Wewt! Yesterday I finally got the game. I've played through the No Mercy campaign on Expert and Death Toll on Advanced.
I've been so excited about the whole game that I haven't concentrated on what to whine about. Pretty intense the finale on Expert <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo(post=1696841:date=Dec 28 2008, 09:48 PM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Dec 28 2008, 09:48 PM) <a href="index.php?act=findpost&pid=1696841"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Played a few competitive games and it highlights the flaws in the game:
I was on my own, on the bit where you have to wait for the lift in the hospital. A dead team-mate told me to sit in the cupboard and hold the melee button down. I thought it'd be a bit of a laugh and didn't expect to to survive past the first wave so I was pretty shocked when I managed to beat back ALL of the mook zombies, ALL of the PC hunters, ALL of the PC boomers and ALL of the PC smokers.
I wasn't doing anything skilfull (except for dinking smokers so their tongue disappears) I was just crouched in a room spamming melee.
I've since seen this become a regular tactic for people who know the ins and outs of the game. Incredibly lame- it gets to the point where the PC infected have no choice but to gift the survivors the event.
=/<!--QuoteEnd--></div><!--QuoteEEnd--> It takes a bit of timing, but you can pounce survivors sitting in the doorway. Or smoker-tongue from afar if there're mook zombies blocking line of sight. Bottlenecks are pretty much one big "###### you" to the infected even without melee spam...
<!--quoteo(post=1696801:date=Dec 27 2008, 06:32 PM:name=Abra)--><div class='quotetop'>QUOTE(Abra @ Dec 27 2008, 06:32 PM) <a href="index.php?act=findpost&pid=1696801"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->or to when you go "OOOOHLOLOLOLOLOL" over skype voice chat. Man I miss NS soo much. Reunion soon yes?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1696860:date=Dec 29 2008, 07:52 AM:name=EliteParakeet)--><div class='quotetop'>QUOTE(EliteParakeet @ Dec 29 2008, 07:52 AM) <a href="index.php?act=findpost&pid=1696860"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great game, I just wish I could find some good players to beat all the campaigns on expert. Thats the hardest part.<!--QuoteEnd--></div><!--QuoteEEnd--> Add <a href="http://steamcommunity.com/profiles/76561197964091504" target="_blank">me</a> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> . Don't know if I'm good yet, but I also want to beat the campaigns on Expert.
Two campaigns beaten on Expert (No Mercy and Death Toll). Death Toll's finale wasn't so intense, except the very last two seconds. The boat came, I tried to jump aboard, but got pushed back by an invisible forcefield. Almost got aboard the second time, but got hit by some crap thrown by a Tank. I was literally less than a foot away from getting away. The ending credits said "In memory of: Retales, theotherdudethatdied". Later when I checked, I noticed I had 2/4 in the Expert achievement.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<a href="http://planethalflife.gamespy.com/fullstory.php?id=156158" target="_blank">http://planethalflife.gamespy.com/fullstory.php?id=156158</a> <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Left 4 Dead General # Fixed Survivors being able to climb surfaces marked for versus infected only # Fixed a class of SurvivorBot bugs dealing with rescuing downed players # Players can no longer grab ladders while flying through the air after a Tank punch # Shooting near a car with an alarm that has already fired the alarm will no longer make chirping noises # Improved loading time # Fixed mini-gun physics exploit # Fixed propane tanks (and other physics objects) causing players to fall through elevators # Fixed rare achievement bug issues # Fixed several map exploits # Fixed various match making issues # Fixed NAT traversal issues
Versus Changes # Added HUD elements to show status of other infected players # Changed color of infected player name in chat to red # Fixed exploit where players could spawn infected bots # Fixed instance where a Survivor changing to the infected team would be attacked by infected bots # Normalized special infected melee damage # Made the following client commands cheat protected: "Kill" and "explode" # Fixed exploit where infected players could run away and teleport back to gain health # Players can only change teams once per map # Players can't change teams while other players are still loading # Tank spawns at the same % through the map for both teams in versus mode # Made the Tank and Witch spawn directly on the escape route # Increased chance of getting the Tank or Witch # Fixed team swap issue
Hunter # Easier to pounce a Survivor who is meleeing # Increased Minimum damage a Hunter pounce does
Smoker # Fixed Smoker tongue tolerance # Smoker now has to be killed or the tongue destroyed for the tongue to break # Survivors cannot bash someone off the tongue until the Survivor being pulled is paralyzed or hanging # Tongue attacks that fail to paralyze or hang a Survivor will use the shorter ability delay timer # Fixed cases where the ability timer was not using the correct time # Fixed case where you could point at a Survivor but not register a tongue hit # Fixed Smoker tongue not targeting and landing properly through PZ ghosts # Smoker tongue does damage every second while dragging paralyzed Survivors
Tank # Bashable objects now appear with a red glow # Tanks hitting a car with an alarm disables the alarm permanently # Tank frustration timer is only reset by hitting Survivors with rocks or fists # Reduced autoshotgun damage against Tanks
Witch # Witch spawns at the same % through the map for both teams # Avoids spawning within a certain % of the tank # Fixed an exploit where the Witch could be woken up and tricked into attacking Survivors<!--QuoteEnd--></div><!--QuoteEEnd-->
X_StickmanNot good enough for a custom title.Join Date: 2003-04-15Member: 15533Members, Constellation
The smoker's tongue still seems weak as all hell. Breaks constantly.
