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Messages - Fridays

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Confogl & Miscellaneous / Re: OpenMod
« on: April 17, 2019, 10:19:30 pm »
ah yes promod 5.0 back in development hallelujah

Left 4 Dead 2 / Re: RAGE COMICS ARE BACK!
« on: March 29, 2019, 11:41:11 pm »

Left 4 Dead 2 / Re: RAGE COMICS ARE BACK!
« on: March 29, 2019, 08:17:24 pm »

Hackers & Cheaters / Re: Legit or hack?
« on: November 19, 2018, 08:59:22 am »
10 fps video [✓]
Windows activation notification [✓]
ooga booga language [✓]

General / Re: ..............
« on: July 23, 2018, 12:55:23 am »
Allow custom huds because the info for how many bullets your gun has is incredibly small on 16:9 monitors........

also custom crosshairs?

News / Re: SirPlease: Cold Reboot - Small Tournament
« on: December 18, 2017, 12:03:44 am »
The real problem with this tank is that the 80% tank gets three hittables, and the 15% tank gets zero. That's why you can't bully the 80% tank like you can the 15% tank.

Well exactly. You can't push the 80% tank and trying to LOS it isn't much easier with only 2 trees and the cupboard. Surely adding cover in the bottom area will balance that out- maybe even limit the tank to only 1 car on top of the hill. This tank and the 10% tank on Death Toll 1 have always been fundamentally flawed because they don't offer enough cover for survivors with the only other alternative being very difficult because of hittables. Surely a minor buff is warranted when the balance is so unevenly weighted..

News / Re: SirPlease: Cold Reboot - Small Tournament
« on: December 16, 2017, 05:31:15 pm »
Survivors can just counter him by playing more aggressive. But yeah, it would definitely help so SI could get spawns as well.

I personally recommended that we make a wall near that billboard area so SI's can come from a lot closer. Also removing the back bush towards the right side of the saferoom (the one near the car to the right)

I meant the late tank on the hill (80%), although I agree about the low percentage tank you were saying- always thought that the grass should extend out further so SI can walk through it without being seen. Not to mention the tank could also use the added cover to reposition or commit instead of having to run straight down the middle and lose 90% of its health before it even gets to the survivors.

News / Re: SirPlease: Cold Reboot - Small Tournament
« on: December 15, 2017, 04:15:05 pm »
Will there ever be props added for survivors at the saferoom tank on dark carny 1? Its very difficult to LOS especially when the tank uses that ledge which you can't see from the trees..

News / Re: SirPlease: Cold Reboot - Small Tournament
« on: December 04, 2017, 09:30:16 pm »
1. Wall kicks:
    - Read the argument for removing wall kicks and ignore the myopic counter-argument/shitposting - It's pretty clear that removing them is the better option.

2. 35 damage DP: The logic behind it is agreeable but I think 35 is too high, 25 is already effective enough. Either way I don't think hunters need any buffing, its the abilities of other SI that need to be rethought which is why people want quad caps in the first place.

3. Quad-caps: I'll assume this comes as a reaction to Promod. I'm no cryptologist but what I could get from Grizz's egregiously explained post is that having quadcaps/2 hunters is meant to stop run-&-gun and to also buff the SI. I don't know how many times I have to post it but there is better ways to introduce a stronger SI than just adding more hunters. Adding 2 hunters just seems like a cop out because they are the fastest and easiest SI- If the SI aren't able to cap survivors like they used too then buff the hell out of their abilities ie no smoker tongue cuts, no self-clear on smokers, decrease the disablement time after being m2'd as a Jockey so people have to run backward and shoot it instead of pulling a melee out and killing it, remove one shot melee kills on every SI except boomer/spitter, decrease the disablement time on spitter and boomer after using their ability, increase the speed of every SI or atleast increase the initial acceleration, the list could go on forever. Nevertheless the cumulative changes in Zonemod like the witch being removed, has taken years for 'players of expertise' to accept or so it was thought but I guess you can lead a blind mentally deficient horse to water but you can't make it drink can you. I'd urge to keep the quad-caps otherwise people mightn't want to play on it.

