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ctrlfrk

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Everything posted by ctrlfrk

  1. I quite like this... Or more generally I like the idea of the infected as a team getting a reward for an incap/kill... Kinda like how the survivors all get 2 points for killing a tank. Maybe the infected should all get 1 point for an incap, 2 for a kill. It might even encourage the survivors to actually save incaps in the back instead of waiting around awkwardly for them to die so it doesn't look like they're rushing or abandoning teammates.
  2. How about we do this the other way around, and have an upgrade you can buy to randomly make SI noises when there aren't actually any SI around? Maybe you can trigger it on regular infected that are out of the vision range of any survivors.
  3. I'd like to see points based on how far you pull them. It does give you a bonus for a super long range pull but a sliding scale would be better.
  4. I had a little poke around and found this: https://forums.alliedmods.net/showthread.php?t=109623 which seems to use 'SDKHooks' to turn some commons into uncommons. The code probably isn't usable as is, but it's fairly small and seems to handle everything. (Including precaching the models on maps that don't natively have those uncommons) There are also a few cvars that might be important >< sv_infected_ceda_vomitjar_probability 0.1 sv_infected_riot_control_tonfa_probability 0.15 Otherwise spawning lots of CEDA will be a help to the survivors because they'd get free biles.
  5. That thread got me thinking about this and there is something I'd quite like to see added. The ability to alter the mix of uncommon infected that spawn passively on maps and during horde events. Like how no mercy has a 5% or so chance for scientists in hazmat suits to appear, and how the parish has riot police. The uncommon infected are (from http://left4dead.wikia.com/wiki/Uncommon_Infected ): CEDA Worker /Hazmat/scientist (Immune to fire, randomly dropping Bile bomb ) Jimmy Gibbs Junior (1000 health) Fallen Survivor (1000 health) Clown (lures commons) Mud Men (faster, blinds survivors with mud) Worker Infected (immune to sound of pipe bombs (they have earmuffs)) Riot Infected (Immune to almost all frontal attacks, randomly dropping Nightsticks) I don't think jimmy and the fallen survivors should appear, and riot infected should be more expensive. I'd propose these upgrades: (Clowns and workers aren't that worrisome so they're cheap. CEDA workers and mudders actually can cause trouble, and Riot police are actually quite a problem as a survivor) Some scientists! (10pts) -> 5% of commons spawn as CEDA Workers, unlocks More scientists! More scientists! (20pts) -> 10% of commons spawn as CEDA Workers Some clowns! (5pts) -> 5% of commons spawn as Clowns, unlocks More clowns! More clowns! (10pts) -> 10% of commons spawn as clowns Some mudders (10pts) -> 5% of commons spawn as mud men, unlocks more More mudders (20pts) -> 10% of commons spawn as mud men Some workers (5 pts) -> 5% of commons spawn as workers, unlocks more More workers (10 pts) -> 10% of commons spawn as workers Some Police (20pts) -> 5% of commons spawn as Riot infected, unlocks more More Police (40pts) -> 10% of commons spawn as Riot infected. These upgrades would also increase the usefulness of the 10point horde trigger upgrade. For 150 points total you would max out at having fully 50% of common spawning as uncommon infected. These upgrades are cheaper than saving for a tank, and will give new players a sense of actually making a difference in the map because they will see 'their' uncommons start spawning. Disclaimer: I have no idea if this is even possible to do. I also don't know how it should interact with maps that already have uncommon spawning.
  6. I mentioned that in the comment at the end of my post. It might not make an immediate difference, but you're still contributing towards getting the eventual max reduction. It feels more rewarding than just herpderping around till one of the high pouncers gets a tank and wins it for you.
  7. I think that this upgrade is a really good way for the infected to ramp up their power level as the game progresses, much like how survivors get more powerful as they buy laser sights and AKs. My suggestion is fairly small: Instead of 25 points for 10% reduction, make it 5 points for 2% reduction, purchasable 5 times. This will give new players something to buy to help out the team instead of them upping boomer limits or whatever it is they do now. (From the previous thread someone mentioned that the spawn timer might not accept fractional values, so some upgrade steps might actually make a 0% difference, and other would make more. I don't think that really matters. The key is that multiple players can work towards the lower spawn timer rather than it having to be just one player who would probably prefer to save their 25points towards a tank)