I remember a discussion a while ago about making the witch / tank spawns fair, since before the patch they could spawn in totally different places or even not at all for one team. Someone suggested having them spawn in the same place for both teams, but that has a pretty major disadvantage.
Whoever goes infected first knows exactly when / where the witch and tank are gonna spawn. It gives them time to prepare for it that the first team doesn't have. As an example, I was playing no mercy earlier on the third map (I think? The one with the scissor lift that attracts all the zombies), and the tank spawned for us (we were infected first) on the very last part before the safe room, the street with all the cars. We had it pretty easy, I was the tank and I just knocked cars around until everyone died.
But on our turn we knew exactly where the tank was coming, so what we did was clear out the area and have three people stay up in the windows with M4s, and I ran down to trigger the tank and keep it busy while my teammates just shot it from the windows and it went down amazingly quick and easily (ironically, even though we were *that close* to the saferoom, we still all died because the other team pulled off an almost supernaturally perfect attack with a boomer, smoker and a hunter just after we got the tank).
There's a similar problem with the witch, but it's not as bad since you can hear her from miles away anyway. But knowing where she is still gives the second team to play survivors advanced knowledge, and also lets the infected plan an attack based around her (using a smoker to drag a survivor onto the witch is an awesome tactic).
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
I agree, it sucks, but it is MUCH better then one team having to deal with a tank in the worst possible place and then the other team never having to deal with a tank at all.
The one 'fix' that I can think of is alternating who plays infected first.
"# Tank spawns at the same % through the map for both teams in versus mode"
Why is everyone saying it now makes the tank spawn at the same place? The closest I've experienced is the same area. Isn't % aka percentage the chance of a tank spawning, not that it spawns on the same place?
"# Smoker now has to be killed or the tongue destroyed for the tongue to break"
Bull######, either the tongue is weaker then a toilet paper roll or it just isn't working correctly. Lots of times I've lost a survivor before he shoots the tongue or kills me. People still seem able to just cross the tongue to break it, or melee it off before they get paralyzed.
"# Survivors cannot bash someone off the tongue until the Survivor being pulled is paralyzed or hanging"
Paralyzed is the moment they cant shoot back and that's just about one second after landing a hit, include getting stuck on other survivors and zombies and you still wont drag a survivor out of a melee tower of 4 clipping survivors in a corner.
The rest I can't complain about, it's easier to do bonus damage as hunter and you don't get knocked back by melee as often but in turn makes me an easier target as I sucked at it before. Awesome fix for the tank vs auto shotties tho.
