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MurderinClony

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Posts posted by MurderinClony

  1. C'mon Maestro, it was an accident, I felt safe in the fact that if I fell off the rails I would hang on and someone could pick me up.

    Of course it was stupid and I got "cocky" I guess and accidentally fell off, not watching what I was doing. But I didn't expect not to hang on and actually fall in the water...

  2. 5 main concepts will be covered.

    1. Wall pouncing

    2. Curving

    3. Vert Kai

    4. Multi wall pouncing

    5. Kai pouncing

     

    Those are the concepts covered, this will be done off of "textured" walls, I will not be showing people where I pounce from nor where the invisible walls are.

    And I can't help but think Maestro you are trying to start a flame war.

  3. Hello folks, some people have asked me to teach them how to hunter and Zero has asked the admins and board members and said it was fine if we use the private server for such a thing.

    I would like to see how many people would like to join in

     

    5 main concepts will be covered.

    1. Wall pouncing

    2. Curving

    3. Vert Kai

    4. Multi wall pouncing

    5. Kai pouncing

     

    It will be on Sunday sometime between 1:00 to 11:00 pm. CST

    A time will be finalized when it gets closer to Sunday, or the best time for the people signed up.

    Reply if you would like to join, I believe Zero will be along soon to comment, since he organized it.

     

    Edit: added my timezone into the mix, for you all to calculate your time

  4. Hello!

     

    I would like to share something with you fellows.

    Something rather strange happened on The Parish level 1.

    So I was a survivor and walking on the rails at the beginning of the saferoom and I fell off, however, I did not hang on. I seemed to have found a spot where you don't hang on and actually fall straight into the water.

    Anyhow, I died, straight out of the saferoom, I thought it was rather annoying, but what was to come later made be die out laughing. Three minutes into the match and out of nowhere, I heard a ding while I am spectating and flying around, I turn around and it was an achievement popping up for me, I looked down a the chat and bam, I had untouchable. I couldn't help but laugh like crazy when it happened. Here are some screenshots.

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=203596878

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=203596911

     

    I did this to point out that if you straight up die, you dont lose your untouchable, and you may actually get it later on. Not a very big glitch but eh, maybe something to fix when there is free time.

  5. I agree with Maestro on this one, two points is fair enough for killing a tank, since 10 survivors shooting at it will kill it fast, but I was thinking of maybe doing something else for the tank points.

     

    Maybe the guy who gets the killing blow gets +2 and everyone else gets "Tank Assist" Points depending on how much they did? Kinda like the other special infected? Because he is considered a special infected as well, just like the others, he is just bigger. I don't know, just a thought, because some people will just kite the tank and let their teammates kill it and get two points for doing nothing. It doesn't seem right to me but, eh oh well.

  6. If you do allow something of the sort like healing other players with !heal you would have to have some sort of cooldown for it, because if three people all type !heal <soandso> without noticing the others typed it, all three would lose points for just one heal, no?

  7. Gamer's Coalition has prided itself on good, clean, competitive, and fun game play.

     

     

    From JackieChan in 10v10 Hunter Video Topic

    EVERY advanced Hunter player uses invisible walls as a means to get someplace they're not supposed to go or to a higher vantage point to pounce someone from. Ask every advanced Hunter player and every one of them will say that this is not an exploit.

    Take this video for example of this L4D2 player:

    He was a pro L4D2 player who played competitively when L4D2 still had a competitive scene. He used invisible walls for pouncing all the time. No one in the competitive scene ever had a problem with Hunters using invisible walls for high damage pounces.

    If we are talking about "good, clean, competitive, and fun game play." and if we take any of our rules from the actual competitive of L4D2, where they strive for the same thing, Then those hunters are in no wrong. Because the competitive saw no wrong in it.
    Edit: And just a note, this was already discussed quite a lot int he topic "10v10 Hunter Video" I wouldn't doubt that this thread gets closed sooner than that other one though.
  8. I like Fish's idea, to have a bounty on someones head, if they are doing really good.
    Haven't been hurt in quite a while, is killing a lot of infected fast. The bounty would be something like, twice the points for the next attack he sustains.

  9. So, what would you say if this hunter was bouncing off walls that we can see, textured, because he is able to do such a thing?

    Would that be exploiting? Because the hunter can reach areas of the map that other infected can't?

    The hunter has the ability to jump like a madman, evidently valve must have intended something like this. And even in one of the tips they give you at the loading screen. "A hunter can jump off walls, quickly turn and hit the jump button again."

  10. I got a few,

    "Keep Your Heads up and Feet Moving." - Kill 5-7 pouncing hunters while moving.

    "Was That A Jockey?" - Jump a survivor with a jockey from an insane distance.

    "Going Down!" - Pounce a survivor from an insane distance. (Normal 25 distance is 600 units[valve's use of distance in their Hammer Editor is 'units'] maybe something double, triple, or even 4 times the normal 25 distance.)

    "That's Teamwork." Pull/Jockey a survivor into spit 4-5 times.



    And this one is just a funny and non-serious one but given the recent topics, I found it appropriate.

    "No Pouncing for you Clony" - Skeet Murderin Clony 5 times in a round.

  11. I don't see how you guys are comparing a hunter pouncing off a wall to a infected that can jump through a door.

    The things that allow you to jump through doors is a fault in coding and is being used to the advantage of the player. With all timed glitches, like the jump through door spawn, the coding either isn't fast enough or isn't thorough enough to prevent such actions.

