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Messages - Fridays

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16
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 13, 2017, 06:23:45 pm »
The m2s aren't consistent. Sometimes a shotgun point blank m2 a hunter in the air more often than it should happen. Yeah accidental m2's happened in configs like acemod but not this often. The hunter getting "glued" to the ground happens alot where you don't get any stumble animation like you should when you get m2ed on the ground. You just kinda stay in your crouched position and its hard to tell when you're getting up Imo remove m2s or enable them completely with no shitty changes and little rules like "only uzi can m2" this middle ground we have is borderline dog cheeks. It's either m2s need to be REMOVED or added back in unchanged with this uzi m2 and hunter gluing shit. I know Jacob probably doesn't have much time or what not so its no big deal..But this needs to be resolved before the tournament.


it almost seems like the excess of threads about this in 2014 actually meant something.....


17
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 10, 2017, 11:03:59 pm »
Hey whatsup Friday, um so the context for the word (exclusive) it just means a cfg meant to accommodate to or is being designed for teams, it's not in context to a super secret tree house community or club, it's just taking forever for Jacob to work on it I guess and polish it up.

Could you use proper english and just answer the question instead of using using cryptic language to tip toe around it, thanks.
The only thing one can infer from this is that the config won't be made public until its finished, which is all well and good, just not sure why you can't just say that in two or three words..

Meaning a huge forewarning or set time which is inbetween day/night of the two for the week is probably our given solution, obviously it's selfish to just remove or just make them play 1 game on a server with high ping, we would be practically banning 2 nations from competing and like I said, it's not at all wise because it doesn't address the counter effects of the choice to just ignore the faults of an equation or problem needed to be solved. It just becomes a self inflicted wound which none of us on this thread want.

What on earth does this gibberish mean

18
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 10, 2017, 08:18:12 am »
Grizz,

Factionalising competitive l4d at this point is suicide for the community. Aus and Asia have adequately structured groups with many well organised servers with plenty of fair admins. It's 2017, why even play a match or scrim if you know your opposition is going to lose because you forced them to play with 250ms? I can understand a team doing that in an active community, however it doesn't make much sense for people to be doing it when there is >20 "teams". Some people in the US community will legitimately refuse to play on west coast in a scrim. What Arti said was spot on. Could you explain in absolute specifics what your motives are behind making the config 'exclusive' to efreak? I think that is the biggest oversight of all.

19
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 08, 2017, 01:16:42 am »
potentially play the two games are encouraged to; just we will not compel teams to play past normal hours, 2 games, or on asian servers if they are not able to.   

You're a complete moron if you think 'encouraging' teams to accomodate for asia/aus is going to do anything. If a team can get away with making the opposition play with a ping disadvantage, every single team will without a doubt. What a joke..


Is the config going to be made public at some point?

20
Left 4 Dead 2 / Re: RAGE COMICS ARE BACK!
« on: November 07, 2017, 06:10:50 pm »

21
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 03, 2017, 12:02:52 am »
This config is meant to revive the competitive community but the admins have decided that the tournament will not accomodate for Asian/Australian players (Which have made up 40% of participating teams in the past) because "its too much hassle" to play with a higher ping in those regions. What kind of progress is this meant to be?

22
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 01, 2017, 11:54:40 pm »
If you're going to allow jumprocks, then add a jumprock bind which has a cooldown.

23
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: October 31, 2017, 08:11:54 pm »
The easiest solution would be to add a bind that allows for over-arm jump-rocks. Similar to the plugin that added rock selections.

- If you can't enforce a 'no scripts' policy then the most logical thing to do would be to allow anyone to do it so that scripters no longer have an unfair advantage. Jump-rocks aren't exactly game changing aswell, at best they allow for better commits and easier rock-tanking.


Fridays: Survivors should struggle and yes, limp their way to the saferoom... When you say "No one likes limping to safe-room after a 20% rock-tank, its just not enjoyable." I completely disagree with you in the sense that the other alternative makes SI completely miserable to play. Not only that, but there's also less room for improving as survivors.

- I agree with that. Acemod definitely made SI dry to play. But my point was that at least in a pug situation players aren't really fussed with bleeding as soon as a round starts because of a long tank. People don't care enough to LOS in pugs and it leads to a boring 'war of attrition'. Don't give survivors lighting guns like acemod, just make it so that tanks commit for pug matches. This could just mean that rocks don't refill rage in pugs.

Survivors shutting down SI with laser-beam accurate uzi (acemod?) makes playing SI miserable, and nothing fun ever happens. The window of opportunity to multicap is so small because you can clear incredibly fast with acemod uzi. Good luck getting anything done with your attacks.

- Agreed. I think Zonemod found a pretty decent balance which I hope this config adopts.

For bhop, same thing applies. You can land a single bhop off a roof with the SI ghost speed and you get a sick spawn. Nobody will notice. That is also easily scriptable. SMAC only detects if you land a couple bhops in a row.

I'm not saying to not introduce back those features / bugs, but keep in mind that this issue will rise again and we can only be suspicious of people. If you have a rule in place like "no jumprock scripts" and have no way of enforcing it then that rule is useless, and so either disable jumprock entirely or allow it. Otherwise you're putting a rule with no consequences.

