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MurderinClony

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Posts posted by MurderinClony

  1. THIS IS NOT ABOUT !VOTEKICK. DO NOT MAKE IT SO! ARGUE ELSEWHERE!

     

    This is about the votes that admins call near end of rounds and such.

    In particular this is about the "skip" vote that they can call.

    Some times when a game is winnable, even if the winning team makes it , but do not get the max points, leaving a chance for the infected to pull it back, many people want to skip.

    Now I know this may sound a bit odd but bare with me

    The survivors have a chance at losing yet someone on the other team throws up the idea of a skip and so the admin throws out the skip vote.

    The survivors have a chance at losing so I wouldn't doubt that a good majority of the survivors will vote yes to skip to avoid possibly losing. In worst case scenarios that is 10 out of 20 votes. That is but 1 measly vote from a majority.

    What if the whole infected team wanted to actually play and have a chance at winning, but one infected did not want to try for some various reason like, too long a finale, or they don't like the finale, etc... That one infected hits yes and boom the vote is through with 90% of the infected team wanting to play it out.

    I honestly believe something like a skip ought to be a majority for both teams vote like the valve vote for sv_alltalk is. Anyone else think this might be good?

    • Like 1
  2. I don't mind the idea of diminishing hunter points over a time period nor the idea of removing some points from pouncing a downed survivor.

     

    Then why not do it and see what happens, rather than saying it won't make a difference? If you truly believe reducing the points hunters get will not change how often people play hunters,

    But I can tell you something about this right now:

    regardless of how "nerfed" the hunter gets in the game in amount of points wise, I will still play him, with 100% confidence.

  3. And the charger will still make less pts than the hunter did. This is my pt.

     

    Not necessarily. Depending on the location and current situation, a charger can gain MORE than a hunter if he charges right.

    Also note, the charger requires a minimum amount of skills, only patience.

  4. This is my point, hunter requires very little to no team coordination.

     

    Shall I tell you why? I think I will.

     

    The hunter requires little to no team coordination because they can be great starters of chaos. If a hunter flies in and hits a low survivor, regardless of it being a high damage pounce, he causes a stumble to all nearby survivors, allowing him to have a bit of time to damage and down that survivor. This is precisely what the other infected need, an opening.

    It allows the spitter to spit on and slow down the team even more than with just him being down.

    It allows the charger to run through and push them back even more than where the downed survivor is.

    It allows the smoker to pull backwards and separate the team even more.

    It allows the boomer to rush in and bring some common which is a bit more chaos.

    It allows the jockey to get in and bring a survivor to a certain spot, say a corner for some nice spit damage.

    It allows another hunter to pounce on a survivor that is picking up the down survivor and that resets the revive meter, or even hit the guy on the ground which still resets the meter.

     

    The hunter is a good tool for quick damage and possible slow downs.

    Take a look at some numbers for his damage:

    A hunter can deal up to 25 points of damage on impact. Along with this, the hunter simultaneously begins to attack his victim with 5 health per hit. Usually a hunter can get about 2 hits before he is pushed/killed. That is a 35 points of damage max on a survivor within just a few seconds, more than 1/3 of his health is gone.

    Now imagine if the survivor was slow, to be slow they have a maximum of 39 health which leaves a measly 3 hits after a 25 to down him. Usually a person who is slow will have less than this and the hunter can get the down with just 1 or 2 hits.

    And for a character getting up black and white, he only has 30 health, which leaves a measly 1 hit from the hunter to cause a kill IF you land a 25.

     

    My point is this: Someone has to start the chaos.

    The hunter is a perfect candidate for this. His direction of attack is surprising, his initial damage is punishing, and his after effects can cause a lot of commotion if used correctly. Someone HAS to go in first to start the chaos, and he can dish out a big amount of chaos in a few moments. But just as soon as hes in, hes out and dead. But the effects left behind are perfect for team attacks.

    • Like 2
  5. Well Jerky I was in the middle of writing a rant but I will just go with what you said, seems to have worked a lot better than what I would have said.

     

    I am only human, and so are the other hunters, we can and will miss, we will not always land our pounces and if we miss, we have a hard time retreating because we are so loud and lets face it, the hunter has the 3rd least amount of health and there are 10 guns that can be blazing at him while he runs.

     

     

    Reducing the points from hunter pounce won't reduce the number of players spawning them AT ALL.

     

    Amen brother, you can say that again and I think I will

    Reducing the points from hunter pounce won't reduce the number of players spawning them AT ALL.

     

    I don't play the hunter specifically for points, and if you notice, I chose some of the hardest pounces to pull off.

    Joker said one time in game: "clony gets the best pounces" "but not always the most efficient ones" or something along that line.