<!--quoteo(post=1697796:date=Jan 16 2009, 06:15 PM:name=juice)--><div class='quotetop'>QUOTE(juice @ Jan 16 2009, 06:15 PM) <a href="index.php?act=findpost&pid=1697796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are weapons in the same place as well as tank and witch?<!--QuoteEnd--></div><!--QuoteEEnd-->Yes. They were before the update though, barring teamswap. <!--quoteo(post=1697800:date=Jan 16 2009, 06:46 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Jan 16 2009, 06:46 PM) <a href="index.php?act=findpost&pid=1697800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"# Tank spawns at the same % through the map for both teams in versus mode"
Why is everyone saying it now makes the tank spawn at the same place? The closest I've experienced is the same area. Isn't % aka percentage the chance of a tank spawning, not that it spawns on the same place?<!--QuoteEnd--></div><!--QuoteEEnd-->You get points for how far you made it through the map in %, and though you can't see what % you're at Tanks will now spawn at the same as it did last round.
I also forgot to mention that it's now harder to target survivors. Before it was kind of unsensitive if the target was somewhere in the crosshair, now you have to be in the dead center. My guess is they made it like this to fix grabbing of unwanted targets near each other but still worth notion.
Something else is strange with the tongue as well, it can loose a lone survivor even when he is unaware and nothing around to take cover from, nor firing back at you. Much frustration.
I also forgot to mention that it's now harder to target survivors. Before it was kind of unsensitive if the target was somewhere in the crosshair, now you have to be in the dead center. My guess is they made it like this to fix grabbing of unwanted targets near each other but still worth notion.
Something else is strange with the tongue as well, it can loose a lone survivor even when he is unaware and nothing around to take cover from, nor firing back at you. Much frustration.<!--QuoteEnd--></div><!--QuoteEEnd--> It always did that last bit. I think it comes from you having a shot and firing, but in the time it takes to hit the survivor has moved to a spot that will make your tongue clip something. However now it sounds like you will not be screwed with a long wait time like you used to be.
X_StickmanNot good enough for a custom title.Join Date: 2003-04-15Member: 15533Members, Constellation
Speaking of harder to target, the tank feels harder to use. The punches seem a hell of a lot harder to land. Before, if you managed to time the punch so that the arm was swinging in front of you at the same time the survivor was in range, you hit them. Now it seems like you have to be perfectly aiming at them the whole time the animation plays.
That might just be me, though. I've only played tank two-three times since the patch, maybe it was just a bit of lag.
Anyone else noticed that medpacks are *everywhere* now? Maybe, again, it was just a weird bit of luck with the servers I've been playing on, but they're like, everywhere. The second no mercy map on versus, for example, we found two medpacks inside the little booths near the gates (the area just down the stairs outside the spawn, where there's usually a bottle of pills or a second pistol). Pretty annoying. Played a versus game last night where the survivors all managed to find 2 medpacks each, and two of them found a third. It's frustrating to get a perfectly co-ordinated attack, get them all down to red, only for them to all heal up and then pick up another medpack each before you can even respawn.
Yes I've seen rather a few about too though I guess we will just have to get used to it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> #
I've been playing this game a lot, and I adore it to bits, but I swear, pubbing in this game (versus especially) is possibly the most infuriating thing I've ever done in a game. I know, pubbing in any game is a risky business, but in games like L4D where teamwork is essential to success, pubbing is ... frustrating. So many people seem oblivious of their teammates that I sometimes wonder if they're all just trolls or griefers incognito. The number of times I've had teammates run right past me (and I do mean right past me; within melee range definitely) while I dangled from a smoker tongue seems more than can be accounted for by mere stupidity; they certainly can't be much dumber, else they wouldn't be able to breathe without thinking, right? Certainly the number of rambos who run off, get pounced, take 50 damage, whine at their teammates, get saved, use the one remaining medkit, shoot Louis in the knee and make a racist joke, run off again to die permanently this time, then proceed to whine beyond the grave cannot be accounted for by mere stupidity, right?
Ugh. I had to get that off my chest. Let me tell you a little story, less blatant than the one above, and then please tell me if I was being stupid or if my actions were justifiable.
Versus mode, finale of Blood Harvest. I was a tank; Francis and Louis were down, Zoey and Bill were in good health. A smoker grabs Bill, and Zoey starts firing to save the old guy. She is far enough away from me that pursuit would be worthless, and seeing how the smoker was going to perish anyway, I smack Bill, killing the smoker in the process but dealing damage to Bill that would not have occurred if I chased (fruitlessly) after Zoey. Naturally, my team then bursts forth with a stream of nigh-indecipherable insults, inconsiderate of the explanation I offered. So, tell me: truly, am I the n00b they say I am? Or were my actions excusable?
