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  1. Yesterday
  2. Can't answer 1,2,7,8 - haven't had enough time to evaluate yet. However, the re-charge time for the smoker seems to take so much longer.
  3. Ah yea the hunter changes.. This is a bit confusing, so I can definitely see how it doesn't seem to make sense. According to my current understanding: Basically, the vanilla game message that says "[player] pounced survivor for X damage" doesn't actually represent the damage applied by a pounce in GC. This is because the damage is being handled by the points plugin, rather than the vanilla system. So as a result, the vanilla system will mislead you by saying you hit 25 damage, but since we changed the distances for the damage values in the points plugin, you actually might only have done 19, and really the only way to be sure is based on the points awarded for the distance. For example, in your video @ 1:27:38, the game message says "25 damage", but the points awarded was 7.8 out of a maximum 10 points for 25 damage (assuming player is not a bot and not incapped), implying the real damage was 78% of the maximum. SkyDiver requires minimum 20 damage, which is 80% of 25 damage maximum. And again, @ 1:28:27, game says 23 damage, but points awarded was 7.3, again under that 80% threshold for SkyDiver progress. I hope that helps clarify for now! I intend on looking towards a rework of this implementation, which I believe will ensure the vanilla message accurately reports the damage dealt while still allowing for changes to the distance values. I already have a good idea what to do, so hopefully won't take long to implement.
  4. I guess my 2 major takes are the following: First of all, how exactly do you get Sky Diver now? I ask because I landed four 20+ high damage pounces as the Hunter earlier today (with NONE of them being on incapped survivors), and I still didn’t get the Sky Diver achievement. I have recorded evidence by the way. Just check the time stamp from 1:27:10 through 1:29:33 (afterwards, I failed to land any more high damage pounces) on the 1st chapter of No Mercy down below: Do I need to land 3 PERFECT high pounces (aka the full 25 pounce damage) instead or something? Secondly, I DIG your idea of Survivors being able to see the health of the Tank now, Soda 😎👍 Yes, it sucks when your Tank ends up being wiped out by the Survivors quickly. In fact, that actually HAPPENED to me earlier when the opposing team killed me SECONDS after I bought my Tank before I even got the chance to heal first. HOWEVER, this recent change should encourage additional players to be more strategic when they buy a Tank. Unless they’re extremely confident, you shouldn’t really buy your Tank immediately after earning 50 points most of the time; especially now that Survivors can see your health bar. Either you could: 1) Save your future Tanks to earn some heal points (like around the 80 point mark in those lengthy rounds). 2) You could wait for some of your teammates to earn Tank points first. OR 3) You just have to make your first few moments as the Tank REALLY count while you still have green health. Instead of charging at the Survivors out in the open, you have the quick decision to throw rocks from afar, use different routes to punch a few Survivors before retreating back to a different path, or just stall for your teammates. Honestly, the BIGGEST positive to take from this recent update is that Tanks no longer feel invincible when you play as Survivors. It’s reassuring now that you can see how well your Survivor team is doing when battling a Tank. I can’t really say that this recent update has affected much of my gameplay as a Tank. I can still (help) wipe out the Survivor team with my Tanks; but I still have my fair share of failures as a Tank since the newer change. Aside from me occasionally forgetting that Pain Pills are worth 6 points now instead of 5 points, that’s pretty much my reaction & my analysis of the recent updates 🔥
  5. Poll #2 is live in Left 4 Dead 2 forum, go submit your vote!

  6. Last week
  7. This poll is a direct follow up to Poll #1. The i-frame changes I think are the only thing that hasn't yet been implemented from the changes post of April 12. Thus, it's time to give your feedback on the changes! Please also post a comment elaborating on your votes if you want to provide more details, thoughts, or questions! The poll will remain open until April 29th @ 12pm, but that doesn't necessarily mean nothing will change before then, depending on the results posted. Stay safe and have fun 😁
  8. We continue to transition to the new storefront and make improvements. You can also pm Soda, cc or me to get you into your reserve or if you need help or info about payments.
  9. Earlier
  10. Hey looney this is Ice Bear.  I paid the membership with paypal about 10 mins ago.

