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View Full Version : 12 Things That need Fixing.


Mister.D
03-03-2012, 12:17 PM
1. Smoker Tongue Breaking itself.

2. Jockey/Hunter Being insta-killed by Melee-Shove when jumping or attacking.

3. Jockey recharge after an Incap, needs to be shortened.

4. Commons/SI/Survivors blocking a tongue Grab from smoker, in case of suvivor, it should grab the survivor that walks in front of the tongue and gets hit first. (aka Sticky tongue)

5. Tank Underhand Toss needs to be removed, 9/10 times there are too many Props in the way and the rock breaks.

6. Spitter Damage needs to start after 2 ticks, not 5. Reduce multiplier damage for balance if need be.

7. Hunter 3 second NO-DAMAGE safety needs to be removed after a successful attack.

8. Smoker 3 second NO-DAMAGE safety needs to be removed after a successful attack.

9. AI Controlled SI need to have EXPERT or ADVANCED difficulty level reaction times, so they're actually useful after a ragequit.

10. Jockey needs to have Full Control for first 2-3 seconds during a successful pounce (disable survivor control Immediately), and maybe even darken the screen for the player being ridden.

11. Common Infected could be less laggy for PC, no excuse for this.

12. Allow Infected players to be in spawn mode and move around the map 15 seconds before they're allowed to actually spawn. Make coordinated attacks against a Speed-Rushing team Possible.

Robertto
03-03-2012, 12:25 PM
12? this game needs at least 500 fixes

CircleSquared
03-03-2012, 03:21 PM
5. Tank Underhand Toss needs to be removed, 9/10 times there are too many Props in the way and the rock breaks.

Underhanded rocks can be curved easily, anyone hitting props need to learn how rock throwing mechanics work.

7. Hunter 3 second NO-DAMAGE safety needs to be removed after a successful attack.

8. Smoker 3 second NO-DAMAGE safety needs to be removed after a successful attack.

I like the idea, but common damage shouldn't ignore god frames or it would be overpowered with boomers.

12. Allow Infected players to be in spawn mode and move around the map 15 seconds before they're allowed to actually spawn. Make coordinated attacks against a Speed-Rushing team Possible.

As much as I wish for more coordination in pubs, this would change the dynamic of too many strategies and be a bad direction to fix the issue.

The rest of the ideas should be added.

Mister.D
03-03-2012, 04:46 PM
500?
Then start with these 12 :D

sand44
03-03-2012, 06:34 PM
None of these seem to be broken, but more of nitpicking

Muraz
03-03-2012, 06:48 PM
None of those are fixes for anything. They're just your opinion.

john_volkov
03-03-2012, 09:39 PM
11. Common Infected could be less laggy for PC, no excuse for this.


CI never lag , unless you have a bad conexion of your using a to low lerp that you computer can't handle it.

dazerXYZ
03-03-2012, 09:54 PM
"AI Controlled SI need to have EXPERT or ADVANCED difficulty level reaction times, so they're actually useful after a ragequit"

I made a thread about this about 3 months ago... glad there are more people who think this needs to be done :)

Friendliest
03-03-2012, 10:12 PM
1. Smoker Tongue Breaking itself.

2. Jockey/Hunter Being insta-killed by Melee-Shove when jumping or attacking. sure I guess. if it's a bug and it's not supposed to do that, then definitely.

3. Jockey recharge after an Incap, needs to be shortened. kinda i guess. maybe. not sure. balance.

4. Commons/SI/Survivors blocking a tongue Grab from smoker, in case of suvivor, it should grab the survivor that walks in front of the tongue and gets hit first. (aka Sticky tongue) probably

5. Tank Underhand Toss needs to be removed, 9/10 times there are too many Props in the way and the rock breaks. kinda. would rather see L4D2 tank rocks just not be so cheaterish, vs. L4D1.

6. Spitter Damage needs to start after 2 ticks, not 5. Reduce multiplier damage for balance if need be. maybe? if we are talking the difference between ~66ms and ~165ms ... heck most of the ppl I see playing have that in latency alone. are their reaction times really saving them from that much spit dmg? either way, spitter is devastating under the right conditions. (I'm frankly more concerned that "spitter" is not in my FF spellcheck dictionary!)

