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Messages - Sir

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31
The pairings are contingent on the previous round. One match still needs to be reported. The bracket will automatically create the round 3 pairings as soon as that is reported.

May I remind you of this particular section of the rules?

Quote from: The Rules
2.1.6 Deadlines
Because Swiss pairings are based on prior round scoring, the next round cannot be paired until all the results of the previous round have been reported.

Therefore, there will be a ZERO TOLERANCE policy for matches that remain unreported past the round deadline.

If I'm not mistaken, that means both teams take a loss.
Teams that actively participate in the tournament and try to schedule their matches on time should not have to depend on this.

32
Confogl & Miscellaneous / Re: Update the map score?
« on: January 11, 2018, 11:10:34 am »
Depends on if the Server has the plugin loaded or not.
The correct method to modify the score is to use !setscores <survivor score> <infected score>
The scoreboard may display wrong values for a bit, but it'll fix itself eventually, so don't worry.

33
Looking & Recruiting / Re: [lookin] nevermore
« on: January 07, 2018, 05:32:26 am »
Good lad, would pick him up if I could carry all that weight.
Jokes aside, definitely someone you'd want in your team's starting position.

34
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: January 07, 2018, 05:31:30 am »
Hi all, how are you doing?

Howdy thurr!

Both Zonemod 1.8 and ProMod Elite are exclusive to their steam group servers.

The difference being that Zonemod has been public all this time, it's simply in a safe "test environment" as it's receiving its final touches.
It is in my opinion that a config that aims for "main" competitive play should not be limited to a single Server Group.
Especially not if it's going to be used for bigger Tournaments.

I am going to make an assumption and say that Sir turned on his servers because of eFreak banning Danne.
That is quite an assumption to make there my friend, I mean.. Danne's a good pal, but I wouldn't invest money in a bunch of Servers just so he has a place to call home. Heck, screw that man.
As far as I know, Danne wasn't even banned when I started up my Servers again.
Besides, everyone knows I'm an on/off switch, flickerin' lights, all that jazz.

An ex-eFreak admin by the name of BCK and someone else(I don't remember) were watching Danne play.  They recorded a video and reviewed it frame by frame and believed that his crosshair at different moments was autolocking onto commons.  They made a decision and banned Danne.

I think the problem with this is that the video was never shared AFAIK, multiple requests were made to share said footage, but it never was.

I then removed BCK and Jay from staff for being unprofessional and other internal reasons.

BCK?
The same admin that banned my good old pal Danne? :-X

35
General / SirPlease: Cold Reboot - Semi Finals
« on: December 25, 2017, 06:47:13 pm »


The "Semi Finals"
Basically.. Round 2.



Match #1:
:Alexlowbrow: VS. ZANSHIN 残心

Currently Scheduled at: Wednesday, 27th @ 4PM CET (10AM EST)
Stream(s): Unknown.



Match #2:
Anime Trump VS. Team Florida

Currently Scheduled at: Saturday, 30th @ 11PM CET (5PM EST)
Stream(s):
- Team Florida PoV: Dusty



R E M I N D E R

Tournament Staff:
  • The Tournament Director: Sir
  • Assistant Tournament Director(s): Danne

Crucial Info:
  • Games have to be played on Zonemod 1.7.3 and on the SirPlease Servers
  • Make sure you're aware of the Ruleset, as this ruleset will likely only receive very small updates for future Single Elimination Tournaments.
  • Home/Away games are allowed in this Tournament, as long as the teams can't agree on a neutral Server.
    • Keep in mind that you're limited to the SirPlease Servers, which means you're restricted to the provided NA and EU Servers.
    • If teams are unable to agree on a Server, contact the Staff.



Frequently Asked Questions

Q: Why wasn't there a post like this for Round 1?
A: Mostly because L4DNation had been "down" for a while and a bunch of stuff that I had to work out.
It might look like it was laziness, but I was just too busy and.. yeah, no, no excuses here. Should've just kept you guys posted. Forgive me.
:(

Q: Why is the Tournament only Single Elimination, especially with 8 Teams?
A: Because this is a small Tournament, I wanted it to be short and sweet so that it wouldn't interfere with upcoming events!

Q: Why is this posted in the General Section?
A: Because there's no subforum for SirPlease Events (yet!), and an announcement is a bit much. :P

36
News / Re: Announcing the efps 2018 Winter Tournament!
« on: December 25, 2017, 01:30:18 pm »
3rd Party Sponsoring:

- SirPlease will be sponsoring the Tournament with an additional $100, which will be given to the 2nd Placed Team.

