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Bot

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  1. lol what merc said. The one in the steam workshop is outdated

     

    In case anyone else had the same problem with hunter training, Crasx figured it out.

    go to l4d2 in your steam library, right click pproperties, set launch options, add +allow_all_bot_survivor_team 1
    If you want to play on campaign maps, type map "mapname" versus in the console. Once it loads, type sv_cheats 1 and then jointeam 3.
    Thanks for you help Crasx
  2. I like messing around in maps by myself to practice and whatnot, but it looks like Valve disabled a lot of things inL4D2

     

    With the hunter training map, there is a live fire training course where the map is basically laid out like a loop with the survivor bots moving through endlessly. Now some days they do, and some days they just sit there. sb_all_bot_team/game or whatever doesn't work or isn't recognized. It seems to me that there is no rhyme or reason why the bots don't move on some days and it's frustrating since i waste time make futile computer illiterate efforts to fix it. What I did recognize is that on the days the bots move, when I open up the console, the game pauses completely. When the bots don't move and I open the console, everything still moves in the background

     

    I also like opening up campaign maps to play as infected, and that also sometimes doesn't work with no rhyme or reason. It's odd because just yesterday, when I click the single player mode in the main menu, a tab would drop down with campaign, vs, etc options to choose from. Today, it disappeared. So I'm forced to start up a single player game or host a campaign on a local server.

     

    When I open up a map, and type jointeam 3, one of two things happen. It works and I'm able to play as the infected, or it brings up a mini menu that has two buttons, one with a pic of the survivors and the other of the infected. When I click the infected button....nothing happens. I'm able to click the survivor button which brings me back to square 1.

     

    Coding is a foreign language to me, but I really want to figure out what's going on so I can actually play the game how I'd like to. Can someone help please?

  3. I made jockeys a tiny bit better. Their damage was increased by 1, and they should be a bit easier to control while jockeying survivors.

     

    Thanks for the buff!

  4. This isn't an exploit. It was an intentional gameplay mechanic. If valve did not want hunters to wall jump on invisible walls, then they would have made it that way. Judging by how many skilled hunters used these invisiwalls in L4D1, they had more than enough time to reach a decision on whether or not it should be allowed and would have made changes with patches accordingly. As it was previously discussed, this would have been an easy fix. EVERY skilled hunter uses these difficult techniques.

     

    But this hate on walljumping is unwarranted. The hunter has low health making it easy to shoot off of a survivor, effectively weakening their pinned claw attacks. Also they're extremely easy to spot in the sky and dodging a pounce is easy as well. I can recall many a times where I skeeted Clony and Jimn out the sky and I’m just a mediocre shot.

     

    Deadstops are also very effective. Actually, the amount of practice needed to perform a deadstop is far less than the amount of practice needed to pull of several kai jumps on an invisible wall and then pounce with the precise timing and directionality required to actually land on a survivor.

     

    Also, there are MANY 17-20 damage pounce spots that take almost no skill at all to pull off because you can simply crouch, lie in wait, and then jump once. The extra 8-5 points of damage is miniscule compared to the amount of skill you need to invest in to gain that increase in damage. Compare this to a few extra seconds in a spit pool or that incap inducing scratch from a charger that take no skill.

     

    Removing the ability to walljump with the hunter effectively neuters it. Its utility will be reduced by more than 50%. Setting up good pounce spots, even many of the 17-20 damage ones, will become unfeasible especially mid-battle. Instead, they will all have to require the use of the rocket boost – something Valve didn’t put in, and requires less skill. Escaping after a missed pounce would be near impossible, and they’re a frequent enough occurrence. And the SI that’s the most rewarding and fun to play would become boring.

     

    Thankfully Jackie and Crasx are in favor of the walljump. This is more directed to the people who are complaining about the hunter.

  5.  

    Instead of having this as a menu item, you could just have the respawn time decrease gradually as the round time increases. Knock 1 second off the respawn time for every 5 minutes of round time... or somethin' like that. Might be an interesting variant, to motivate/punish the survivors. :icon20:

    Or depending on what checkpoint the survivors reach and how many are alive will either not or lower the spawn time.

