in half just by nerfing survivors, not rewarding skilled play or punishing unskilled play.

Proposed solution: combine the fatigue of m2 and the mêlée. When holding a mêlée, survivors share the same recovery time between m1 and m2 swings, and fatigue with m2 is also fatigue with secondary m1. Now you'd have to actually shoot the commons and reserve your m2 and mêlée almost exclusively for specials, like Fresh originally intended.

Possible objections:

  • With lowered uzi ammo, it will be hard to kill all the commons. Good. Put the uzi ammo back where it was, and use your ammo more efficiently when killing commons.
  • This buffs charger; fewer mêlée swings free for charger, and it's harder to juke chargers due to more commons. This could be mitigated by moving more carefully, team-clearing boomer horde more efficiently, and, you know, popping the boomers in the first place. The point is to inhibit m2 spam into m1 combos on hunter, and to severely punish survivors for m2ing commons.
  • Horde-thick crescendos might be too hard for survivors, e.g.: Dark Carnival 4, Death Toll 4, etc. Probably true. Maybe adding mêlée weapons around these areas so that survivors can shop for them would help? Guaranteeing four mêlée weapons might balance this, but the fatigue would inhibit survivors telling the guy with the katana to chop through all the horde and "see you in the saferoom!"
  • Some tanks that can be taken in close quarters will be harder now since they can't be "burgered". Probably also good. Don't miss your shots on tank and don't get boomed on when tank is in.
  • Everyone will always prefer a boomer to a tricap when committing with tank. Doubt it. Lots of tanks are crappy for boomer even if nobody has a mêlée yet. And on the ones where boomer is good, you should be looking to get the pop anyway, right? Ask this: if you pop the boomer on their tank, why should they get to cancel your tricap by holding down m2, or cancel the 1-boom you actually landed because it happened that there was an axe on the map?
  • Survivor is hard enough in general as it is. For me, this is the most compelling reason not to do this. Some kind of compensation to survivors might be in order, but I'm not sure what to suggest yet.
Reposting Twisted's image for illustration
I thought this was seriously bullshit until I tested it out ( and you can literally do a fast 360+m2 to shove everything around you, if people actually do this then.. what the fuck guys..

its not hard to look and tap m2 once..

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