Comments (8)
By "add melee weapon" I assume missing baseball bats in safehouse / safe area?
About hunting rifle fatigue, doesn't that require editing of weapon scripts,
which
means client have to download the new script file, which means it wont be
possible
with l4d2? Idk haven't looked into, I will see what I can do.
Original comment by [email protected]
on 11 Apr 2010 at 2:21
from confogl.
I meant a fatigue for both the melee weapons and the hunting rifle itself. Like
maybe
less ammo and less spawn points for them. A lot of people are saying they
should be
taken out completely.
By melee weapon fatigue I mean so many swings and it locks up just like right
click.
Say maybe 2-3 swings and a fatigue is in play.
Original comment by [email protected]
on 11 Apr 2010 at 5:13
from confogl.
oh right right.
Should be doable but I don't know if I can force any nice fancy graphics like
when
you are suffering melee fatigue.
Less ammo is easy applied, less spawn points could be looked into.
Original comment by [email protected]
on 11 Apr 2010 at 5:18
- Changed state: Accepted
from confogl.
long range weapons need less ammo and shotguns need more ammo.
Original comment by [email protected]
on 11 Apr 2010 at 5:20
from confogl.
I am against melee weapon fatigue, that just makes things too gay. Melee weapon
itself suffers from range issues, so I don't see how that would overturn the
tables.
Besides, if it did, it means the infected team sux big time, period. Against a
pro
team, melee weapons are needed for self-protection and implementing fatigue
just
makes things too unfair for the survivor. And it's not abnormal to have
insufficient
ammo for primary weapons, having melee fatigue is as good as implementing
limited
ammo for pistols, which itself is already pretty weak.
Original comment by [email protected]
on 12 Apr 2010 at 6:00
from confogl.
Not sure what you mean by hunting rifle fatigue. Hoping to fix people's issues
with
melee weapons by reducing amount that spawn in saferoom. Adding fatigue is too
great
a change for most people.
Maybe look at upgrading the hunting rifle to a T1.5 weapon like the silenced and
chrome? Limit more and remove for T1 only.
Original comment by [email protected]
on 13 Apr 2010 at 5:29
from confogl.
After having played more games recently melee weapons still seem OP for common,
but
are still necessary for mitigating chargers, especially with T1 / shotguns.
Some kind
of cooldown like on melee should be implemented so that hordes can't be dealt
with by
1 person holding click. On a second note, I'm not sure reducing or deleting
melee
spawns from the saferoom is necessarily the best fix. I just played a scrim on
swamp
fever, is it just swamp fever or has deleting weapons in saferoom been put into
BETA2? Both teams got smashed without melee weapons with T1 only on the first
maps
from pretty mediocre attacks or solo charger efforts when it wouldn't normally
do
much. Are we making it too hard for survivors or did both teams have a bad
scrim? :3
Original comment by [email protected]
on 18 Apr 2010 at 3:12
from confogl.
Im against the removal\nerfing of melee weapons. Cooldown are ok with normal
melee,
but adding it to the actual melee weapons would kinda ruins the point of having
them.
With the passing valve limited the spawns of melee weaps in the saferoom, imo
that's
enough.
Regarding the HR, we set a limit for that, so i'm counting this issue as closed.
Original comment by [email protected]
on 29 Apr 2010 at 10:27
- Changed state: Verified
from confogl.
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from confogl.