7. Hunter 3 second NO-DAMAGE safety needs to be removed after a successful attack.

8. Smoker 3 second NO-DAMAGE safety needs to be removed after a successful attack.

9. AI Controlled SI need to have EXPERT or ADVANCED difficulty level reaction times, so they're actually useful after a ragequit. kinda maybe yeah. i don't really care what their reaction times are, as long as they [do a bunch of other magical stuff that AI won't be able to conceive of any time in the 1st half of this century e.g. not attack by themselves or a bunch of other tactical idiocy]

10. Jockey needs to have Full Control for first 2-3 seconds during a successful pounce (disable survivor control Immediately), and maybe even darken the screen for the player being ridden. kinda maybe yeah

11. Common Infected could be less laggy for PC, no excuse for this. if u are talking about network lag, how is that even in valve's control. there is some cvar that adjusts the prediction. is this ur solution?

12. Allow Infected players to be in spawn mode and move around the map 15 seconds before they're allowed to actually spawn. Make coordinated attacks against a Speed-Rushing team Possible. kinda maybe yeah. part b is definitely a problem, but i don't know if part A is quite the perfectly balanced solution. not saying it's not, just saying "i don't know".

the rest, I don't even know about.

Duke3DFreak
03-04-2012, 04:45 AM
Let me see who the jerks are that keep vote/poll spamming. No more anonimity when it comes to that form of griefing.

Also the chapter restart vote has been broken on the XBox since it was implemented. Sometimes you'll have just one or two people vote yes and it passes!

Duke3DFreak
03-04-2012, 04:47 AM
"AI Controlled SI need to have EXPERT or ADVANCED difficulty level reaction times, so they're actually useful after a ragequit"

I made a thread about this about 3 months ago... glad there are more people who think this needs to be done :)

What difficulty level are they current set to?

dazerXYZ
03-04-2012, 05:01 AM
normal, you can tell easily from the dmg that that is the default difficulty.

the only change needed is the reaction time though

Xzalander
03-04-2012, 05:37 AM
1. Smoker Tongue Breaking itself.

God yes! Couple that with the dirt poor detection L4D2 is plagued with and Smoker become a Click and Pray it Stick class.

2. Jockey/Hunter Being insta-killed by Melee-Shove when jumping or attacking.

I don't mind being insta-killed too much, its the meleewhoring against these classes that is worse Imo. They added a timer to Shove to prevent it and now you just get the whole team of survivors making up for it by all of them punching you to death.

3. Jockey recharge after an Incap, needs to be shortened.

Agree, as a jockey fan, I find it too easy to ride and incap someone then turn around and just leap onto his rescuer without losing a beat. Although I think this is somewhat negated by how quick the jockey goes down. Weakest class out of all the melee based ones.

4. Commons/SI/Survivors blocking a tongue Grab from smoker, in case of suvivor, it should grab the survivor that walks in front of the tongue and gets hit first. (aka Sticky tongue)

Agree. Although sometimes it does do "Sticky Tongue" for example when you target one person with red retic, and it gets the person behind them who is actually out of range. I think the real issue here is Hit Detection.

5. Tank Underhand Toss needs to be removed, 9/10 times there are too many Props in the way and the rock breaks.

Disagree. The underhand toss is extremely useful. I would much rather be able to choose which kind of toss you do, determined by how long you hold the throw key, the longer you hold the higher he lifts it above his head.

6. Spitter Damage needs to start after 2 ticks, not 5. Reduce multiplier damage for balance if need be.

Yes! Yes! Bison Yes!. This also goes for people who have just been picked up from a previous down. They have some stupid kind of invulnverability to spit the moment they are picked up and its enough to get them out of the pool, defying the point of Support Spitter blocking and preventing pickups.

7. Hunter 3 second NO-DAMAGE safety needs to be removed after a successful attack.

8. Smoker 3 second NO-DAMAGE safety needs to be removed after a successful attack.

9. AI Controlled SI need to have EXPERT or ADVANCED difficulty level reaction times, so they're actually useful after a ragequit.

10. Jockey needs to have Full Control for first 2-3 seconds during a successful pounce (disable survivor control Immediately), and maybe even darken the screen for the player being ridden.

