L4D UPDATE! |
L4D UPDATE! |
Jan 19 2009, 03:30 PM
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#41
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
yeh when i saw the changelog state "meleeing normalised" you assume theyve all been made to cause same amount of damage
have to say though, i dont hate the tank positioning as much as i thought, although id still prefer the randomness back. i think it has its benefits and downfalls, much like most other aspects of the game -------------------- |
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Jan 19 2009, 03:42 PM
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#42
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
well i'll completely disagre with you on the tank one if you don't mind
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Jan 19 2009, 03:50 PM
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#43
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
group 1: ah sweet, a moly, best keep this incase we get a tank
group 2: ah sweet a moly, best keep this for when its time for the tank both groups still have a moly, and have to fight them on the same area/terrain -------------------- |
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Jan 19 2009, 04:21 PM
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#44
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
waaat? Firstly the moly/pipebomb placing do not match between rounds...
1st team, not wishing to dilly-dally picked up a molotov and 2 pipebombs - these were just available on the way.. a tank came, kicked some ass and avoided getting lit.. The 2nd team knowing they were about to ge a tank scoured the place for molotovs (which they packed several of), cleared the surrounding area first and the moment the tank popped it's head out was lit-up 'apocalypse now' style Likewise when levels came with no tank, the 2nd team used this knowledge to get stocked up on pipebombs instead of molys, since these were of more use :S I think it would be nice to allow 2 modes of play - competetive and random. Random: like the old days, random weapons, random tanks, random witches Competetive: both teams get same weapons, tanks in the same place etc., to make it more balanced for clan matches and tournaments. -------------------- |
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Jan 19 2009, 04:26 PM
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#45
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
i agree sometimes it happens like that, but that isn't the case all the time.
over the past few days there have only been a few times where that happened for me. usually, atleast on my team, we come up with a gameplan for who does when when fighting the tank. sometimes you come up with a plan and it doesn't work, but a few times it has worked perfectly and we were barely hit. sure sometimes before the patch you'd have 10-20 seconds from when you heard the tank to when it hit, to come up with a plan and try to force the tank to fight you where you wanted, but also sometimes he'd surprise the hell out of you and completely screw you. now that never happens. lets just say i hate it |
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Jan 19 2009, 04:28 PM
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#46
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
wrote mine before reading monkey's post..
Everything Monkey wrote has happened to me, and I completely agree with the bit about two modes. why the hell not anyways? more options is easy and has never been a bad thing. still like my idea about doing something with giving control of the tank spawn to the players.. auto-spawn is the stupidest thing ever and i just dont get it |
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Jan 19 2009, 04:31 PM
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#47
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
greed, autospawn = fail.
monkey u gaylord go make a mod =] -------------------- |
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Jan 19 2009, 04:44 PM
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#48
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
ok, I've made some code to turn tank spawns back to the old way
Will test it later tonight Posting some bumpf here to remind me: "director_tank_bypass_max_flow_travel" = "1500" game cheat "versus_boss_flow_max_intro" = "0.75" game cheat - Max fraction of map flow for tank/witch spawn location within the first map of a campaign "versus_tank_chance_finale" = "0.1" game cheat - Chance of a tank spawning within the finale map of a campaign "versus_tank_chance" = "0.75" game cheat - Chance of a tank spawning within a regular versus map "versus_boss_spawning" = "1" game cheat - Enable alternative spawning logic for tanks and witches in versus mode "versus_boss_flow_max_finale" = "0.6" game cheat - Max fraction of map flow for tank/witch spawn location within the finale map of a campaign "versus_boss_flow_max" = "0.9" game cheat - Max fraction of map flow for tank/witch spawn location "director_ai_tanks" = "0" game cheat "versus_boss_flow_min_intro" = "0.5" game cheat "versus_boss_flow_min" = "0.1" game cheat - Min fraction of map flow for tank/witch spawn location "versus_boss_padding_max" = "0.3" game cheat - How far apart the tank/witch have to be along the flow "versus_boss_flow_min_finale" = "0.25" game cheat - Min fraction of map flow for tank/witch spawn location within the finale map of a campaign "versus_boss_padding_min" = "0.1" game cheat - How far apart the tank/witch have to be along the flow "versus_tank_chance_intro" = "0.3" game cheat - Chance of a tank spawning within the first map of a campaign setting it so that both teams get a tank, but the point from which you can get the tank on the map is up to 100% the distance of the map means that the 2nd team will get the tank anywhere on the map, hence random again Autospawns will probably be harder... I'll take a look -------------------- |
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Jan 19 2009, 04:59 PM
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#49
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
thats quick o0
pr0! would be nice if you could avoid getting a tank as soon as you open the safe room door though lol =] -------------------- |
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Jan 19 2009, 06:24 PM
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#50
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
I was going to say, maybe 100% isn't good? Play testing is the way forward tho..
And yeah, all that auto-spawn BS on finale's.... fuckin hell. like auto-spawn me in as a boomer in front of the mini-gun on NM5. 3 times in a row the other night. I was not impressed. |
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Jan 19 2009, 06:44 PM
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#51
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
eesh, may have to look for another way - the 100% is map variance as in if team 1 gets a tank in the middle of the map, with 100% set team 2 could get a tank at any point in the map. Setting it to 75% is 75% of the map distance away from the first tank, not from the beginning of the map.
As in if team 1 gets a tank 15% through the map, setting the tank to 75% would still mean you could get a tank at the beginning and anything up to 90% through the map. It's either all or nothing -------------------- |
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Jan 20 2009, 10:09 AM
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#52
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
if that's the case, I'd be interested to see what setting it to 50% would do? or even 20%? even that would atleast vary it up enough for the survivors to not know EXACTLY where it comes. 20% of the map too would make the tank possibly come in a whole different area of the map then the other team had.. and then after some playtesting could always adjust it higher.
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Jan 20 2009, 10:30 AM
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#53
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
i guess this means the server wont be ranked if these settings are applied?
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Jan 20 2009, 11:28 AM
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#54
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
servers are ranked?
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Jan 20 2009, 11:50 AM
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#55
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
as in, you wont be able to get achievements etc
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Jan 20 2009, 12:04 PM
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#56
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
ahhhh
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Jan 20 2009, 01:30 PM
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#57
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Knight Lieutenant Group: Clan Members Posts: 989 Thank(s): 1 Points: 215 Joined: 5-June 08 From: Tyler, Texas, US Member No.: 124 |
what kind of stuff do u get the more u play? is there anything to work towards like the badges in bf2?
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Jan 20 2009, 01:50 PM
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#58
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
it works off achievements, which you get for completing certain tasks like completing a whole campaign without healing once etc
theres 50 in total to get, and ive got 40 so far, but theres some i dont think ill ever get -------------------- |
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Jan 20 2009, 02:52 PM
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#59
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Knight Lieutenant Group: Clan Members Posts: 989 Thank(s): 1 Points: 215 Joined: 5-June 08 From: Tyler, Texas, US Member No.: 124 |
so, it doesn't take long to get all them?
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Jan 20 2009, 03:05 PM
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#60
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
majority no... but some require alot of skill... hence why i cant get them
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Lo-Fi Version | Time is now: 24th November 2024 - 04:02 PM |