Config Notes:
  • The Github right now is not completely up to date, I will make sure the Github is fully up to date before tomorrow.
    • For Server Admins this means: DON'T UPDATE YET.
    • For Players this means: DON'T ASSUME THIS CHANGELOG IS FINAL.

37
News / Re: SirPlease: Cold Reboot - Small Tournament
« on: December 06, 2017, 07:14:21 am »
1. Wall kicks: https://www.l4dnation.com/confogl-and-other-configs/wallkicksbackjumps-in-4v4/30/
    - 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.

The thing is that allowing wallkicks back then were taboo.
Nowadays people are very much used to it and enjoy their "ez wallkick" on an unsuspecting uzi player that rushes around corners.
Also, see [!] below.

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.

I feel it's both a nerf and buff to the hunter, in a way.
A nerf as in that players are now more likely to feel the risk is now worth it, getting themselves either skeeted and/or ruining a good attack in a good spot.
A buff as in.. well.. I think you can do the numbers :P

[!]I regularly update the config whenever I feel there's enough ground for an update, whether that being setting tweaking, feature additions or even feature removal.
You should know that I'm not afraid to toy with ideas that I have and that I don't have a difficulty with removing stuff that just doesn't work out.
We'll just have to see how it plays out! (:

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.

In a way, yes and no.
Personally I've always liked Quad Caps, I mean.. just look at Apex!
However, after Apex not getting the attention I felt it deserved, I decided to stick with the regular SI line-up.
I've decided to give Quad Caps another go, but this time in a main-config, just to see how it works out, after seeing the positive feedback on quads in Promod Exclu... Elite. 8)

If I feel it destroys our so called "balance", I don't have a problem with adjusting it in multiple ways.

I figured people 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.

Other SI have been receiving buffs on a pretty regular basis and will continue to do so if necessary.

For Example:
  • Removing Melee Weapons from the Saferoom: This has a pretty big impact on how games play out, especially on the first few hits when the Survivors are almost guaranteed to not have found melee weapons yet.
  • Increasing Jockey Ride Speed with 8%: As if Jockeys weren't annoying enough already, they have an easy time punishing bad Survivor play as well as a coordinated SI Hit, as they get away much faster.
  • Not being able to fully Level a Charger: Chargers no longer fear a melee holding enemy in a close encounter, nor do they need to pray to RNGesus to not get killed in one swing.
  • Smokers being able to pull their victim through common Infected: Getting a sweet pull now actually rewards you with your deserved ticks of damage and/or incap, rather than tearing up inside because one or two common decided to block your pull.


38
News / Re: SirPlease: Cold Reboot - Small Tournament
« on: December 04, 2017, 08:03:07 am »
One thing that sucks about DP's in l4d2 is that hunters are sometimes so high you literally never hear them, So your only hope to avoid a 25 or now 35, would be just hope the hunter misses or always stare at the sky.

While I know that the sound issue (heck, all sounds in this game) is frustrating, I feel that going for a high damage pounces leads to an increased risk of being spotted and being easily evaded and/or taken care of, in the case of Survivors that keep up their awareness.
I don't feel like all 4 of the players need to be on the lookout for a damage pounce at all times, one aware and communicating player should be sufficient.

SI should be rewarded for landing such a high pounce, and Survivors should be punished for not paying attention to their surroundings.
This case is much different compared to a silent jockey.

I'm not sure if zonemod has the thing where ONLY unsilenced uzi has slowdown on tank still, but I think it's something that should be changed/removed if it's still there. I think it's too weird of a niche, even if you play and see both uzi's being used a person is going to have a hard time even perceiving that information. I think be default unsilenced had slightly more slowdown because of faster fire-rate and had better accuracy for less damage, which were good strengths/weaknesses. One having slowdown and one not doesn't seem very intuitive IMO.

This was a thing in the earliest releases in Zonemod, it then transferred to Apex and was removed from Zonemod.

39
News / Re: SirPlease: Cold Reboot - Small Tournament
« on: December 04, 2017, 06:19:10 am »
Funny Gif

Please elaborate, actual feedback is always better and more useful than a funny gif.
Don't be shy!

40
News / SirPlease: Cold Reboot - Small Tournament
« on: December 03, 2017, 06:32:31 pm »


Finally, another "Tournament"
Whilst small in size, this is merely the start of a lot of upcoming Events.



Prize Pool: $100
1st Place takes it all..

Sign-ups: > CLOSED. <
Sign-ups have closed on Thursday, December 14th.

Brackets: > HERE <
Games are.. LIVE!



Tournament Staff:
  • The Tournament Director: Sir
  • Assistant Tournament Director(s): Danne

Tournament Settings:

Maps
  • Round 1: Death Toll.
  • Round 2: Dark Carnival.
  • Final Round: The Parish.