    1. looneypumpkin

      looneypumpkin

      Got you in, will take a moment to patch as it has to reload.

  11. balance via mechanics is better than a balance via numbers imo, ofc subject to plugin capability...
  12. In the immortal word of Mr Burns "Excellent"
  13. Exciting! Can't wait to try it out this weekend. Thank you to soda and everyone involved in keeping GC alive.
  14. Changes related to the community balance poll results: I hope you are all excited to see what is changing, have fun this weekend testing these changes and share your experiences and opinions here! Changes will be live shortly after this post, go play! Survivor Pills Results: 66% balanced, 34% too cheap. Proposed change(s): Pills cost +20% (5→6). Drug Pills cost -20% (10→8). Comments: Players who can get a lot of points know pills are abusable. Drug Pills is a great idea, but 10 points is too high to encourage players to use. 8 is more affordable, but still not insignificant to infected players. Tank Heal Cost Results: 75% balanced, 25% too cheap. Proposed change(s): Add tank visible HP bar. Will look as shown: Comments: As most players fall into the balanced category, we don't feel like a change to statistics may be necessary right now. That said, the main issue with tank heals is when it can feel like it is invincible for the survivors - which can be quite unpleasant. This plugin should help reduce that feeling, as survivors (and infected) will now know the condition of a tank, as well as how much impact they are having on it. This doesn't actually change the balance of the tank, but it does provide players with useful information that people may or may not like, so I look forward to seeing what everyone thinks after trying it. Rocket Jockey points & damage Results: 33% balanced, 67% too strong. Proposed change(s): Max Impact damage: -33% (15→10). Max impact distance +30% (1000→1300). Max damage impact point gain 4→3. Fix jockey ride damage per second: 12/13→8. 2 damage per interval, 4 intervals per second. Reduce interval start delay: 1s→0.25s. Comments: Jockeys have clearly been too strong, both for dealing damage, gaining points, and being hard to punish. These changes keep rocket jockeys as a unique player in the infected kit, and keeps them hard to deal with, but brings them to a level where the infected shouldn’t be able to farm them so effectively and reliably. Smoker Effectiveness Results: 83% too weak, 8% balanced, 8% too strong. Proposed change(s): Remove smoker i-frames via plugin. I-frames prevent survivors from taking damage upon smoker grab and release. This results in infected effectively working against their teammates when it happens, and prevents proper chain attacks like hunters pouncing a choked survivor doing no damage (even though it says it does). Movement speed +10% (210→230). Tongue range: +7% (750→800). Tongue hit recharge time: -40% (20s→12s). Tongue miss recharge time: -40% (15s→9s). Tongue miss recharge delay: -40% (2.0s→1.3s). Tongue drag damage amount: +100% (3→6). Choke damage interval: -33% (=0.75→0.5). Drag max speed: +8% (175→190). Drag acceleration speed: +10% (30→33). Comments: Smokers are clearly very weak compared to the other specials, and these changes intend to bring it to a stronger position, making it a more common pick for players who rarely play it, while also enabling players who have a lot of practice on it to have a more rewarding experience. The move speed enables the player to reposition or get to cover quicker after being spotted or having their victim cleared, hopefully without being overkill. The small buffs to many stats intend on improving many quality of life aspects of the smoker, and should give the player more opportunities and variety of how to engage survivors, while reducing easy punishment by survivors. Hunter Max High-Pounce Damage Results: 33% too low, 58% balanced, 8% too high. Proposed change(s): Bonus damage start range: +17% (300→350). Bonus damage max range: +20% (1000→1200). Air travel speed: +5% (700→735). Sky Diver / Parachute: Incapped pounces no longer can count towards the achievements. Max bonus points: +25% (8→10). Bot divide ratio: 0.00→2.00. Incap divide ratio: 1.75→2.00. Less points for pouncing bots and incaps, even less for incapped bots. More total possible points. E.g.: 25 damage on a player → 10pts. 25 damage on a bot → 5 pts. 25 damage on incapped player → 5pts. 25 damage on incapped bot → 2.5pts. Comments: Hunter has been a common pick by many players for its mechanical skill floor and ceiling, but it has not been as rewarding as other specials which have lower mechanical demands. Another consideration for hunters is that they can be killed in the air with relative ease, are deadstoppable, and are not always usable in many areas in the maps which don’t have access to rooftops, or many indoor areas. Thus, the special should be adequately rewarding those who have taken the time to train their skills and take advantage of opportunities to use the hunter. And in allowing high rewards, we also are increasing the distance required to hit maximum damage, encouraging riskier and more challenging attempts by hunter players.
  15. Balance changes to be introduced right after the poll closes so they will be tested during the weekend!

