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    <title>SubL0ck's competitive L4D1 CFG RSS Feed</title>
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      <title>Discussion starts!</title>
      <description>Hey!&lt;br&gt;I was thinking a lot lately about how can we improve L4D gameplay and make it even more competitive and less random based.&lt;br&gt;Of course all of the good players know how imbalanced some things are in L4D and as soon as Valve doesn't make any changes we will handle this. Well, at least we'll try :)&lt;br&gt;&lt;br&gt;So i had an idea of making the CFG rotoblin based, but more dynamic, aim based and, as result, more competitive.&lt;br&gt;&lt;br&gt;First and the most important cvar we're going to discuss during this period is survivor's melee attack.&lt;br&gt;As we all know it's completely easy to melee 3 hunters attacking from different sides just by turning around with RMB being held, which is completely imbalanced imo.&lt;br&gt;So my suggestion is to either remove the melee ability or make it much more harder to use.&lt;br&gt;Example:&lt;br&gt;Around 1.5 seconds between melee attacks (needs testing)&lt;br&gt;This change will give us:&lt;br&gt;More aim based gameplay, but on the other hand much more problems with the horde.&lt;br&gt;The horde though, can be fixed as well. The idea is to make the horde a little bit smaller, giving the infected team less respawn delays. (Certain respawn timing requires testing)&lt;br&gt;&lt;br&gt;As result:&lt;br&gt;More aim based gameplay, less annoying zombies, more infected attacks, much more dynamic and fun.&lt;br&gt;&lt;br&gt;Suggestions/Ideas highly appreciated.</description>
      <link><![CDATA[https://steamcommunity.com/groups/slkmode/announcements/detail/72244483606098892]]></link>
      <pubDate>Fri, 27 Aug 2010 16:34:38 +0000</pubDate>
      <author>SubL0ck</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/slkmode/announcements/detail/72244483606098892</guid>
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