  8. I don't think it should be an upgrade, it should be an innate ability. Except it costs 5 points per jump.
  9. I think it should be changed to 'Infect boomer: The next time a player with over 75% health is boomed they get infected' and remove the random 1% chance to get infected that boomers currently have (because getting boomerinfected when you have 1hp left is pretty harsh)
  10. This is actually fairly neat if you allow multiple purchases of the upgrade. It would allow multiple infected to upgrade it, and so you'd get it earlier. ie: Instead of one player needing to save up 30 points to buy it, 3 players could each save up 10 points and buy it once each. I'd suggest: Assuming ~20s respawn by default, then 5% would take off 1 second. 10% would take off 2. 15% would take off 3. Existing: "30 points, decrease spawn timer by 10%" (These options are more expensive than the default) Option 1: "10 points: Decrease spawn timer by 2%. Purchasable 5 times" (Total cost for 10%: 50pts) Pros: Makes it very similar to upping infected spawn limits. Multiple players can work together to get it. Cons: Could potentially get the full 2s reduction very very quickly if you had 5 players who could farm 10 points easily. Option 2: "5 Points: Decrease spawn timer by 2%. Purchasable 5 times, costs 5 more each time" (Total cost for 10%: 75pts) Pros: Multiple players can work together to get it. Easier to get early reduction but more costly to get later reduction Cons: Complicated pricing. (These options are roughly equal to or cheaper than the default They're the same as above except 3% instead of 2% so it maxes out at 15% reduction) Option 3: "10 Points: Decrease spawn timer by 3%. Purchasable 5 times" (Total cost for 5%: 20pts, 10%: 40pts 15%: 50pts) Option 4: "5 Points: Decrease spawn timer by 3%. Purchasable 5 times, costs 5 more each time" (Total cost for 5%: 15pts, 10%: 50pts, 15%: 75pts)
  11. I think you might be taking this a teeeensy bit more seriously than I had intended.
  12. I think we should have a 3rd server, same rules as the first 2, but you can only join as a player if you're permabanned from the normal 2 servers. The Hellhole should also have more spectator slots, maybe like 10, so that regular members can sit and watch the horrors unfold and feel better about themselves.
  13. Yeah there were about 5. Dingo said he got screenshots too so he might pop by with them. They actually ended up making it out with like 4 of them because the entire infected team sat around the train looking at the rusher instead of working the back v.v
  14. For rushing: # 773 1 "how do i l4d2" STEAM_1:1:54700045 1:48:20 146 0 active 30000 http://cloud-2.steamusercontent.com/ugc/535137718203839718/0ADB019B86AF91118680C8058B0C95D230D326CD/ http://cloud-4.steamusercontent.com/ugc/535137718203839023/88633C27CEAB04B16945EB18A8239821E35BE40C/ http://cloud-4.steamusercontent.com/ugc/535137718203838734/34519E31011C9767452C0E52F2C1E926FE1A2A51/ For rushing, swearing, dying and leaving: Taylor Swift (left before i could get ID) http://cloud-4.steamusercontent.com/ugc/535137718203854410/D08FB48E502D272AA39240F10CF5AFCF3B4EE11F/
  15. And maybe sort by points descending if it doesn't do that already. It would make it much easier for your eyes to parse the information. Ideally something like 78 (50%) Name 55 (90%) Name 12 (10%) Name ... (the number in brackets would be their HP%) That way all the numbers line up and aren't spread around depending on how long a player's name is.
  16. These 4 rushed initially http://cloud-4.steamusercontent.com/ugc/529506324651583466/67B1EC24893EC492DA15F9EF360B19E992386172/ While people were still upstairs http://cloud-2.steamusercontent.com/ugc/529506324651584084/6BB1F3D28F8780BB1F42F4BFF7EEF876E306A500/ Couldn't get steam ids because I can't remember what the command is ><
  17. Make the cost of the laser == the cost of the gun?
  18. Another suggestion from the last time we discussed nerfing full heals was to make it give temporary HP instead. You could go about it a few ways: 1) An outright nerf, where full heals still cost 15, still give 100 hp, but it's 100 temporary HP as if they'd just quaffed a bunch of pills. 2) A timed nerf where it starts off at 100% real HP, and decreases by 20% every checkpoint the survivors reach (so after the first checkpoint it gives 80 real HP and 20 temporary) 3) An infected upgrade purchase, 10 points each time and it decreases the real hp by 10 each time it's purchased. (So after 100 points worth of purchases !heal will give 100 temporary hp) 4) An infected medkit style purchase where the next full heal purchased will only give temporary HP.
  19. Just had an idea...instead of this, the further in the level you are, the more expensive a full heal costs? Maybe that would be too complicated for new players... 10, 15, then 20. You could output the checkpoints to the chat window to make it clearer I guess. It already says something like "Survivors have reached a checkpoint! +1 Point received." You could add to that "Full heals now cost 20 points"
  20. #1 Sure. Have you considered maybe changing the cost rather than the HP amount? maybe 1st heal costs 10, then 15, then 20, then 25 etc. It would make it more tactical about when you use it kinda like doter2 bkb. #2 I'm not so sure about this. You risk nerfing it to the point that noone uses it. And there are certain places where you almost HAVE to have explosive or you instalose to the infected. I'd suggest maybe removing the personal purchase and making it so you can only buy the team pack. #3 Maybe. If it's too scarce I will just buy mp5s for 2 points whenever I need more ammo.