More of a concern for me here is that Common Infected -still- slow down the survivor, even though theyre being ridden, which is stupid as it means the jockeys ride is being negated by what is in effect his own team!

11. Common Infected could be less laggy for PC, no excuse for this.

Yes. CI are laggy. Not network laggy, but AI laggy. Sometimes they'll sit there and take a shot to the chest and continue to ignore the survivors. They should react immediately if shot or survivors bump into them.

12. Allow Infected players to be in spawn mode and move around the map 15 seconds before they're allowed to actually spawn. Make coordinated attacks against a Speed-Rushing team Possible.

15 Seconds is a bit much but yes a bit of Ghost Movement before being able to spawn is really useful it would also allow the infected to prevent Survivors from Spawnblocking. I see lots of arguments against Infected being allowed to Ghost move before spawntimer, but none against the gamebreaking Spawnblocking done by survivors.

Mister.D
03-04-2012, 11:07 AM
Anything that can be done to balance out the game in subtle ways, can only improve it for everyone.

Its undeniable that Survivors have it easy, and to be effective as Infected the skill required is much more, and then the SI have to deal with all the little glitches and quirks that break the balance too.

Cyba_Mephisto
03-04-2012, 11:33 AM
There's a bunch of "glitches" for the SIs too.

jasminethecat
03-04-2012, 11:50 AM
1. Smoker Tongue Breaking itself.
ABSOLUTELY.

2. Jockey/Hunter Being insta-killed by Melee-Shove when jumping or attacking.
COULDN'T AGREE MORE.

3. Jockey recharge after an Incap, needs to be shortened.
YES, IT SHOULDN'T BE A LONGER WAIT THAN DYING AND RESPAWNING.

4. Commons/SI/Survivors blocking a tongue Grab from smoker, in case of suvivor, it should grab the survivor that walks in front of the tongue and gets hit first. (aka Sticky tongue)
SMOKER SHOULD ALWAYS GRAB THE CLOSEST PERSON WITHIN THE TARGET RETICLE.

5. Tank Underhand Toss needs to be removed, 9/10 times there are too many Props in the way and the rock breaks.
GR8 IDEA.

6. Spitter Damage needs to start after 2 ticks, not 5. Reduce multiplier damage for balance if need be.
START AT 1 TICK, IF YOU STAND IN IT YOU GET HURT BY IT.

7. Hunter 3 second NO-DAMAGE safety needs to be removed after a successful attack.
YES.

8. Smoker 3 second NO-DAMAGE safety needs to be removed after a successful attack.
YUPPER.

9. AI Controlled SI need to have EXPERT or ADVANCED difficulty level reaction times, so they're actually useful after a ragequit.
AGREED.

10. Jockey needs to have Full Control for first 2-3 seconds during a successful pounce (disable survivor control Immediately), and maybe even darken the screen for the player being ridden.
SURE.

11. Common Infected could be less laggy for PC, no excuse for this.
WHOLE-HEARTEDLY AGREE.

12. Allow Infected players to be in spawn mode and move around the map 15 seconds before they're allowed to actually spawn. Make coordinated attacks against a Speed-Rushing team Possible.
AFFIRMATIVE.

See my responses above in many beautiful colors!

Kool Mode D
03-04-2012, 02:42 PM
1. Smoker Tongue Breaking itself.

2. Jockey/Hunter Being insta-killed by Melee-Shove when jumping or attacking.

3. Jockey recharge after an Incap, needs to be shortened.

4. Commons/SI/Survivors blocking a tongue Grab from smoker, in case of suvivor, it should grab the survivor that walks in front of the tongue and gets hit first. (aka Sticky tongue)

5. Tank Underhand Toss needs to be removed, 9/10 times there are too many Props in the way and the rock breaks.

6. Spitter Damage needs to start after 2 ticks, not 5. Reduce multiplier damage for balance if need be.

7. Hunter 3 second NO-DAMAGE safety needs to be removed after a successful attack.

8. Smoker 3 second NO-DAMAGE safety needs to be removed after a successful attack.

9. AI Controlled SI need to have EXPERT or ADVANCED difficulty level reaction times, so they're actually useful after a ragequit.

10. Jockey needs to have Full Control for first 2-3 seconds during a successful pounce (disable survivor control Immediately), and maybe even darken the screen for the player being ridden.