Aliens are underpowered in this game, tanks overcompensate. If aliens were more powereful, you'd have something along the lines of NS with NPC zombies.
Someone's made a hardcore <a href="http://kotaku.com/5138575/l4d-mod-puts-more-survival-into-horror" target="_blank">mod</a>, makes the following changes:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->• New weapon sounds (Most made by Doku but with others grabbed from various soundpacks). • New weapon scripts - Adjusted accuracy, recoil, rate of fire, clip sizes etc. • Weapon melee less effective. • No survivor bots. • Slower survivors and zombies - to change the pace of the game and make it feel more tense. • Higher density of zombies on the maps, more frequent hordes/ambushes. • No special zombies (apart from tweaked tanks for the finales). • Headshots only to kill zombies (apart from molotovs / pipebombs etc). • Increased damage when hit from behind - you must always be aware of you surroundings, don't turn you back on that unchecked room • No in-game music - You have to indentify incoming hordes by the sounds of the zombies. • All maps tweaked (apart from part 4 of the blood harvest campaign) • Removed weapon,ammo & health pack spawns from safe rooms. Weapons and health packs are now limited and scattered around the maps, so you have to search for them. There are no ammo points in the map so if your primary gun runs out you'll need to find another. However everyone still has infinate pistol (although with smaller clip and less accuracy). • HUD completely revised - It now only shows your own health, no crosshair/inventory or teammate statistics (If you equip first aid then you can see your teammates health when you aim at them). • Added in-game laser dot - Useful for close to medium range. This emphasises the sniper rifle as a profficient long range weapon as its the only gun with an effective long range aiming mechanism. • Removed flashlight - This adds much more tension to darker areas of the map, especially when you need to search for weapons or first aid... Be careful in the dark... • Various other smaller tweaks.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds somewhat interesting. Personally I'd never bother with it.
<!--quoteo(post=1698348:date=Jan 24 2009, 07:43 PM:name=Scythe)--><div class='quotetop'>QUOTE(Scythe @ Jan 24 2009, 07:43 PM) <a href="index.php?act=findpost&pid=1698348"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Someone's made a hardcore <a href="http://kotaku.com/5138575/l4d-mod-puts-more-survival-into-horror" target="_blank">mod</a>, makes the following changes: Sounds somewhat interesting. Personally I'd never bother with it.
--Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds like someone took L4D then made it really boring.
<!--quoteo(post=1698351:date=Jan 25 2009, 01:43 AM:name=SentrySteve)--><div class='quotetop'>QUOTE(SentrySteve @ Jan 25 2009, 01:43 AM) <a href="index.php?act=findpost&pid=1698351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds like someone took L4D then made it really boring.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, they moved it from it's cinematic approach and made it more pure survive against hordes of zombie style.
Personally, I enjoy the L4D style, but I can see its appeal.
X_StickmanNot good enough for a custom title.Join Date: 2003-04-15Member: 15533Members, Constellation
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->• Removed flashlight - This adds much more tension to darker areas of the map, especially when you need to search for weapons or first aid... Be careful in the dark...<!--QuoteEnd--></div><!--QuoteEEnd-->
Well that's kind of naff. There are several areas in the game that are 100% pitch black.
It doesn't even make sense from a storyline / theme point of view. If you're in a zombie infested area at night, one of the first things you'd pick up is a flashlight.
Comments
I've been so excited about the whole game that I haven't concentrated on what to whine about. Pretty intense the finale on Expert <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I was on my own, on the bit where you have to wait for the lift in the hospital. A dead team-mate told me to sit in the cupboard and hold the melee button down. I thought it'd be a bit of a laugh and didn't expect to to survive past the first wave so I was pretty shocked when I managed to beat back ALL of the mook zombies, ALL of the PC hunters, ALL of the PC boomers and ALL of the PC smokers.
I wasn't doing anything skilfull (except for dinking smokers so their tongue disappears) I was just crouched in a room spamming melee.
I've since seen this become a regular tactic for people who know the ins and outs of the game. Incredibly lame- it gets to the point where the PC infected have no choice but to gift the survivors the event.