  21. It seems the buy menu has changed somewhat since I last played so I've updated my autoexec 'bind' file to the new menu. I have a couple of questions for the regulars though: 1) Has the "spawn witches on survivor respawns" upgrade disappeared/been removed? 2) Do the survivor misc items still shuffle around between maps (gascan/oxy can/etc) Here is the bind file (as an upload and as text in the spoiler tag) autoexec.cfg Here is a minimal version with just the useful stuff: // ctrlfrk's gc l4d 10v10 server bind file - Minimal version. // Last updated 11/11/2014 // Survivors // Common weapons: alias gc_desert_eagle "sm_buy; wait 1; menuselect 1; wait 1; menuselect 1; wait 1; menuselect 2; wait 1; menuselect 1; wait 123; slot10" alias gc_katana "sm_buy; wait 1; menuselect 1; wait 1; menuselect 1; wait 1; menuselect 7; wait 1; menuselect 1; wait 123; slot10" alias gc_awp "sm_buy; wait 1; menuselect 1; wait 1; menuselect 2; wait 1; menuselect 3; wait 1; menuselect 1; wait 123; slot10" alias gc_ak_47 "sm_buy; wait 1; menuselect 1; wait 1; menuselect 3; wait 1; menuselect 3; wait 1; menuselect 1; wait 123; slot10" alias gc_mp5 "sm_buy; wait 1; menuselect 1; wait 1; menuselect 5; wait 1; menuselect 3; wait 1; menuselect 1; wait 123; slot10" //Thrown alias gc_molotov "sm_buy; wait 1; menuselect 1; wait 1; menuselect 6; wait 1; menuselect 1; wait 1; menuselect 1; wait 123; slot10" alias gc_bile_jar "sm_buy; wait 1; menuselect 1; wait 1; menuselect 6; wait 1; menuselect 3; wait 1; menuselect 1; wait 123; slot10" // Upgrades alias gc_laser "sm_laser" alias gc_ammo "sm_ammo" // Health alias gc_first_aid_kit "sm_buy; wait 1; menuselect 3; wait 1; menuselect 1; wait 1; menuselect 1; wait 123; slot10" alias gc_defibrillator "sm_buy; wait 1; menuselect 3; wait 1; menuselect 2; wait 1; menuselect 1; wait 123; slot10" alias gc_pain_pills "sm_buy; wait 1; menuselect 3; wait 1; menuselect 3; wait 1; menuselect 1; wait 123; slot10" alias gc_full_heal "sm_heal" // Misc alias gc_chainsaw "sm_buy; wait 1; menuselect 4; wait 1; menuselect 2; wait 1; menuselect 1; wait 123; slot10" alias gc_fireworks_crate "sm_buy; wait 1; menuselect 4; wait 1; menuselect 7; wait 1; menuselect 1; wait 123; slot10" alias gc_get_up_from_ledge "sm_getup" // Infected alias gc_suicide "sm_buy; wait 2; menuselect 1; wait 2; menuselect 2; wait 2; menuselect 1; wait 123; slot10" alias gc_witch_manual "sm_buy; wait 2; menuselect 1; wait 2; menuselect 5; wait 2; menuselect 1; wait 123; slot10" alias gc_infect_a_medkit "sm_buy; wait 2; menuselect 3; wait 2; menuselect 4; wait 2; menuselect 1; wait 123; slot10" alias +gc_rocketspawn "+reload;+attack" alias -gc_rocketspawn "-attack;-reload" // Useful alias gc_ready_and_points "sm_points; sm_ready" alias gc_team_points "sm_tp" alias gc_teams "sm_teams" alias gc_buy "sm_buy" // Top Row bind KP_SLASH gc_laser bind KP_MULTIPLY gc_katana bind KP_MINUS gc_awp // Second Row bind KP_HOME gc_desert_eagle bind KP_UPARROW gc_ak_47 bind KP_PGUP gc_mp5 bind KP_PLUS gc_ammo // Third Row bind KP_LEFTARROW gc_defibrillator bind KP_5 gc_first_aid_kit bind KP_RIGHTARROW gc_pain_pills // Fourth Row bind KP_END gc_fireworks_crate bind KP_DOWNARROW gc_molotov bind KP_PGDN gc_bile_jar bind KP_ENTER gc_full_heal // Other bind [ gc_team_points bind ] gc_teams bind \ gc_buy bind enter gc_ready_and_points bind mouse5 +gc_rocketspawn bind mouse3 gc_suicide
  22. These 3 just sitting in the elevator for a good 5~10 minutes while the rest of the team struggles at the chokepoint. http://i.imgur.com/j4I1zpx.jpg http://i.imgur.com/XhfVg2z.jpg Their names: http://i.imgur.com/Rw3lm19.jpg I am certain about Scotty and 3_ rushing but I'm not sure if it was AXLWolf or NEB. (This screenshot was taken after they'd managed to get past the choke, and one of the two had made it to the elevator)
  23. If people are doing it for the sole purpose of farming points, maybe we should penalise it from that aspect. I suggest making it cost 1 point to choose which class you spawn as, otherwise you get given a random class.
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