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[L4D2] AWP & Steyr Scout Melee Quick-Refire Exploit. Plugin Fix?


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SEGA EMPRESS ERIS
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Join Date: Sep 2010
Location: THE-MILKY-WAY-GALAXY
Old 01-30-2021 , 06:13   [L4D2] AWP & Steyr Scout Melee Quick-Refire Exploit. Plugin Fix?
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basically if u shoot 1 of these weapons then melee right after u fire u can skip its bolt action cycle time reload allowing you to fire it faster until u get melee cooldown tired. is there any plugins out there that say hamper the cycle time of the awp to every 1.05 (like its default cycle time in the code) before it can fire another shot and the steyr scout to 0.9 cycle time before it can fire another shot. in this case u just have 2 consistent numbers so it doesnt bug out 1 being the default cycle time in the games code or in say and the other being the cap on its fire rate disallowing it to fire faster than its supposed to.

just a suggestion if a better code method couldnt be thought of. if u understand what im trying to get to.

heres an example https://forums.alliedmods.net/showthread.php?p=2614626 in that threads plugin code the cycle time of awp is 1.05 and steyr scout is 0.9 basically cap the fire rate of those 2 guns to those cycle rates and allow them to be cvar moddable so if u change it its flexible and doesnt break the game. so for example the guns can shoot only those cycle times unless turned off or specified otherwise.

tldr meleeing resets cycle time of awp and steyr scout. [bug] needs a plugin fix.
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Shao
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Join Date: Jan 2015
Old 03-03-2021 , 14:48   Re: [L4D2] AWP & Steyr Scout Melee Quick-Refire Exploit. Plugin Fix?
Reply With Quote #2

This also happens with pump shotguns, that's just as quirk of how they coded the stuff in. On the bright side of things, shoves are wasted when that occurs so not truly unbalanced.
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