=/<!--QuoteEnd--></div><!--QuoteEEnd-->
It takes a bit of timing, but you can pounce survivors sitting in the doorway. Or smoker-tongue from afar if there're mook zombies blocking line of sight.
Bottlenecks are pretty much one big "###### you" to the infected even without melee spam...
.....
Somehow I feel I haven't been around long enough.
I'd say more but I don't know what.
Add <a href="http://steamcommunity.com/profiles/76561197964091504" target="_blank">me</a> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> . Don't know if I'm good yet, but I also want to beat the campaigns on Expert.
Two campaigns beaten on Expert (No Mercy and Death Toll). Death Toll's finale wasn't so intense, except the very last two seconds. The boat came, I tried to jump aboard, but got pushed back by an invisible forcefield. Almost got aboard the second time, but got hit by some crap thrown by a Tank. I was literally less than a foot away from getting away. The ending credits said "In memory of: Retales, theotherdudethatdied". Later when I checked, I noticed I had 2/4 in the Expert achievement.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Left 4 Dead
General
# Fixed Survivors being able to climb surfaces marked for versus infected only
# Fixed a class of SurvivorBot bugs dealing with rescuing downed players
# Players can no longer grab ladders while flying through the air after a Tank punch
# Shooting near a car with an alarm that has already fired the alarm will no longer make chirping noises
# Improved loading time
# Fixed mini-gun physics exploit
# Fixed propane tanks (and other physics objects) causing players to fall through elevators
# Fixed rare achievement bug issues
# Fixed several map exploits
# Fixed various match making issues
# Fixed NAT traversal issues
Versus Changes
# Added HUD elements to show status of other infected players
# Changed color of infected player name in chat to red
# Fixed exploit where players could spawn infected bots
# Fixed instance where a Survivor changing to the infected team would be attacked by infected bots
# Normalized special infected melee damage
# Made the following client commands cheat protected: "Kill" and "explode"
# Fixed exploit where infected players could run away and teleport back to gain health
# Players can only change teams once per map
# Players can't change teams while other players are still loading
# Tank spawns at the same % through the map for both teams in versus mode
# Made the Tank and Witch spawn directly on the escape route
# Increased chance of getting the Tank or Witch
# Fixed team swap issue
Hunter
# Easier to pounce a Survivor who is meleeing
# Increased Minimum damage a Hunter pounce does
Smoker
# Fixed Smoker tongue tolerance
# Smoker now has to be killed or the tongue destroyed for the tongue to break
# Survivors cannot bash someone off the tongue until the Survivor being pulled is paralyzed or hanging
# Tongue attacks that fail to paralyze or hang a Survivor will use the shorter ability delay timer
# Fixed cases where the ability timer was not using the correct time
# Fixed case where you could point at a Survivor but not register a tongue hit
# Fixed Smoker tongue not targeting and landing properly through PZ ghosts
# Smoker tongue does damage every second while dragging paralyzed Survivors
Tank
# Bashable objects now appear with a red glow
# Tanks hitting a car with an alarm disables the alarm permanently
# Tank frustration timer is only reset by hitting Survivors with rocks or fists
# Reduced autoshotgun damage against Tanks
Witch
# Witch spawns at the same % through the map for both teams
# Avoids spawning within a certain % of the tank
# Fixed an exploit where the Witch could be woken up and tricked into attacking Survivors<!--QuoteEnd--></div><!--QuoteEEnd-->
I remember a discussion a while ago about making the witch / tank spawns fair, since before the patch they could spawn in totally different places or even not at all for one team. Someone suggested having them spawn in the same place for both teams, but that has a pretty major disadvantage.
Whoever goes infected first knows exactly when / where the witch and tank are gonna spawn. It gives them time to prepare for it that the first team doesn't have. As an example, I was playing no mercy earlier on the third map (I think? The one with the scissor lift that attracts all the zombies), and the tank spawned for us (we were infected first) on the very last part before the safe room, the street with all the cars. We had it pretty easy, I was the tank and I just knocked cars around until everyone died.
