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Question: Which cfg should we use for the tournament.  (Voting closed: September 22, 2009, 04:31:27 PM)
CEVO - 23 (43.4%)
Frustians - 30 (56.6%)
Total Voters: 53

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Author Topic: Frustian's Mod  (Read 10132 times)
Phokus
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« Reply #30 on: September 15, 2009, 05:28:36 PM »

either which way, the announcement of the specific elements of frustrian's mod being used should be done in a timely fashion instead of (for example) sunday morning. thats all i am getting at.. having a finite set of rules i can go back to my team with so we can adjust accordingly with an agreeable amount of time.

P.S. thank you pwnage.tv for being brave an experimenting where others haven't. <3
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Thexor
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« Reply #31 on: September 15, 2009, 07:18:35 PM »

Of course, I don't have any more information than the rest of us... but it sounds from the announcement like all of Frustian's Mod will be used. The announcement explicitly mentioned removing T2's and Medkits. There's no reason not to include Pausing. And the only other major feature of the mod is pre-molly prevention, which apparently works quite well and is definitely a benefit.


So, for teams competing, I'd suggest that (unless otherwise informed), you should assume that Frustian's mod will be used with all components included.  Grin
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ness33
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« Reply #32 on: September 16, 2009, 12:39:04 PM »

Stand by on that. Not exactly sure how this will be used.
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Shogun
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« Reply #33 on: September 16, 2009, 01:49:26 PM »

Would like to know about settings used as well. Such as pills only, no med kits in finale, or pills only but med kits in finale, situation about T2 and in the competitive cfg file, whether the smoker buffs are kept.
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FlipAko
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« Reply #34 on: September 16, 2009, 03:08:31 PM »

Question: Is there a single command to run Frustian's Mod, or should I just make a config file with the commands and run that?  Also, do I run it after changemap (like with CEVO) or can it be run anytime the server is up?  What happens with tanks and witches?  Last question lol: What does "l4d_comp_enable" do exactly?

Btw, I appreciate someone taking the time to make a mod like this for players who are bored with 5000 health packs and pre-lit autoshotty-ed tanks every game : D
« Last Edit: September 16, 2009, 03:41:05 PM by FlipAko » Logged
Xanath
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« Reply #35 on: September 16, 2009, 07:31:19 PM »

A decision has been reached, expect official word to reach all team leaders as soon as possible. Included will be details of the mod (what will and won't be included), instructions, links, and any other necessary information. Please feel free to post or pm with any questions, concerns, rants, or whatnot else you might have. Thanks guys!!
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Kleinmuuhg
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« Reply #36 on: September 17, 2009, 08:37:54 AM »

... and /closed...
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BaneDeath
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« Reply #37 on: September 17, 2009, 03:53:48 PM »

Being a professional gamer, I can agree completely with making it as challenging as possible to discourage the amateurs.  But the minus side of that is that it is VERY BAD BUSINESS, both for pro's and people on the business side of things.  You want people to look at a tournament and say "I think I have a shot" and in certain scenarios, put their money down on it, because it's more money to win.  I know this isn't a pay tournament, but it still proves my point.  You want to make the amateurs feel like they have a chance, either by making it appear "easier" or by sand-bagging.  Either way, amateurs are good for business and you should keep them around just to get kicked out in the first couple rounds even if it makes the tournament longer.
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Elesarana
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« Reply #38 on: September 17, 2009, 05:49:50 PM »

Why not just use the cevo config thats already made for competitive l4d? Taking away auto shotguns and assault rifles unbalances the game. The way that mod stops pre-molly tanks is stupid too.
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mrdj204
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« Reply #39 on: September 17, 2009, 05:52:12 PM »

Why not just use the cevo config thats already made for competitive l4d? Taking away auto shotguns and assault rifles unbalances the game. The way that mod stops pre-molly tanks is stupid too.

I think you got it backwards, taking away auto shotguns and assault rifles balances the game. And preventing pre-mollies is a great idea.

failtroll
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meatball
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« Reply #40 on: September 17, 2009, 05:59:54 PM »

Why not just use the cevo config thats already made for competitive l4d? Taking away auto shotguns and assault rifles unbalances the game. The way that mod stops pre-molly tanks is stupid too.

I think you got it backwards, taking away auto shotguns and assault rifles balances the game. And preventing pre-mollies is a great idea.

failtroll
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How is removing tier 2 balancing the game that's a little extreme. Limiting how man per team is a little more viable then removing them. Also a better way to prevent pre molys is just giving instant control of tank to the person instead of the delay on it.
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mrdj204
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« Reply #41 on: September 17, 2009, 06:05:55 PM »

Why not just use the cevo config thats already made for competitive l4d? Taking away auto shotguns and assault rifles unbalances the game. The way that mod stops pre-molly tanks is stupid too.

I think you got it backwards, taking away auto shotguns and assault rifles balances the game. And preventing pre-mollies is a great idea.

failtroll
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How is removing tier 2 balancing the game that's a little extreme. Limiting how man per team is a little more viable then removing them. Also a better way to prevent pre molys is just giving instant control of tank to the person instead of the delay on it.

Because auto shotguns and assault rifles are completely over powered. Not having them somewhat prevents teams from rushing through the map. Inb4 but im bad and cant skeet with t1.

And if we could do that, we would. Why dont you be grateful for what the community has already produced and stop bashing it like its the worst thing to happen to l4d. Besides, we all know L4D2 holds that title.
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ness33
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« Reply #42 on: September 17, 2009, 06:12:09 PM »

We already had this convo. PTv thought it was best to use this config for competitive shoutcasting.

It is way more difficult, and the bad thing about taking over a tank immediately is that you won't have the choice to spawn up (if you're in ghost mode), or simply attack before you hand the infected over to the useless AI. Frustian thought it best to simply freeze the tank in place, and not allow it to get burned when being passed to a human player. Also is on god mode until human takes over to prevent survivors from spraying down a tank before its taken over.
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Elesarana
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« Reply #43 on: September 17, 2009, 06:12:37 PM »

Since when is skeeting with the pump-shotgun hard? And why would we bother skeeting when we have someone that can actually aim with the hunting rifle? The problem with removing t2 is because they're infinitely better against tanks and tanks alone, tanks skill-cap increases in 3 and 4, where t2 is spawned most often, so tanks are better in those levels
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Frustian
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« Reply #44 on: September 17, 2009, 06:15:54 PM »

How is removing tier 2 balancing the game that's a little extreme. Limiting how man per team is a little more viable then removing them. Also a better way to prevent pre molys is just giving instant control of tank to the person instead of the delay on it.

I have my opinions on T2 in a million places nobody wants to hear it again.  If you don't think T2 (The autoshotgun specifically) is overpowered, you haven't been playing it competitively.

That way is not better at all, it means if the infected have an attack up that attack is instantly ruined.  You can still pre-molly tanks anyways if you are survivors second on some tank spawns even with instant control.
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