News / Re: SirPlease: Cold Reboot - Small Tournament
« on: December 03, 2017, 08:27:18 pm »

News / Re: Zonemod v1.7.1
« on: December 01, 2017, 06:26:14 am »
It might be an idea to make the rage regain scale with the number of SI alive or as ghosts. So for no SI alive/ghosts, the tank regains what it is currently at, punishing the survivors for not LOS'ing while all the spawns are down, but for each SI that is up or alive it decreases in reward until all SI are ghosts or alive with no reward for the tank at all. That way, tanks won't be able to regain rage when the survivors are anticipating the SI like a good team should be (ie moving from a covered area to an open area to best handle the hit). The addition definitely rewards the tank for bad survivor play but it seems unfair to reward the tank for survivors moving into easier/open areas to take on the incoming hit which is what any sensible team would do..

Edit: To clarify- Tanks can potentially regain rage for no reason and can even abuse the mechanic for rage just by delaying the hit for aslong as possible (since the survivors won't be LOS'ing the tank while all SI are up and ready to hit)

General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 23, 2017, 03:20:10 pm »
actual after looking at it you're right about that woops

General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 23, 2017, 03:11:34 pm »

m2 on a hunter in version 1.0 from a sg player

General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 22, 2017, 09:50:02 pm »
What Grizz's original post stated:
1. PM:e is meant to challenge survivors "directly", ie stronger SI, decrease "hold W" mentality, emphasis on team cohesion and less solo fragging
2. PM:e is meant to make "positioning" more important, ie baiting, temp health damage sponges, map dynamics etc

How the config is not achieveing these goals:
1.-2. Quad-caps aren't incentivising survivor positioning or cohesion at all, hunters get skeeted 70% of the time in pugs and even more in scrims. Being able to eliminate 2 SI instantly with SG does not incentivise positioning (baiting), it favours run and gun. If you want to stop 'run and gun' survivors you need to reward players for baiting and punish players for not stopping when the SI are ready to attack. IMO Zonemod 1.7 is already leaning in that direction since spawn rotation is now 100% reproducible, meaning Si can get the optimal hit for a given position in the map. If you reward SI spawn rotation with more damage than just throwing your SI in asap, you'll actually give the survivors a reason to bait. Having 2 hunters doesn't reward smart SI play in the slightest, in fact it actually benefits teams who throw their hits at the survivors regardless of map positioning. Which results in run and gun survivor play.

Another reason why this config is failing to incentivise baiting is that it still has not addressed the issue of melee weapons- Being able to full level a charger is not difficult and often times can occur unintentionally. Why reward survivors for something that requires little to no aim or skill? On top of that, being able to eliminate another SI instantly does the exact opposite of incentivise baiting. Levelling a full hp charger does not encourage positioning, it favours individual skill and run and gun play. I'm going to go out on a limb here and say that there is too many melee weapons for the survivors in pm:e and in zonemod. Melee weapons are probably the number 1 aspect of survivors that allows teams to run through a map unscathed. No SI should be able to be killed with one hit from a melee at full health: If the SI are that close to survivors and have full health why are they being rewarded for not using their primary? The purpose of baiting is to disrupt SI spawns and get as much damage on them from a distance. Being able to kill them full health at point-blank range doesn't encourage that.

Spitters should be useful for SI but overall being able to land a synchronise attack should be more important that smoker>charge>spit. SI should be rewarded for getting the most optimal spawns for a location instead of simply landing the same attack every time. The spawn rotation in ZM1.7 fixes the issue and should definitely be apart of pm (unless it already is idk). Self-clear shouldn't exist IMO although I think a better buff for smoker would be to disable tongue breaking, that way having a smoker in certain locations might actually make baiting a hit worth it. It is worth considering buffing SI's abilities instead of their damage values.

For the spitter, IF POSSIBLE, make the spread of the spit more larger while making the ticks of damage less, so that it balances out (i guess).
Why? Have players suddenly started missing spits? Not exactly topical. Alternating spit damage is a good compromise since the damage accumulation over time isn't linear anymore. Survivors should be rewarded for clearing quickly and punished for clearing slowly. The counter effect should be that spitters get rewarded for landing their spit asap on a capped survivor or potentially before the cap lands, making it easier to land the spit seems irrelevant when the only time SI would be benefited is when the survivors are in a small area.

tldr config hasn't made baiting as important as it ought to be if that is the inclination Grizz has theorised just my opinion

General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 21, 2017, 04:10:16 pm »
So is this going to be a tournament of what the community wants or what you want? Because this mod is a buggy piece of shit. Zero polish and terrible mechanics, It's like old promod with a fucking sticker over the top.

haha /thread

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