    Update notes will be posted right before go-live.

  16. @JackieChan I might be mistaken, but it almost feels like the damage is applied twice. I'd have to actually record it to be sure. It's funny though since it feels worse having a jockey land on you than a hunter, especially considering the jockey is nearly unskeetable and about 2-3x more difficult to deadstop. @swatfishy that's an interesting idea, I certainly hadn't considered something like that. I know I can hit an AWP shot on a rocket jockey somewhat consistently, but it takes either a headshot or two body shots (I think only two) to kill, otherwise the lil dude still landing on you for half your hp bar. I'll have to think about this for sure.
  17. Smokers are indeed painfully weak compared to every other special. Of course they still have use cases even being so weak, but I'd like smokers to actually be fun to play like chargers and hunters are. I'll be posting again following this poll some possible changes to the gameplay of different infected, and the community can decide what sounds good to try.
  18. Smokers need an upgrade - not many players use them because they are so weak by comparison. If they are not going to get extra points for 'smoke damage', then allow them to walk when they have snagged someone.
  19. balance jockey with HS stun or >x dmg stun midair
  20. Is the rocket Jockey damage still 25 or something? I don't remember what number I had settled on after I added it, but don't think I had intended for it to be on par with Hunters. *checks old source code 30 seconds later* Like the genius I am, I hard-coded it at 15 damage. 😒
  21. I struggle with hunter more than rocket jockey which is just weird. Hit box must be different. There was a time when I was landing decent pounces maybe 1/3 of the time. I hope to get back to that, lol.
  22. There are definitely lower heights to get in a 25 dmg pounce , if there's greater heights i think think there should be greater damage but still cap it at a certain point. I also think there should be more points for landing a 25 pounce because it is actually very difficult to hit a moving, full-health target with a good shooting team, it really doesn't take much to shoot a hunter out of the sky for most players. I think to buy a tank heal it should be like 35-40 points, cheaper to heal than to buy another tank still.
  23. Rocket Jockey (pounce) damage should DEFINITELY be nerfed significantly. I’m fine with Jockey players keeping the same number of points they earned. I just need the damage itself to be nerfed. I think it’s ridiculous how your health can go from 90 HP instantly down to 58 HP just because you were unlucky enough to get hit by a rocket Jockey outside (without even factoring the extra damage you take 1-3 seconds later being ridden around). Even with an accurate eye for SI headshots, Jockeys are STILL pretty difficult for me to shoot in the air. As for the rest: Pain Pills are like 5 points, which is a completely fair price. That can be your lifeline when your health is critically low, and have limited points. Tank heals being worth 30 points is also fair. You gotta EARN that tank heal while playing as Infected (whether as a Tank player or as a different SI player). Not everyone is able to heal as a tank anyway with each playthrough. It’s not a cheap price anyway. Smokers? I honestly don’t care. I easily spend the least time playing that SI class out of all the others, so it’s pretty much fine as it is already lol Hunters having 25 as the maximum pounce damage is also fair. It’s not too much health taken away from a survivor, but it’s also not too little health taken away for the skilled Hunter player either. Yea, my main issue is pretty much just the excessive damage that rocket Jockeys make on this server. I’m cool with ambitious Jockey players keeping the same number of points they make even WITH the theoretical nerf in damage 👍
  24. I hope this thing works as I expect 🥴 I'd like to see what people think about a few different topics in the balance of the server in its current state. This poll is set to close automatically on April 12 @ 12pm (unknown time zone). Pretty sure votes are anonymous. The results of this poll will influence where we focus our attention, so your vote is very important!