11. Common Infected could be less laggy for PC, no excuse for this.

12. Allow Infected players to be in spawn mode and move around the map 15 seconds before they're allowed to actually spawn. Make coordinated attacks against a Speed-Rushing team Possible.

1. Smoker tongue's break themselves if the tongue bends too much. I even made a thread asking if this is a bug or not and it seems to be intended. Thread link: http://forums.steampowered.com/forums/showthread.php?t=2282272
2. Agree
3. Agree, it should be maybe 5 seconds or 10 seconds after incapping a surivior (I’m not talking about the short cooldown after incapping a survivor only with the initial 4 damage pounce).
4. Agree though I thought smoker tongue’s go through all common zombies.
5. Agree, stupid rocks breaking in front of your face due to a random animation that you cannot control. The throw should be taken out or give the tank player control over which rock throw to use (this underarm throw is useful for curve rocking (http://www.youtube.com/watch?v=1dZSscZbfho))
6. Agree
7. Is it really 3 seconds, I thought it was 1 second where the survivor is in its getting up animation?
8. Also again, is it really 3 seconds? I haven’t noticed any damage invulnerability after attacking with a smoker tongue, especially when survivor s do not have this “getting up” animation after being attacked with a smoker tongue like you do with a hunter or charger.
9. Yep, bot boomers are 9/10 fails, they do what any bad boomer player does as in spawning a mile away from the survivors, waddling their noisy selves and they have this 1 second delay when they are in range before puking. Bot smokers have this delay as well
10. Agree
11. Is it network lag or are you talking about bad pathfinding?
12. Agree

ttailgunner
03-04-2012, 02:54 PM
Different subject than i think you talking about---have any of you been runing IL-2 Sturmovik cliffs of dover---and had problems of of running about 10 min. then everything frezzes up????????----ttailgunner

Mister.D
03-04-2012, 05:14 PM
CI (commons) seem to have a very reduced tick for updating their positions compared to Players, Survivors or SInfected.

Its more of an annoyance than anything, but even compared to how they act in campaign mode, they're way laggier in VS mode, campaign mode seems to update common's position at a faster rate.

Mister.D
03-05-2012, 02:25 PM
Check it for yourself.

Commons move much smoother in Campaign mode.

In VS, Commons stutter around as they move.

Mister.D
03-06-2012, 02:17 PM
IF there is anything on the list that "has" to be fixed asap, its the jockey and hunter being insta-killed by a single shove.

That just ruins it for me.

TwiggyTwink
03-08-2012, 11:34 AM
None of those are fixes for anything. They're just your opinion.

Right, because the Jockey/Hunter instant-kill bug is ~*an opinion~*.

UndeadR
03-09-2012, 04:50 AM
The only one i really agree with is the tongue breaking. THat is bull and needs to fixed

macxuser
03-10-2012, 04:06 AM
Also voice chat in a lobby needs fixing , and not so much of a fix but an option is needed that allows a game to be changed from friends only to public or vice versa from within a game while playing as you know sometimes a friend leaves and you have no one else and your left with 3 as none can join so wuld be a useful option

Mister.D
03-13-2012, 04:46 AM
3 things that screw up the Smoker Tongue are.

Latching onto and getting stuck on the ledge and twisting itself off as it drags a survivor in (I guess..)

SI or other survivor walking in front of the Tongue's target before or just as a pull starts, results in instant breaking of the tongue.

Worst one is when you have a successful tongue grab and with nothing around to interfere, it just magically lets go.. That one pi$$es me off the most.

Kool Mode D
03-13-2012, 03:09 PM
7. Hunter 3 second NO-DAMAGE safety needs to be removed after a successful attack.

8. Smoker 3 second NO-DAMAGE safety needs to be removed after a successful attack.



Care to explain this? I havent't noticed any super long 3 second invulnerability (which I'm assuming applies to the survivors) in all my 800 hours of L4D2 VS, RVS and Scavenge.

MuffinOrama
03-13-2012, 03:22 PM
Care to explain this? I havent't noticed any super long 3 second invulnerability (which I'm assuming applies to the survivors) in all my 800 hours of L4D2 VS, RVS and Scavenge.

I think he means the delay between the smoker grabbing someone or the hunter's pounce and when the survivor starts to take damage.