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robinbanks

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Posts 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. When I am down or getting hit by a tank, I usually yell out for someone to shoot my fireworks.

     

    As far as damage to survivors, it would be a mess if it damaged all survivors. The game already gets people constantly getting angry at others (over very small situations), imagine if people were setting off fireworks in tight areas that would do damage to the 9 other people??  We don't have friendly fire on for our weapons, we shouldn't have it on for the fireworks or fire.

     

    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?

  4.  

    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;

    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/

  5. I can understand why a change like this have happen but in the end I just can't support it. Call it for selfish reasons but many of us are thinking of the same thing and that we love our custom mods. Not the cheating ones of course, I don't use any of those and most of us as well (I hope). Is the cosmetics that changes the guns, survivors, infected, skyboxes or even ammo piles that brings more life to this game. We spent at least 1k - 4k hours in this game, I would want to see something different aside from the pale and boring design of the same thing EVERY day. Is frustrating for me that a few bad apples would affect the whole lot and we all got dump into the bin without even a headsup. Hell, if this really isn't open for discussion or debate of any sort, why not just lock this topic in the first place?

     

    Why can you not support this, If you can understand why this change took place?

  6.  

     

    Also, note that the Tank on our servers is very slightly faster than Survivors (vanilla Tanks are slower than Survivors), don't slow down as much from getting shot at (vanilla Tanks slow to a crawl under gunfire), and have a further punch reach than vanilla settings (vanilla Tanks have a noticeably shorter reach).  Just my way of balancing things out for 10v10 and it's been like this for a long time now (back when Nightling used to play L4D2 on a regular basis).

    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

  7. 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.

  8.  

     

     

    you can't score a headshot on tanks btw

    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"

  9.  

    you can't score a headshot on tanks btw

    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

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