- Bhop definitely doesn't have a place in competitive. I still think the best way for enabling jump-rocks is to add a bind, while disabling the player from performing it themselves. You could even add a cooldown(8 seconds?) on the jumprock bind so that tanks cannot spam them.

24
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: October 31, 2017, 12:02:37 am »
In regards to the "favourable to pugs"

- The only thing thats going to make pugging better is making tanks not last for ten years like they always seem to do in pick up games. People just don't care enough to LOS tanks in pugs and leads to survivors not making it to saferoom most of the time and its pretty boring. Out of all the pugs I've seen on this new config, its pretty obvious nothing has changed, teams are still getting demolished and wiped due to a lack of care/skill being presented before and during the tank.

- Allowing teams to choose tank percentages means we'll have the exact same tank being played every match because there is obviously a spectrum of tanks in each campaign that have varying difficulty. People will obviously choose the most difficult one each time. Im not sure how this contributes to a more balanced meta, if anything it just makes the tank even more difficult. Also, does that mean that the teams can choose different tanks in the same round? Because if that is the case, people will choose the earliest tank 80% of the time.

- About the godframes: seems way to punishing

- Without rock-tanks, the meta would be extremely boring- But surely we have realised that map design simply does not accommodate for much balance in a lot of situations. Making rock-tanks more important is definitely a good idea however there is so many map percentages that gives the tank an extraordinary advantage even in survivor sided configs like acemod. Surely tanks should be put under more pressure when they play as rock tanks, for example increasing the time that a rock throw takes to reload. Atleast if you are going to make the tank more powerful from a long range, make the survivors LOS more effective or add more deagles. Buffing long distance tanks would mean that Home-Away matches would be even more unbalanced, not to mention players struggle to los in pugs without someone screaming over mumble. Long-range sided tank configs definitely make meta less linear (linear in terms of eq3 etc) which is certainly a good thing however if you are going to buff them in this manner it seems logical to buff the counter-balancing aspects on the survivor side too (example below)


                                                                                                                                                                                                                   

(Extremely basic and condensed obviously things change situationally)

 least skilled rock-tank  >--------------------------------------------------->  Most skilled rock tank
 
  - Does not land rocks                                                                      - Synchronises rocks and lands them
  - Bad at keeping sight                                                                     - Able to keep good sight and rotate succesfully
  - Takes unnecessary dmg                                                                - Takes minimal dmg
  - Loses rage quickly                                                                        - Does not lose rage/wipes

 Least skilled Survivors >----------------------------------------------------> Most skilled survivors

  - Gets hit by rocks during attacks/no attack                                      - Avoids all rocks during hits/no hits
  - Does not LOS effectively while SI is down                                       - Maximum LOS, able to rotate into most optimal spot for next hit
  - poor use of opportunities to chip/inappropriate use                          - Chips tank optimally (Forces a low hp commit or sends it AI)
  - Unaware of tank pos, poor LOS'ing                                                 - Aware of tank pos, LOS at right time, shoots unavoidable rocks: Survives

- Terrible diagram but the point is, if you make it easier to be good at rock-tank then you need to make it so that better survivors will beat worse tanks. In this config, the tank has been made easier thus the better-survivor team should be rewarded more for playing closer to the 'most skilled survivor'. A competitive config should look to reward the best possible survivors and the best possible tanks more than the worst and by making it easier for bad tanks to succeed, that balance is being thrown off. If rock tanks are to be buffed then the survivors counter-measures need to be buffed as well. This would likely come in the form of increased rage decay and decreased rage-decay onset (+longer reload for tank rocks). Plus thats not even factoring in other variables such as poor map design..


                                                                                                                                                                                                                   



I think for a 'pug' config to work you'll have to make rock tanks negligible (Make it so that rocks don't reset rage? quick games a good game). Because the levels of satisfaction that people are showing towards the current config is unchanged if not decreased in pug's- No one likes limping to safe-room after a 20% rock-tank, its just not enjoyable. On top of that I've noticed survivors can hardly make it to tank with green health because of SI damage, primarily due to spitter. I also agree about having a standardised config that is the same across different match modes, it really sets a standard of play. However on that note I have no clue how you would decrease rock tanks in pugs but still have the complex meta that tourny matches have. I would speculate that the most major issues confogl/promod/etc has is map design in regards to tanks. There is numerous tanks that are near impossible to LOS and it makes playing them in pugs not very enjoyable. It should be possible to make a config that is fun and survivable in pugs but also favour high level strategy. I enjoy this config however I think it needs a lot of balancing before it can surpass its predecessors. And it would be amazing if for once long-standing meta issues with the tank were addressed so we no longer had to put up with guaranteed wipes and near impossible LOS percentages.

25
Left 4 Dead 2 / Re: RAGE COMICS ARE BACK!
« on: October 15, 2017, 12:44:25 am »
bEsT Au

26
Left 4 Dead 2 / Re: RAGE COMICS ARE BACK!
« on: September 07, 2017, 10:51:27 am »
.

27
Hackers & Cheaters / Re: How is that legit kill?
« on: August 23, 2017, 02:46:58 am »

28
Hackers & Cheaters / Re: How is that legit kill?
« on: August 22, 2017, 04:47:13 am »

29
Hackers & Cheaters / Re: How is that legit kill?
« on: August 20, 2017, 01:30:19 am »

30
Hackers & Cheaters / Re: How is that legit kill?
« on: August 20, 2017, 12:37:36 am »

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