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Grizzes thoughts for l4d2 cfg's

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Jun 29th, 2015
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  1. (Theory for l4d2 high skill) this config is meant to bring out a diversity in player choice instead of creating clones, remember not everyone is born equal that's just my thoughts about promod, some people shine brighter than others playing different roles.
  2.  
  3. time in relation to bonus TBD, probably should just be HB for now.
  4.  
  5. take note that the difficulty level of this cfg is agreed upon by both teams according to their skill level as written below titled as (Topfogl).
  6.  
  7. no dead stops for jockey and hunter, make jockey skeetable.
  8.  
  9. 4 class types to display individual skill and unique abilities that are brought to the team
  10.  
  11. 1. "The Sniper" choices AWP/scout, AWP damage = 300 per hit with a headshot multiplier of 2x with maybe l4d1 HR spread. the scout rifle should not be changed it's fine depending on the players preference of the sniper.
  12.  
  13. 2. "The Defense" weapons = chrome shotgun/l4d1 pump shotgun/melee weapon of choice
  14.  
  15. 3. "The Fulcrum" weapons = Silenced Uzi / melee of choice/medkit maybe? <-not sure on the medkit
  16.  
  17. 4. "The support" weapons = Uzi 35 round limit/l4d2 pump shotgun 4 shell capacity with the choice of having all 3 throwables known in l4d2 making it helpful for your team being in a tight spot and the support should have a deagle for the role itself done by shade "the jay turret".
  18.  
  19. "Special infected" 12 second spawn timers with ability to choose between quad caps and support SI at all times, also pertaining to trouble finding spawns
  20. there should be the option for the infected to have the ability of flying while ghosted giving them the ability to setup quicker for an attack, thus increasing more awareness from survivor play and unpredictability for the survivors at the same time.
  21.  
  22. negating some parts of the sentence above there should be tiers for newer players and high skilled players referring to...
  23.  
  24. (Topfogl) beginners= tricaps only, with 14 second spawn timers,all deadstops active and scout rifle only for "the sniper", the rest seems balanced.
  25.  
  26. (Topfogl) mid tier= quad caps can be chosen with a SI selector with 12 second spawn timers deadstops active, still no AWP, just scout for "The sniper".
  27.  
  28. (Topfogl) high tier= selectable quad caps and support 10 second spawn timers without deadstops on hunters, boomer spawns every 8 SI, and AWP introduced having l4d1 spread of course.
  29.  
  30. (Topfogl) top tier= all listed above, all weapons unlocked each having a limit of 1 starting in saferoom as well as melee weapons, the catch is, there's no deadstops on any SI whatsoever and no slowdown on tank the SI spawn timers can be capped to 8 seconds with 1 boomer per 8 SI spawns.
  31.  
  32. I DON'T CARE IF YOU LAUGH, IT'S MY OPINION BEING EXPRESSED YOU HAVE THE RIGHT TO LAUGH BUT THIS HAS BEEN MY IDEA FOR 2 YEARS ABOUT L4D2 I HOPE IT MAKES SENSE TO SOMEONE.
  33.  
  34.  
  35. WHOEVER HAS READ THIS I JUST WANT TO SAY THANK YOU <3
  36.  
  37. clone this paste RAW Paste Data
  38. (Theory for l4d2 high skill) this config is meant to bring out a diversity in player choice instead of creating clones, remember not everyone is born equal that's just my thoughts about promod, some people shine brighter than others playing different roles.
  39.  
  40. time in relation to bonus TBD, probably should just be HB for now.
  41.  
  42. no dead stops for jockey and hunter, make jockey skeetable.
  43.  
  44. 4 class types to display individual skill and unique abilities that are brought to the team.
  45.  
  46. 1. "The Sniper" choices AWP/scout, AWP damage = 300 per hit with a headshot multiplier of 2x with maybe l4d1 HR spread. the scout rifle should not be changed it's fine depending on the players preference of the sniper.
  47.  
  48. 2. "The Defense" weapons = chrome shotgun/l4d1 pump shotgun/melee weapon of choice
  49.  
  50. 3. "The Fulcrum" weapons = Silenced Uzi / melee of choice/medkit maybe? <-not sure on the medkit
  51.  
  52. 4. "The support" weapons = Uzi 35 round limit/l4d2 pump shotgun 4 shell capacity with the choice of having all 3 throwables in his/her inventory known in l4d2, making it helpful for your team being in a tight spot, the support should also have a deagle if anyone remembers the strategy done by shade "the jay turret".
  53.  
  54. "Special infected" 12 second spawn timers with ability to choose between quad caps and support SI at all times, also pertaining to trouble finding spawns
  55. there should be the option for the infected to have the ability of flying while ghosted giving them the ability to setup quicker for an attack, thus increasing more awareness from survivor play and unpredictability for the survivors at the same time.
  56.  
  57. negating some parts of the sentence above there should be tiers for newer players and high skilled players referring to...
  58.  
  59. (Topfogl) beginners= tricaps only, with 14 second spawn timers,all deadstops active and scout rifle only for "the sniper", the rest seems balanced.
  60.  
  61. (Topfogl) mid tier= quad caps can be chosen with a SI selector with 12 second spawn timers deadstops active, still no AWP, just scout for "The sniper".
  62.  
  63. (Topfogl) high tier= selectable quad caps and support 10 second spawn timers without deadstops on hunters, boomer spawns every 8 SI, and AWP introduced having l4d1 spread of course.
  64.  
  65. (Topfogl) top tier= all listed above, all weapons unlocked each having a limit of 1 starting in saferoom as well as melee weapons, the catch is, there's no deadstops on any SI whatsoever and no slowdown on tank the SI spawn timers can be capped to 8 seconds with 1 boomer per 8 SI spawns.
  66.  
  67. I DON'T CARE IF YOU LAUGH, IT'S MY OPINION BEING EXPRESSED YOU HAVE THE RIGHT TO LAUGH, BUT THIS HAS BEEN MY IDEA FOR 2 YEARS ABOUT L4D2 AND I HOPE IT MAKES SENSE TO SOMEONE.
  68.  
  69. WHOEVER HAS READ THIS I JUST WANT TO SAY THANK YOU <3
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