     

    I enjoy playing as the hunter because of the level of difficulty it is to play him, especially the way I play with him. It is so satisfying when I land a pounce from a distance so high, that I can't even see the ground. I love trying to hit survivors. I love trying to calculate where they are going and slam on them while they are in motion, to me it is the most satisfying experience in this game. I am not out to just get straight up pounces and anyone who is on my team will notice that I go to excess sometimes to get my pounces when I could have easily stopped climbing 10 seconds ago.

     

    Edit: Lets face it. I am from L4D1 where there was only the boomer smoker and hunter, and the occasional tank. Out of the four, the hunter was the most fun to play as, and also the most fun to kill. And so I chose him, and in L4D2, I still choose him, because I am from L4D1 and that will never change which class I like the most.

  6. What about a reward for people who switch up between infected, and a penalty for using the same one over and over (for example every time you spawn in as a hunter, the max pounce points attainable drop by two?)

     

    Counter resets when buying a tank.

     

    I'm just throwing stuff out there

     

    Not saying this is a bad idea, but this would have to apply to all classes not just one.

    If someone only plays charger and gets 5 "charged another survivor" he would get 1 for each, but if you use him again would it be .8 for "charged another survivor" next time? Then .6?

    Same with the boomer? Instead of 2 for each survivor, you get 1.5 for the second time you use? Then 1?

    It just seems a little too harsh. Some situations call for certain specials and if players are maxed on that certain special for that situation, you are possibly forced to play the class you just died as and earn less points.

     

    Edit: If the counter resets on Tank buy, then think about this. Sometimes, you can play a lot of infected more than once yet still not have a tank. Another point, would this be applied even if the infected didn't get any points in his life?

  7. I know I really have no right posting here but I will give my two cents.

    I believe that the points are like they are now because pouncing a survivor for 25 is hard, at least a moving one.

    With the survivor hitbox not being on par, the hunter's hitbox not being on par, any lag that gets thrown into the mix and the also inability to know exactly where a survivor moves, it is pretty dang hard.

    I think that pouncing a survivor for 25 that is down ought to only get half the points, or even a quarter of the points. That is a stationary target and anyone who knows how to crouch and aim just a little bit can hit that stationary target. Pounce on a downed survivor for 25, you get +12 points you do near nothing to him because his team is right next to him saving him plus he has 330 health when down, or 300 either way, 25 will not do much on a downed survivor.

    Pounce a standing survivor and you almost always take 1/3 of his health with the initial and extra damage on contact.

    I have seen plenty of times where I work so hard to get my tank on moving survivors, only to have that work undercut because the next round people who know how to crouch and aim just a smidge can capitalize on a downed survivor.

    I think that hitting downed survivors with a 25 should earn significantly less points for the little amount of damage being done to them.

     

    Also on that note,

     

    Get 50 something points and become tank.

     

    having a tank means nothing. Nothing at all, unless the player can use it. A tank has 10 guns being fired on him, with 6000 health, four survivors can kill a tank with Tier 1 (pump shotguns and smgs) weapons in around 30 seconds.

    Tier 2, and I believe there is one Tier 3, (the awp being so overpowered) can completely annihilate a tank in a matter of moments with 4 survivors, LET ALONE 10. I have been killed with a tank that I worked hard to get in a matter of seconds before. So i know it is not hard to kill a tank with 10 survivors.

     

     

    End of rant.

    • Like 2
  8. Last night, I had a run in with the "brothers" of thenephali or at least that is who I believe to be his brothers. They deliberately stacked teams as soon as they joined.

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=216450813 (Meshmore swaps, making teams 7v8 favor of infected)

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=216450807 (Velv swaps, making 7v9 favor of infected)

     

    Not only this but they both have had a history of using vulgar language in the server anytime they play, as well as some other things. Here are some examples across multiple games and multiple days:

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=216450825 (Velv being vulgar, which was blocked by the server)

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=216451417 (Meshmore messing with the saferoom door, and as you can see, with spitter acid next to it)

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=216451427 (which leads to an incap seen here)

     

    http://imagizer.imageshack.us/v2/800x600q90/841/e450.jpg (Velv messing with the saferoom door as well)

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=216452753 (Velv cursing directly at me)

    If above doesn't work: http://cloud-4.steampowered.com/ugc/666831483133063901/8677BC84F03DF7DC9F2CCE97FA5E8104B986E122/

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=216453032 (Meshmore being vulgar)

    If above doesn't work: http://cloud-4.steampowered.com/ugc/666831483133111143/0BE1A9ADFD5070279154ED23DAFED73EE2C57356/

     

    Steam ID's: http://steamcommunity.com/sharedfiles/filedetails/?id=216450832

    Can anything be done?

