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robinbanks

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Everything posted by robinbanks

  1. were you creeping on our private convos, or did peanut turn to you for help?!! I'm not sure if we will have any conversation in the future; I wouldn't dare wasting your precious time and effort in reading forum posts, would I now? so yeah, no more automated emails would be nice that is all
  2. 1. When I told peanut I wasn't trying to get unbanned. I meant I wasn't trying to get unbanned from the game servers. I'm not sure why you felt the need to delete my forum account, and IP ban me on top of that. lol 2. Can I request that you guys do your job more thoroughly? If my account is no longer here, why am I getting bombarded by GC emails asking me to renew my membership? That's just hilarious and cringe worthy at the same time.
  3. my forum account, it has been blasted into oblivion
  4. where is my account? STUTTERS NINJA EDIT : Admins and other members, please refrain from posting in this thread. Thank you.
  5. Hope you get well soon Maestro!
  6. You can always use binds instead macros to use the buy menu
  7. I understand what you're saying, but my argument would be that fireworks and gas cans are not meant to be set off in narrow corridors or choke points, but that they should be used to manipulate combat areas to survivors' advantage. And people need to know that, if someone makes the mistake of setting off fireworks in a narrow corridor, then too bad, your entire team has to wait out the entire duration or take minor damage going through it. At any rate, I still think survivors should be very precise as to when and where to set off fire aoes, as opposed to setting them off mindlessly. I mean, we are already somewhat conscious about how overpowered they can get, why not do it properly once and for all?
  8. could always ban the griefers if they are abusing the fireworks Anyways, I think this is the best countermeasure against how absurdly OP fireworks are against the horde and the tank.
  9. fireworks and molotovs should do ff damage to all survivors IMO
  10. Hard rain is a cursed map. We shouldn't be playing it.
  11. I like change #1, reason being it will help promote teamwork. I feel people will have more incentive to healing each others instead of buying full heals.
  12. What actually does this do?? the short explanation is that it gives you better melee hit detection on survivors, so you have better chance of deadstopping hunters/jockeys/etc the long one: http://www.l4dnation.com/general-discussion/lerp-guide-v2-3-4c/
  13. I've been getting random chokes on the servers recently, that I have never gotten before. Sometimes the conditions can make it unplayable. Is this happening to anyone else, or is this just me?
  14. This might be useful to throw it in your auto exec too if you want to skeet SIs alias "lerp_16.7" "rate 30000; cl_cmdrate 100; cl_updaterate 100; cl_interp 0.0167; cl_interp_ratio -1"; lerp_16.7;
  15. I am jelly of your constant 200+ FPS T_T
  16. Why can you not support this, If you can understand why this change took place?
  17. any estimate on when the games will start? I signed up but I won't be available on the Nov 8th weekend.
  18. maybe, somehow, I'm just speculating here, you took 90 damage from the concentrated spit ball that was spat in you Kappa
  19. and the tank will be lit on fire when the rage meter reaches zero, so I don't see how that's gonna work out for a fire-immune tank
  20. finales would be completed broken in favour of infected if tanks are immune to fire since he can just hide in a corner
  21. Can we make the tank faster when on fire? That will make even more fun. As you can use the option as tank to chase survivors faster. I was thinking about that in the past, but with the fact that when people have enough points to spam Tanks and to have 3 alive at once seems way unbalanced if Tanks were to go faster while on fire. what if you only apply this buff when there is only one tank on the field
  22. The tank has good days and bad days, sure, and using that as a reason to call stacked teams is a bit of a stretch, but I do believe you are missing something here. It is when one team has considerably more FPS gods (team A) than the other team(team B ). In that situation, team A's survivor play will literally shut down team B's SI play, making it nearly impossible to even rack up the points needed to buy a heal for the tank, let alone buying it. There is no way to generate any form of offence when the SIs are getting popped merely 2-3 seconds after spawning. You might counter by saying some campaigns have scripted tanks, and that does allow team B a chance to get a lucky car hit. However, the survivors will be alerted long before the scripted tanks will spawn, which often proves to be enough to give team A's an edge to win the tank fight. What I'm trying to say here is that while it is indeed nonsense to call stacked teams based on how tanks perform, stacked teams do exist.
  23. I'm pretty sure I've seen the chat say "Killed Tank With Headshot" - 2 Points. or something like that are you sure? because shooting any part of the tank does a fixed amount of damage very sure that's ... interesting, considering the tank doesn't actually have a "head"
  24. I'm pretty sure I've seen the chat say "Killed Tank With Headshot" - 2 Points. or something like that are you sure? because shooting any part of the tank does a fixed amount of damage
  25. you can't score a headshot on tanks btw
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