     

    Think of what the director sees. You are not in sight of the survivors, you can spawn here. *infected is moving* Still not in sight of the survivors you can spawn here. Okay he hit the spawn button, time to spawn him. He is inside a wall he cannot spawn here. He is in sight of the survivors he cannot spawn here. *spawns hunter*

     

    The director was following its spawning rules when the infected hit the button, however, the director does not take into account where the infected will be when he spawns. When the director activates the code, which spawns the infected in, like all code, it takes 'x' amount of time to run, to which the pre-conditions are met to activate such code. The user uses this small time, to jump into a spot where is isn't able to spawn, and be spawned.

     

    A hunter jumping on walls that are there, though cannot be seen, but are FOUND through experimenting requires no timing, no special pre-conditions or post-conditions. The hunter is able to jump off a wall.

     

    Now think of what the director sees when it comes to this. The hunter is "able to pounce". *presses pounce button* Send the hunter flying. The hunter is in the air. The hunter has touched something before landing, check for a flag, if not, enable "able to pounce." *presses pounce button* Send the hunter flying. Repeat....

     

    The director has no sense of wall textures or what the hunter is pouncing off of. I see no fault in code being used to my advantage. The director just sees the invisible wall as another "textureless wall."

  12. I haven't seen Jackie pounce before, since I have never played with him, so I wouldn't know if he is good or not, but I also wouldn't mind teaching people "how to hunter," if you want to see how something is done, I can show you and work with you.

  13. Reguardless if an ammo pile is in the level or spawned at the feet of a survivor, by the games mechanics, L4D2 will not allow the M60 or the Grenade Launcher to grab ammo from said dump.

    Back to the topic, I kind of support this idea but I wouldn't say remove all ammo dumps, maybe leave those at the finalies and the beginning saferoom.

  14. Fenix, I am sorry for how you feel about this and sorry to hear that you won't be playing if I am on there, but I can't stop those pounces. Those brushes without a texture or with "nodraw" attached to them, are the main way in L4D2 for a hunter to do anything. In L4D2, with all the extra powerful weapons being added to compensate for the stronger infected, Charger and Jockey both having more health than the hunter or smoker, a hunter can be killed as soon as he gets a pounce where he does maybe 1 or 2 hits, adding up to a max of 10 damage. But with damage pounces you can do an instant 25 damage plus any extra damage I can deal out before I die, which in accordance to the 1 or 2 hits, would be max of 35. That is more desirable than 10.

    Fun fact: The hunter can do the most damage on impact, even more than a tank punch.

    The hunter is my favorite infected, and will always be because I played L4D1 first, where the best and most fun infected to play was the hunter. I'll just say this Fenix: To you, it may be unfair that I jump on this massive "invisible" walls, but when I am up there, I become silhouetted against the sky and easy to spot, I become an easy target to snipers, or people with good aim, because the farther away something is from a survivor, the less that survivor has to move his/her mouse to shoot that something, leading to more precise hits, where as when a hunter in amazingly close, it is very hard to hit him, because he moves so fast. When the hunter is very far away, although I am moving amazingly fast up that wall, to the survivors it looks like I am inching up the wall, they just point and click, and I am down. The AWP will kill me in one hit, as long as it doesn't hit my toenail.


  15. # 3513 12 "Chronic" STEAM_1:1:18045305 21:39 123 0 active 30000

    Here you go, did they same thing in a game earlier tonight, rushed at the sight of my tank

    After this rush, he tried to stack teams and eventually joined my team when someone left

    Jose.js put a small testiment in there in the third picture, right below the first Tried to stack survivors, for shame thing.







  16. I can name right off the bat plenty of walls in L4D1 that you cannot jump off of, some of which are right next to invisible wall you CAN jump off of. Valve knew what they were doing when they placed those invisible walls and because they are all over Death Toll in L4D1.

    Death Toll 4 has the most invisible walls, you cannot get on any of the rooftops except those that have ladders going to them. In L4D2 You can get on all those rooftops and jump off those walls, if they just ported over the maps, they would have those same invisible walls that you COULDN'T jump off of. I don't belive they just happened to disappear and you can happen to get on the roofs now and you can happen to be able to pounce off them now.

    For the lack of amount of rooftops and high levels in L4D2 like Jackie said, they probably compensated for it. Plus with so many people loving the hunter with videos of L4D1 hunter damage pounce montages all over youtube, there is no way they would drop those people in their new game. There are maps where they tried to restrict that, and Parish 1 is a prime example, no 25 spots except for maybe 1 or 2, the roof of the map is inches from the roof tops. They knew what they were doing, I don't see how its an exploit.

  17. I know someone was with Chronic, I thought it was FreeBird, I tried to save him, who was at the end of the tunnel almost climbing the ladder, from all the way back where we were fighting the tank but the charger killed him before I could.

    The only real verification of FreeBird fighting with us over the rules is when he types to the server saying "points<rules"

    I said over the mic, yes (although that might not have been the best answer)

    To which he added, I meant it the other way around but okay

    Or such like that

    As for Paradise and Boxxy their actions occurred on the same map but were on the opposite team, when survivors swapped to the infected, at first sight of tank those two started rushing into the historical cave thing, where I pounced one and killed Boxxy

    I know I should have taken screenshots but I was lost in trying to grab their names from the "status" command before they left

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