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Topics - fig newtons

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46
General / Stop derailing threads
« on: November 24, 2014, 03:28:39 pm »
The thread topic and content of the original post (OP) determine the subject matter for each thread.

All posts to the thread should be relevant to the OP in some way: either a reply to the OP, or a reply to a reply (and so on). Sometimes it makes sense to bring in related topics, but only if it contributes something illuminating and relevant to the discussion.

DON'T decide that the idea / proposal / opinion in the OP is stupid or wrong and declare a new topic for the thread. If the OP is wrong then everyone will ignore the thread. Make your own damn thread for your supposedly better idea. Seriously, we're getting tired of that shit.

DON'T feed trolls or continue off-topic discussions. "But he started it and I just replied" is NOT an excuse.

DON'T post in a thread to complain that another post is off-topic. Hit the "report post" button and we will take care of it.

DON'T hijack threads with the endless damage bonus / health bonus / hybrid bonus debates. This has gotten out of control too many times. There is a thread for this and it's exceedingly unlikely that whatever point you are making hasn't already been posted there (unless it's an unusually stupid one).

Discussion in config release threads should be related to that release. In general, thoughts and opinions are invited about specific changes in the changelog. Not general musings like "it would be nice if..." or shitposting about how Jacob has crapped in your cereal again.

47
Looking & Recruiting / [Recruiting] Srsly need a good 5th for next tourney
« on: November 07, 2014, 01:35:14 pm »
Edit: Full

48
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"

waiter
//<

49
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).

Discuss.

50
I didn't know I was on candid camera!

THE BANHAMMER

52
Offtopic / MOVED: An attempt to clear my name here.
« on: June 16, 2014, 02:09:58 pm »

53
Left 4 Dead 2 / MOVED: Left 4 Dead 1 Tournament 2014
« on: June 16, 2014, 09:16:30 am »

55
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

56
http://youtu.be/r7vm-ptLBNU

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.

57
News / MOVED: Equilibrium Cup #3
« on: May 12, 2014, 08:32:29 pm »

58
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?

59
Videos & Media / MOVED: Bhopping w/ Scroll Wheel
« on: April 15, 2014, 10:19:44 am »

60
Confogl & Miscellaneous / MOVED: Pro Mod 3.6.1
« on: April 12, 2014, 11:36:56 am »

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