     

     

    I like this idea. At every checkpoint, see how many are alive and modify the respawn timer accordingly

  6. So many of the ones proposed are achievements for the survivors. With achievements being 5pts each, that's giving the survivors many more heals. In general, i think there should be more achievements for infected than survivors because they're usually harder to....achieve

  7. I like the ammo pile idea, but what do you mean about giving each survivor a limited ammo refill - ie 2 times. Would they cost 3 pts each for a max of 6 pts for 2 refills and then the option no longer works?

     

    The ammo pile idea sounds great because it would be a point in the map where survivors would crowd around leaving them open to a great payoff for a boom, charge and high pounce. Also would give another minor use for the spitters. Plus, it would be another necessary sizable point sink for the survivors. .

     

    This is a bit off topic, but I always found it weird that picking up ammo for your gun from a pile is instantaneous. I kinda wish it took the same amount of time as deploying fire/explosive rounds. I think that would be cool and would make those deployable ammo piles even more of a hotspot.

     

    I think the witches are fine the way they are. Increasing witch cost up to 30 after dangerous witches is activated in addition to warning survivors were very strong nerfs. I actually think the 10 pt increase is actually a little too strong of a nerf, considering their low health and easy crownability. Plus, I can see the problems Tirtul described as being a real possibility.

     

    Can there be a Dangerous Witch unannounce for 10 pts just like the tank?

  8. go for it. I'd offer to write a plugin to monitor your playtime but im pretty busy with something

     

    If you find the spare time to do this it would be very helpful!

     

    Don't let me down Bot

     

    We have worked out a timetable between ourselves of how many campaigns he can play and when he can join.

     

    If you don't abide by this, I will have no hesitation to make the perma-ban active again.

     

    Welcome back

     

    Thanks for your help!

  9.  

    I think its good the way it is. However, more often then not I find that the jockey is one of the hardest infected to work with. The only way to really get good hang time is if you have charger cover, if you don't then you're as good as dead. Not sure if that warrants a buff or not but I've always said that the jockey should be able to jump.

     

    I think the jockey should be able to jump as well, and that's what the old thread was about. It was originally there but wasn't put in after the server updated (or something). I think it'll be fair because like you said, the jockey needs to have good cover. Plus, it's pretty fragile so I think that balances out the ability to jump.

     

     

    With good teamwork, a jockey can be extremely effective as he can isolate a survivor and gain a huge amount of points pretty quickly. Don't think any of the SI have any 'buffs', aside from gaining more or less points for specific actions.

    I think that the same thing can be said with the charger and smoker in regards to isolation. The amount of points you get for the jockey is pretty meager in comparison to the other SI's when considering how much more difficult it is to use. I believe a 6.5s ride was only 4 points. Landing high pounces can easily net you 14 pts. Bowling over ~2 survivors while charging nets you more than that 6.5s ride. Etc. Maybe just the pt system for the jockey should be adjusted?

    Jockey is the most situational infected out of them all. Smokers and Chargers have their spots, Hunters have their high pounces which are infinitely useful, Spitters are chokepoint creators and can screw up a team royally if used in the right situation. Jockeys are by far the hardest to compensate for.

     

    Does this mean you're considering on adding a buff or readding the jump ability?

  10. I found this topic:

    http://gamrs.co/forums/index.php?/topic/40724-l4d2-buff-jockey/?hl=%2Bjockey+%2Bbuff

     

    About how the jockey had a jump before the server was reinstalled. Should it be brought back or should the jockey be buffed. Maybe a buff for health or speed when they're on or off a survivor. Out of all the infected, I only see the jockey seriously being used like twice a map. Being able to shoot through walls combined with the jockey's weak health makes it pretty underpowered.

     

    I heard gc likes to keep it vanilla, but a vanilla jockey in a 10v10 setting doesn't seem to work very well. Does anyone agree?

  11. Wait. Wait wait wait. I can heal as a charger when I'm smashing somebody?!?! How many points?!?!

     

    Heal for regular SIs cost 3 points. It can be worth it for the charger. I also like to heal in rapid succession when I'm jockeying and pouncing. There have been numerous occasions when the buyer protection has prevented me from landing a final hit to incapacitate.

     

    It can be a decent pay off when you heal to incap and then you inflict enough damage to recoup your points lost. The insta-kill headshots still get you though :/

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