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Started by CanadaRox on 8:56am 1/13/11. 1,567 views and 23 posts, 0 users reading, last post by junsumoney.

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1) Hittables that don't go away while the tank is alive. I can understand this from both sides. As a tank, it is extremely frustrating to hit a car while your SI is up, back out when you have no support, then push back up to find your car has vanished. On the other side of the coin, survivors often specifically bait the tank into hitting a car, then move somewhere extremely hard to get hit so the tank has to either waste the car or take significant chip keeping it alive. For anyone that doesn't know, Rotoblin already does this for L4D1.

2) Extend item limiting to gas cans, propane and compressed air. Should these be limited and if so, what should they be limited to?

If these receive positive feedback we can include them in the next Confogl release.
Posted on Thursday, 13th January 2011
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Quote from CanadaRox on the 13th of January 2011:
2) Extend item limiting to gas cans, propane and compressed air. Should these be limited and if so, what should they be limited to?

Gas definitely needs a limit , if the survivors use all of the gas cans they have they can force an AI tank a lot more than they should be allowed to, I think 1/2 cans would be reasonable. The propane and oxygen tanks arn't really used enough for me to be able to tell, even with the stun on the tank it's so short that most people don't use it

Edited once, 13/1/11 - 12:19pm.
Posted on Thursday, 13th January 2011
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Like intel said, I think gas should be limited too. The cars not disappearing would be awesome, it really is annoying to lose all your cars, especially on HR4.
Posted on Thursday, 13th January 2011
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It's definitely annoying losing cars, but I think it's a very valuable part of the game. Exactly like Canada says, the two sides of that are definitely very valid strategies and parts of the game. It really comes down to nerfing the survivors more in my opinion, because allowing cars to stay on map even after hit, basically gives the survivors another disadvantage. Instead of forcing a tank to push in or hit a car with a rock if he wants to keep it, they now basically have to relocate all together if they want to escape the potential car or even lucky car. Then of course you have HR4 as mentioned above, where infinite cars could mean just lollercaring over and over until you hit. Yes, it's up to the survivors to chip the tank and force him to forget about his car, but lets take this scenario in:

Tank spawns up, survivors take up their defense. Car gets punched in, gets in play near the survivors, but not the right time to move in. Tank rocks and rocks, not hitting the car because he knows it won't disappear, wasting attack after attack, not pushing in. Tank passes, tank continues to rock and attacks go in, tank gets down to 10% rage, moves in, and wipes slow survivors, or even fast ones with car that is still there from 3-5 minutes ago. Obviously, the tactic to avoid this is survivors relocating, and it adds a bit more depth to strategy in the game, but gives the tank to big of a weapon in my opinion to bleed survivors out, and still have a potential wipe guaranteed should a hittable be in play near the survivors. I think we'd see a lot more infected teams just massing hittables in an area and going crazy instead of playing strategic tank attacks and relying on team attacks to get the tank in and do damage. Infected play should be just as strategic as survivor play in terms of sending in attacks, I don't think a tank should be allowed to rely on constant hittables without having a repercussion for hitting them in the first place, keeping them in play and from disappearing is that repercussion.

Gas cans should be reduced in my opinion, for reasons others have stated, propane tanks and such don't really matter, I don't see too many teams using them that often.
Posted on Thursday, 13th January 2011
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Game Administrator
my feedback:
unblock me canada
Posted on Thursday, 13th January 2011
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What if a car/dumpster is hit in the path of the survivors after they kill the tank; how are they supposed to proceed forward (ie. an only doorway to get through)?

I guess gas cans should be limited, but propane tanks don't really matter, as others have said.

I also want to suggest removing the glow the survivors get when they bile a tank (don't want to start a new thread for this), since it is a bit OP imo, as the HR can get some easy chip if the tank is backing off. Don't you think being able to see infected through objects is a bit much?
Posted on Thursday, 13th January 2011
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Like I said "Hittables that don't go away while the tank is alive". Hint: read the bold part.

A little extra HR chip and a horde to deal with, or not. A strategic choice that shouldn't be removed from Confogl any time soon.
Posted on Thursday, 13th January 2011
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Quote from CanadaRox on the 13th of January 2011:
Like I said "Hittables that don't go away while the tank is alive". Hint: read the bold part.
Oh sorry guess I missed that part.

What do other people think of bile bomb glow?
Posted on Friday, 14th January 2011
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To be completely honest, that's usually the only reason I WOULD use a bile on a tank. The common are easy enough to move away from for him, and the horde the survivors get afterwards is punishment enough for using it. Limit biles, keep glow.
Posted on Friday, 14th January 2011
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gas cans include the fire works in DK map 5? there's like 6 of them + 3 gas cans i think.
Posted on Friday, 14th January 2011
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sounds good to me, hittables shouldn't disappear...as long as you don't get desync issues like in rotoblin...VERY frustrating.
Posted on Friday, 14th January 2011
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Quote from BRiZZZ on the 14th of January 2011:
gas cans include the fire works in DK map 5? there's like 6 of them + 3 gas cans i think.
Yeah, we could limit them seperately so you get 1-2 of each or just remove all of one type, etc. Just forgot to include them

Quote from erza on the 14th of January 2011:
sounds good to me, hittables shouldn't disappear...as long as you don't get desync issues like in rotoblin...VERY frustrating.
The desyncing isn't related to Rotoblin, its actually just the way hittables were coded in L4D1. They hugely improved it in L4D2 so that wouldn't (shouldn't) happen.
Posted on Friday, 14th January 2011
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What happens if a tank goes AI and the hittable blocks it's path to the survivors by unluckiness or randomness?
Posted on Saturday, 15th January 2011
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Just assume we have a solution for every rare "what-if" scenario. We don't know yet, but we aren't going to try to figure out what to do in all of these situations unless the base suggestion is something people want, and so far no one has provided a very strong argument for not having cars despawn. I don't think "it's frustrating" is a good enough reason because its also frustrating to have a hunter steal a smoker pull, but that are just something that you have to deal with.
Posted on Sunday, 16th January 2011
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can we make the jockey that fast minus the 10hp/hit and 500 hp, it made it so much more effective/fun to play

also talk to antero hes got some good idea 4 u all
Posted on Sunday, 16th January 2011
 
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