  9. Stacked teams could be solved by scrambling at the start of each round, it does defeat the L4D overall score system at that point. However by the time the finale comes around, teams should in theory be pretty much even. If you think at that point it's had probably 3, in some cases 4 attempts to balance the teams and make it right.

     

    There will always be stacks no matter how many scrambles are done. Someone has to Win. Someone has to Lose. Even if the score is 560 survivors and 561 infected. It is stacked towards the infected, however minuscule it may seem.

  10. What if the decrease in spawn timer for Infected was relative to the Total campaign points difference. That way a team that has a few less seasoned players has the handicap they need to make it a good game. This allows a team that is displaying good teamwork to remain challenged instead of blowing the score to 4000 to 400 and at the same time they can still play together without being scrambled. I feel there is still a better resolution to unbalanced skill levels of team rather than constantly scrambling and the sooner we find one and implement it the server will take a huge leap forward in player experience. Its the type of coding/implementation that Valve very well may take note of when designing the VS part of L4D3 along with alot of other aspects of this server that i believe make the game far better than it ever was on its own. JC and Crasx (and anyone else that codes for the plugin) might just get a job offer from Valve one day with one of the most popular L4D2 servers out there to their credit.

     

    I don't think the spawn timers should be decreased like this. Basically you are saying, if you can't beat the good players with skills, overwhelm them until they die. This seems a little too unfair. It also seems like people are being punished for playing better than the other team. It would cause a team to actually try NOT to win, and keep it a close game the whole way, when it is still clearly stacked, and then just blow it all on the finale.

    Also based on this, this would allow the infected to accumulate points faster, spawn tanks faster, and ultimately lead to a down in the saferoom, not because of skill but because they physically cannot get out the door because so many common infected are in the way and specials are pushing them back in.

    For example, take 100 troops vs 1000 troops. There has to be a amazing general guiding those 100 and a complete idiot guiding the 1000 for you to have a minuscule chance at winning. The 100 troops may out rank and out gear the 1000 but regardless how much more they are geared, they run out of stamina and eventually are overwhelmed. This general guiding the 100 would have to be more than a genius to win the battle.

  11. I believe it works if you have pills before you go down, but not if you buy them after you go down, becasue i picked myself up yesterday with adrenaline, but I had it before i went down, but before if I bought it when i was down I couldn't

  12. Since we are all piling on........................ If this is already fixed I apologize in advance. The witches have been attacking people that don't startle them. One person startles them and they "down" a different player. They aren't walking through fire or anything just plain going after the wrong person.

     

    Zero if you mean that only mains can startle her then yes, that is a bug. Regardless of who startles the which, regardless of which clone startles her, the main is the one who gets attacked.

    However, the witch CAN attack another target than the one that startled her. Some people have the idea of standing in front of the witch to block her advance to the one who startled her, which in turn actually causes the witch to attack said person.

    If you block the witch too much, or get in her way for long enough, she gets "fed up" I guess and attacks you instead, that has been happening since L4D1 and I've seen it happen outside the gc server on L4D2.

    However, the one above this, where she attacks only mains regardless of which clone startles her, IS a bug, the other is valve's problem.

  13. http://steamcommunity.com/sharedfiles/filedetails/?id=205364539

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=205364547

     

    Need I say more?

     

    Edit: But sadly I didn't get his steam ID before he left. I will also say, Nephilim in the screenshots was also being very disrepectful, more so than shadow, but one of the members present there said he was recording a demo and so I just took a few screens to back up that demo, however, he wasn't ACTUALLY taking a demo, so i couldn't check back in the console and see what he said.

    Maybe you admins can look through the chat logs, or something but I know that is a lot of trouble...

  14. Yes, I believe I was too lazy in the decision of times, the name was kinda stupid, I didn't take into account time zones by putting down what timezone I was in, nor did I really give people much time to see the post.

     

    So here is try #2:

     

    Day: Saturday 21st

    Time: 8:00 P.M. Central Standard Time

    Location: GCFTW Test Server (gcl4d22.nfoservers.com)

    Concepts covered:

    1. Wall Pouncing

    2. Vertical Kai Pouncing

    3. Multi Wall Pouncing

    4. Curve Pouncing

    5. Kai Pouncing

    • Like 1
  15. Well I guess I should post the final time here then, we shall meet at 8 pm CST to give people enough time to read the message and see where to go.

    As for the server info I don't know if I am to put it on the forums so I shall just say its on Sourcebans.

  16. do we need a special map??

    IE hunter training map?

     

    We need no special map, the only map we need is No Mercy 3, it has all the necessary areas to teach a hunter to pounces, or at least, all of the concepts we will be covering.

     

    Edit: Since I can't get input on times, how would later in the evening work? Maybe start anywhere from 6-9 pm CST?

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