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paroxysm

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paroxysm last won the day on May 20 2012

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About paroxysm

  • Birthday 06/12/1991

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  • Gender
    Male
  • Location
    Texas
  • Interests
    Computer Science field(mostly programming)

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  1. Just so there is no confusion, the bot did not die, it simply ledge grabbed as they normally do. Thanks cras for the link, it's quite a helpful document.
  2. Hey guys, Your lord and master here( kiddin' ) Anyway, so I was banned from the server for pushing a bot AI over the ledge on the first level of rage harvest. It's been like 5 days and the ban is still in effect so I'm going to assume it's permanent. So, I'm going to take a break from the server and left 4 dead 2 for quite a while, not because of the ban but because I've been losing interest in the game(the ban was a good motivation), not sure when I'll return so don't keep your hopes up(or keep them up LOL ). I got important events coming up so I need to set this time sink aside(uninstalling l4d2 so I don't get tempted haha ). Thanks for the good times, I enjoyed myself and I hope you guys enjoyed playing with me as much as I did with you guys. Take it easy folks
  3. Saving us all from burning dino juice, http://spectrum.ieee.org/nanoclast/semiconductors/nanotechnology/a-new-nanorod-capacitor-has-high-energy-and-high-power-density
  4. I can't say I know how you're feeling, but you have to come back from this. His life may have been cut short but that doesn't mean it has to end, he'll live on through you and the rest of your family. My condolences to you and your family.
  5. As infected : - When attempting a hpounce, always look survivor getup/ladder climb animations that make them immobile or limit movement( such as being swarmed by common ) for the duration. This is a great way to score some high pounces w/ nearly zero miss rate. You can coordinate this w/ other hunters to repeatedly high pounce the same guy and incap him faster than high pouncing different people. Chaining hunters is always something I strive to achieve by either initiating it or succeeding a previous high pounce w/ my own h pounce. - When trying to pounce a moving target, try to lead his trajectory by pouncing where you anticipate he will be when you land. You have a little wiggle room to correct your assumption but this makes it more difficult. - When a survivor is being picked up, you can interrupt this process by clawing the incapped survivor not the one doing the pick up. This is a great strategy to employ when playing as a spitter/boomer in order to prolong how much your spit damages for but also to buy your team time to spawn more spitters/boomers. I use this all time and I employ others to use it. -Always watch out for your team mates pulling or jockying survivors and try to cover them, don't rush to spawn. - Don't spawn attack a survivor w/ a smoker,jockey,charger, and hunter(except when high pouncing) when you will get shot within 1-3 secs, try to time your attacks such that they are as devastating as possible. The exception being when you're trying to cover some other infected. As survivor : - Avoid using your medkit on yourself unless absolutely necessary( if B/W and noone else has one ) as it's a good source of points. -If you can afford it, buy a laser. This will give you 100% accuracy, perfect for shooting both long and close distance targets. -Aim for the head as headshots net you twice the points. -Always watch for flying boomers and shoot them mid air( use your own knowledge of popular rocket booming spots and watch out for those spots as you progress) -If a flying boomer lands next to you, then IMMEDIATELY shove it and back away. -Don't shoot boomers that can be shoved easily to reduce how many people get biled. -Shoving spitters before they spit( even if they are in spit animation ) will prevent the spit projectile from being launched. This works great for those close quarter spitters that try to rush in to get a quick spit, shove them first before shooting.
  6. Now crashes idea makes sense and can already use existing api !sp <no args> to implement the functionality. Logic would have to be done to prevent someone requesting a ridiculous amount of points and the system jacks all your points. Binding !sp to a key is definitely much easier that !pool <amount>.
  7. I could see a system like this being for emergency situations where you have a tank steam rolling mains and they need buy up quickly before being killed. Therefore if you have to be incapped for 15 seconds that is completely off the table. Second, binding this has the same problem w/ trying to bind sm_sp because you can't just plugin a value to the bind to give as points. Even if you bind to pool 1 point, you still have to press it enough times to get to the desired count. The higher the desired count, the more work you brain has to do to make sure it doesn't over pool, your brain is already trying to keep your survivor alive. Third, you still have the same problem w/ multiple people sending points to the pull when someone needs to use it and doesn't have enough. A bunch of players with good intentions hurry to put points in the pool, more than the person needs and now you have a pool w/ an excess amount of points that you can't get back because that requires complex logic of trying to distribute points evenly. Players would want their points back to be used for other purchases other than healing(crates are a constant buy ) Forth, w/ the limitations you suggested such as incapped for 15 secs or half incap health, that just means you cannot use the pool until you've satisfied the requirements.Meanwhile, the infected could be spit farming/ hunter abusing your carcass until you reach that point. You get to buy up, but the infected generate a good chunk of points. This basically renders the system useless than just simply manually passing the guy points which is quicker. Fifth, if you take out the limitations, then you have the problem of people griefing and using up the pool by self-incapping or just being bad and being incapped all the time.
  8. I do not like the pool idea, it's great in theory but a train wreck in reality, very abusable. I prefer the solution already in place !sp <name> heal or !sp <name> respawn if they weren't broke 75% of the time.
  9. So I guess when a bot gets killed early and much later a player fills that slot, he should remain dead. Seems sort of harsh imo. EDIT: Seeing as how the majority of viewers think respawns should be disabled, perhaps to offset the scenario above, bots(both si and survivor) should be disabled. When a player joins his corpse spawns at the last checkpoint reached exception only when the vehicle has arrived, just my thoughts.
  10. Doesn't matter, all they have to do is go to spectator or leave the game for their main spot to be given to someone else. Also, the rest of the team has to farm 30 points to send to the main in the first place, so I don't think that doesn't take effort. It also handicaps the team 30pts. Point being it's a strategy that offers an advantage, just like point denial( spitters who buy suicide as soon as they spit to avoid giving points ). I don't want to plugin to start cozying up to beginners.( Like, you can now !heal through an infection..... it was more interesting before where you couldn't so the team had to cover and heal the infected person, it also gave the SI an incentive to go after the guy knowing they needs time to be healed) My vote is no.
  11. isn't mechanical = general? hrmm
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