Crucial Info:
  • Make sure you're aware of the ruleset, as this ruleset will likely only receive very small updates for future Single Elimination Tournaments.
  • Home/Away games are allowed in this Tournament, as long as the teams can't agree on a neutral Server.
    • Keep in mind that you're limited to the SirPlease Servers, which means you're restricted to the provided NA and EU Servers.
    • If teams are unable to agree on a Server, contact the Staff.

We will be running all of our Events through the eFPS Website, so if you haven't registered there yet.. what are you waiting for?!

41
News / Re: Zonemod v1.7.1
« on: November 25, 2017, 04:53:09 pm »
After a few reports and eventually a first-hand experience, I can conclude that a plugin is crashing the server.
Namely the one that takes of the SI Rotation, in order to hotfix your Servers you can delete addons/sourcemod/plugins/optional/zonemod/l4d2_fix_si_spawns.
I'll bring it back when it's fixed.

As of this post, I've updated the Github.
If you have downloaded the config before this post, check out yer Server.
My apologies for the inconveniences caused.

42
News / Zonemod v1.7.1
« on: November 24, 2017, 04:58:25 pm »


Finally, a ZoneMod changelog!
Yeah.. it's been a while since I posted a Changelog.. eheh.

Intro:

Most of you have played Zonemod in the past or still play it every now and then.
For those of you who are unfamiliar with Zonemod, the entire changelog can be found here.
Most of you have probably played v1.6 last and have only missed the 1.7 Update, so I will be posting the 1.7 + 1.7.1 Changes.
I'd love to hear your initial thoughts are on these changes and perhaps you even have some suggestions for the config :D

Info for Server Admins:

I take pride in being able to say that this config is by far the easiest to setup for clean servers and to update outdated Servers.
Starting with v1.7 I'll be adding "Update Packs", which will allow you to easily update from older versions (starting from 1.6).
These packs will only contain files that need to be updated, making it far less likely that your personal adjustments get ruined.

This makes it really easy to distribute the config and have it working properly, thus making it easier to get Servers together for Events and to get much more reliable feedback regarding bugs.




Changelog:

[Infected]
  • General:
    • Spawntimers have been decreased by 1 second, making it 14.

  • Charger:
    • Punch Damage increased to 8.
    • First Punch deals 5 Damage.
      • As requested, the Charger can now easily bash people to Death again.
      • In an attempt to refrain from spawning just to get easy damage in, the first punch will do less damage.

  • Jockey:
    • Increased Jockey Ride Speed with 8%.
      • Buffing the Jockey slightly, allowing him to become a bigger priority in terms of who to clear first.

  • Tank:
    • Tanks will now start losing frustration 1.2 seconds after losing LOS (Vanilla is 2 seconds)
    • Keeping LOS of the Survivors will fill your rage bar by 5% for every 4 seconds of LOS held.
      • This change might seem scary, as it could potentially keep a Tank at full range for long periods of time, fortunately this is the first test of many and settings will be tweaked accordingly.

[Weapons]
  • Melee:
    • Melee Weapons have now been removed from the Saferoom.
    • Melee Weapons now have a Limit of 2 in 4v4 and 3v3 (1 in 2v2 and No limit in 1v1)
      • Melee Damage on Tank has been reset to it's Vanilla value to balance these Nerfs. (300)

[Bug Fixes]
  • Spawn Rotation:
    • Fixed a Bug that would cause non-full Infected Teams constantly getting stuck with at least one Support SI on every hit.
    • The Spawns are fixed and the rotation will work as intended now.
      • As fun as the quads were, they were unintended.



Download:

Config Download
Leave your feedback/suggestions in the comments!

Final Words:

You can always reach me on Steam or contact me through Discord.. speaking of Discord, y'all should come hang out on L4DNation's Discord.

43
Custom Campaigns & Mapping / Re: TRS's Lost L4D Campaign
« on: October 21, 2017, 02:19:32 pm »
https://go.twitch.tv/videos/5213576

Turtle Rock Studios devs play through The Dam and discuss the plans and new mechanics they had in mind for the campaign -- including a new finale type with 4 (!!) Tanks

Interesting, looks like it would've been an awful map for versus though considering it was so open. (Like, sure, it was unfinished, but eh)

44
Left 4 Dead 2 / Re: RAGE COMICS ARE BACK!
« on: October 10, 2017, 10:58:48 am »

45
Offtopic / Re: keyboard recommendations
« on: October 10, 2017, 10:57:27 am »
With that budget you're likely to only find a few Corsair boards (in terms of decent brands) for keyboards, you'd find a lot more if you upped it slightly.

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