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Old 12-10-2008, 11:21 PM   #16 (permalink)
 
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Re: TG server preferances

Sourcemod is ready to go for Left4Dead. I believe that's what we use for reserved slots on other servers so this should work (it might take a small while to tweak). It'll be nice for the support of other plugins, like an end of the round all talk plugin (I think it would be pretty niffty given the context of the game).

I personally would like to see more "hit and run" type gameplay for the infected, as it is now, once you start an attack, it's not an option to duck out and retreat. A plugin that would allow for health regeneration would be a nice idea in my own opinion. Even if you have a second chance at attacking, you usually won't survive long enough. I think the option to retreat is a good one and could only mean more tactics.

Also with that plugin, you could even make the respawn time longer, which would help the survivors go at a slower pace and encourage the infected to plan more and organize an attack instead of blindly running at the survivors.

I agree with the smoker's tongue. Especially when it's cut. (If you miss completely it'll recharge in half the time). Smokers could use a little less time to recharge so they're more viable even if they miss a couple of times. If it's cut, the penalty is a longer time anyways.

I also read an article on how the MOTD works, I'll rumage around for it. It's slightly different from previous versions of the source engine.
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Old 12-12-2008, 01:21 AM   #17 (permalink)
 
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Re: TG server preferances

Honestly i think nothing is wrong with the infected abilities. In the wrong hands the infected are too dangerous.
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Old 12-12-2008, 01:48 AM   #18 (permalink)
 
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Re: TG server preferances

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Also with that plugin, you could even make the respawn time longer, which would help the survivors go at a slower pace and encourage the infected to plan more and organize an attack instead of blindly running at the survivors.
It would probably act out to be the exact opposite...

"We just killed 4 of 'em! Lets go! We got 30 seconds of free run!"

Run through half the map...

"Okay, lets slow, I hear them respawning."
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Old 12-12-2008, 09:38 AM   #19 (permalink)

 
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Re: TG server preferances

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It would probably act out to be the exact opposite...

"We just killed 4 of 'em! Lets go! We got 30 seconds of free run!"

Run through half the map...

"Okay, lets slow, I hear them respawning."
Isn't that how it works now?
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Old 12-13-2008, 09:02 PM   #20 (permalink)
 
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Re: TG server preferances

Kulmar I see what you're saying and I too was afraid of that, but then again this is TG. If the SOPs encourage everyone to go slow I think they will. Sure will there be periods of rushing? Yah, but usually it'll to be to get to cover.

Just a bit longer though, nothing too heinous, but another 10 seconds could make all the difference. Again if we could get the infected to regain health from being out of combat it'd force the infected to act with care and try not to die right away.

Again this is just a suggestion, in no way am I strongly advocating this. It might be nice to try though and see how it plays out
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Old 12-14-2008, 07:14 PM   #21 (permalink)
 
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Re: TG server preferances

One thing I would like to see is the tank changed so that the frusation meter is removed, or at least stopped when the tank is near fire or moving towards the survivors would result in instadeath. Too many times have I been waiting for the fire to die, to lose control of a tank to have it walk into the fire and give it to the next person.
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Old 12-14-2008, 07:30 PM   #22 (permalink)
 
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Re: TG server preferances

Alot of the things mentioned above (Like Survivors Rushing/Tank loss of control etc.) all come back to teamwork, Planning and a whole lot of luck!! ... If the survivors are going to rush.. then so be it.. the Infected just gotta think ahead... and if they rush, the smoker drags them back.. it's just the game.. no SOP needed here..
As for the Tank deal.. Yeah.. sometimes you get screwed..like spawing in front of 4 Auto SHottys or in front of the Heavy MG... OR behind a Locked Door.. (GGRRR). But in the end it evens out...

One Day you kick Arse..the next the Arse kicks you!..
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Old 12-15-2008, 03:29 PM   #23 (permalink)
 
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Re: TG server preferances

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Alot of the things mentioned above (Like Survivors Rushing/Tank loss of control etc.) all come back to teamwork, Planning and a whole lot of luck!! ... If the survivors are going to rush.. then so be it.. the Infected just gotta think ahead... and if they rush, the smoker drags them back.. it's just the game.. no SOP needed here..
As for the Tank deal.. Yeah.. sometimes you get screwed..like spawing in front of 4 Auto SHottys or in front of the Heavy MG... OR behind a Locked Door.. (GGRRR). But in the end it evens out...

One Day you kick Arse..the next the Arse kicks you!..
Although I talked about fire in my post, frusation meter, is an anti teamwork method on the tank. You can not do much more then attack the survivors as a tank or you lose it. No wait a 10 secs to get the other infected spawned in so you can hit them as a group. If you wait, you lose it.

Anyway, what I really want to see is an easy lobby for the tg servers. No need to do advanced search key, is the server full mess. Just have the host make the lobby a part of the server, and then the server is locked to that lobby and can not be stolen by a random group that clicked go one sec before you, granted you might want to limit who can make the lobby in this case so you don't get a random pubber who just sits there.
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Old 12-15-2008, 03:40 PM   #24 (permalink)
 
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Re: TG server preferances

Valve already plans to add back in the server browser option for PC users, but until then you can always open up console, and type "openserverbrowser"

As far as tanks go, I see them as sort of the same situation with the Uber in TF2. Once you get it, you make the most of it, your team has to work around you to be effective. The tank is gonna scatter team mates no matter what. If the tank incapacitates but one person, then their job is done. It's up to the other infected to incapacitate the others now that they're scattered.

In one match a tank fought all alone and when he died, we spawned in. One was already incapacitated and all of us were able to take out the others since they were split up. The tank isn't a normal character, it's the random bonus that you get to go nuts with. The teamwork element doesn't really rest with the tank, but instead all the infected working around him.
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Old 12-15-2008, 05:11 PM   #25 (permalink)
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Re: TG server preferances

You should be able to join through the steam group: http://steamcommunity.com/groups/tacticalgamerl4d

It's weird though, sometimes you need to click your friends list and then back-out for the group server list to come up. <shrug>
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Old 12-15-2008, 06:53 PM   #26 (permalink)
 
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Re: TG server preferances

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Originally Posted by Eternaly_Lost View Post
One thing I would like to see is the tank changed so that the frusation meter is removed, or at least stopped when the tank is near fire or moving towards the survivors would result in instadeath. Too many times have I been waiting for the fire to die, to lose control of a tank to have it walk into the fire and give it to the next person.
The entire reason for the frustration meter is because during testing people would spawn as the tank (when there was no frustration meter) and hang back at the perfect ambush points and wait to perform an ambush even if it was far ahead of the survivors current position. Valve didn't want that in the game as the tank according to them was overpowering for the survivors to deal with in that type of situation.

Like it or not, the tank in it's current form is intended to add an unexpected twist for both teams with the randomness of it's spawning and add challenges for the survivors without becoming an "i win" spawn for the infected.
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