  25. GC Rules: Preface: There shall be no special treatment to admins. If anyone notices an admin breaking rules and not held to account for it, reach out to any of the Board Members with evidence. Forums: 1. Inappropriate posts, comments, statuses, or pictures should result in posting and commenting privileges being revoked or flagged to require approval prior to posting. a. Includes targeted harassment, obscenity, or other obnoxious behavior. b. Posting privileges should be revoked for up to 30 days, depending on the severity and frequency of the offenses. c. The post in question may also be removed, if necessary. In-Games: 1. Chat language should be family-friendly. a. Same way GC has been for many years, keep it clean. i. Admins shall first warn the offender, if they offend again within a short period (~2 hours), they will have their chat restricted from use for up to 24 hours. ii. If someone has a continuous issue follow this rule, admins should apply the following repercussions after each time: - 1 hour chat restriction. - 1 day chat restriction. - 1 week chat restriction. - Beyond this, we will consider bans or extensive chat restrictions. 2. Excessive trolling (including stacking), griefing, suiciding, harassment, spamming chat, and obnoxious or obscene behavior (inappropriate sprays, racism, sexism, etc.). a. This rule requires some discretion and careful judgement by admins, since some things are fine between friends when it’s mutual, but when it’s one-sided, that’s not acceptable. b. The offender must always be warned once after the first occurrence. i. If it occurs again in a short period (~2 hours), further actions should be taken. - If these offenses are taking place via the in-game chat, the offender should have their chat restricted (aside from commands) using the same guide as Rule 1. - If the offenses take place in gameplay, they should be banned for up to 7 days at a time, depending on the severity of the offenses. # If you can't follow the rules of the game, you can't play the game. Note: Rushing shall be handled by plugins. * In cases where a player intentionally circumvents the system, admins can warn, kick, or ban for up to 24 hours, at their discretion. c. Inappropriate usernames are not allowed. You will be renamed and asked to avoid using such names in the future. i. Failing to adhere to this rule many times will result in a ban of up to 7 days, at the admin's discretion. 3. Cheating. a. This includes macros, addons, software, etc. that provides players with an unfair advantage over others. b. Certain exploits in games can also be considered cheating, such as: i. Attacking from an area where you cannot be hit back, like under the map. ii. Going out of bounds of the typically allowed map. c. Other exploits which rely on individual skill should not be considered cheating, unless enabled by the methods mentioned in (3-a). These exploits include: i. B-hopping (single keypress). ii. Quick-switching etc. iii. Fall damage mitigation using explosives, revives, etc. iv. Ledge-prevention (by holding jump). v. Tank Haymakers. d. The offender should first be warned if the offense is minor. i. Like noticing a player b-hop scripting. e. Cheating should result in a ban of up to 14 days, depending on the severity of the offense. i. Aimbotting and wallhacking would be the most severe. ii. Scripting or attacking from unreachable places are relatively minor. Off-platform / outside of official GC spaces: No rules, go crazy. We believe people have a right to express themselves as they see fit when outside the domains of the GC community. Admin-Specific Rules and Notes: We do NOT punish, kick or ban for: 1. Not using points. a. Try to educate them on it but do not insist they use them. 2. Not buying a tank, witch or upgrade you want them to buy. 3. “Stealing points” by shooting infected or stealing kills as infected. a. Yes it’s bad sportsmanship, but sometimes it’s not on purpose. Just play the game. If a user joins with an inappropriate name, rename them and warn. a. This should not result in a ban 99% of the time for first-time or rare offenders, and especially not a permanent ban. b. Follow the guide of In-Game Rule 2 for punishments. Regarding bot vocal spam: a. Use the /vocalize command to be sure someone is really spamming. If the vocals fill your text field, it might be spamming. Otherwise it is not. Do not kick or ban another admin without bringing evidence to the board for a discussion. a. You may do this anonymously if you wish. Do not argue on the server with another admin.
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