

"Why does the saferoom door sometimes not open immediately?"Īnswer: The server waits 90 seconds for ALL players to be in the game after a mapchange. There is no need for perks, too much buffed otherwise. "Why are not all the perks enabled"Īnswer: For example, charger is already running twice as fast with 100% more impact power than normal. If you wanted to switch to survivor, this only works if there is at least one alive bot.
#L4d2 no medkits in saferoom full#
Question 1: "I cannot switch to the other team".Īnswer: The other team is either full or has more players than your current team. (You don't have to type the "!" at the beginning of the command). Rank, top, next = Information about your players gameme stats. !spectate = Eat a donut and watch your bot die ^^

!teams = shows player panel with ALL players in the respective teams It is 6vs6 and there is a lot of fun stuff implemented! Thanks to Shona I am able to run it on her server in germany. The idea is that by making other strategies closer in terms of effectiveness, it gives the survivors an incentive to try different ones.Hi! This is my server: Left4Dead2 Server: :27015 By replacing starting medkits, rushing is made more difficult. I don't feel that rushing itself is the problem but rather that the alternatives are not nearly as effective. I don't mind survivors making it to the safe room as much as them always using the same strategy to do it: go the shortest path as quickly as possible.

I figured I'd try this approach since I can guarantee both teams will not get starting medkits, thereby keeping things fair for both. I don't want to prevent some of the medkits only to have one team get an unfair advantage because they didn't get the same amount of kits as the other. The problem I find with L4D2 is that you can no longer prevent the medkits from spawning with a cvar and there is yet to be a plugin that prevents all random medkits. In fact, other than the safe room medkits, I had them completely disabled in my L4D1 server. I completely agree about excessive medkits. The Scavenge Remix plugin comes to mind but I'm not sure if the concept could be applied to Health related items. Really the only problem I've seen is when there's 4 or sometimes 6 kits 3/4 of the way to safe room.Īnyway, I like the idea of your plugin but it would be nice if there were someway to have control over the overall placement of kits and pills and such. So far all the plugins that strip survivors of everything seem as unbalanced as the vanilla versus mode.įor my part, I've been trying to find the best balance of SI tweaks in my config along with various plugins to provide an intense game where the survivors can rush if they want but can still be stopped by an organized attacked. So long as it's a fair and balanced game. Personally, I don't mind if the survivors make it to the saferoom. I don't even mind 1 defib in the safe room that forces the player to choose between defib or kit potentially leaving one kit behind. it's the kits every 100 yards throughout the map that's silly.

I don't mind if the players have a starting kit. So there are never any kits in the game short of the occasional randomly spawned kit?