But on our turn we knew exactly where the tank was coming, so what we did was clear out the area and have three people stay up in the windows with M4s, and I ran down to trigger the tank and keep it busy while my teammates just shot it from the windows and it went down amazingly quick and easily (ironically, even though we were *that close* to the saferoom, we still all died because the other team pulled off an almost supernaturally perfect attack with a boomer, smoker and a hunter just after we got the tank).
There's a similar problem with the witch, but it's not as bad since you can hear her from miles away anyway. But knowing where she is still gives the second team to play survivors advanced knowledge, and also lets the infected plan an attack based around her (using a smoker to drag a survivor onto the witch is an awesome tactic).
The one 'fix' that I can think of is alternating who plays infected first.
Why is everyone saying it now makes the tank spawn at the same place? The closest I've experienced is the same area. Isn't % aka percentage the chance of a tank spawning, not that it spawns on the same place?
"# Smoker now has to be killed or the tongue destroyed for the tongue to break"
Bull######, either the tongue is weaker then a toilet paper roll or it just isn't working correctly. Lots of times I've lost a survivor before he shoots the tongue or kills me. People still seem able to just cross the tongue to break it, or melee it off before they get paralyzed.
"# Survivors cannot bash someone off the tongue until the Survivor being pulled is paralyzed or hanging"
Paralyzed is the moment they cant shoot back and that's just about one second after landing a hit, include getting stuck on other survivors and zombies and you still wont drag a survivor out of a melee tower of 4 clipping survivors in a corner.
The rest I can't complain about, it's easier to do bonus damage as hunter and you don't get knocked back by melee as often but in turn makes me an easier target as I sucked at it before. Awesome fix for the tank vs auto shotties tho.
<!--quoteo(post=1697800:date=Jan 16 2009, 06:46 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Jan 16 2009, 06:46 PM) <a href="index.php?act=findpost&pid=1697800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"# Tank spawns at the same % through the map for both teams in versus mode"
Why is everyone saying it now makes the tank spawn at the same place? The closest I've experienced is the same area. Isn't % aka percentage the chance of a tank spawning, not that it spawns on the same place?<!--QuoteEnd--></div><!--QuoteEEnd-->You get points for how far you made it through the map in %, and though you can't see what % you're at Tanks will now spawn at the same as it did last round.
I also forgot to mention that it's now harder to target survivors. Before it was kind of unsensitive if the target was somewhere in the crosshair, now you have to be in the dead center. My guess is they made it like this to fix grabbing of unwanted targets near each other but still worth notion.
Something else is strange with the tongue as well, it can loose a lone survivor even when he is unaware and nothing around to take cover from, nor firing back at you. Much frustration.
I also forgot to mention that it's now harder to target survivors. Before it was kind of unsensitive if the target was somewhere in the crosshair, now you have to be in the dead center. My guess is they made it like this to fix grabbing of unwanted targets near each other but still worth notion.
Something else is strange with the tongue as well, it can loose a lone survivor even when he is unaware and nothing around to take cover from, nor firing back at you. Much frustration.<!--QuoteEnd--></div><!--QuoteEEnd-->
It always did that last bit. I think it comes from you having a shot and firing, but in the time it takes to hit the survivor has moved to a spot that will make your tongue clip something. However now it sounds like you will not be screwed with a long wait time like you used to be.
That might just be me, though. I've only played tank two-three times since the patch, maybe it was just a bit of lag.
Anyone else noticed that medpacks are *everywhere* now? Maybe, again, it was just a weird bit of luck with the servers I've been playing on, but they're like, everywhere. The second no mercy map on versus, for example, we found two medpacks inside the little booths near the gates (the area just down the stairs outside the spawn, where there's usually a bottle of pills or a second pistol). Pretty annoying. Played a versus game last night where the survivors all managed to find 2 medpacks each, and two of them found a third. It's frustrating to get a perfectly co-ordinated attack, get them all down to red, only for them to all heal up and then pick up another medpack each before you can even respawn.
#
I've been playing this game a lot, and I adore it to bits, but I swear, pubbing in this game (versus especially) is possibly the most infuriating thing I've ever done in a game. I know, pubbing in any game is a risky business, but in games like L4D where teamwork is essential to success, pubbing is ... frustrating. So many people seem oblivious of their teammates that I sometimes wonder if they're all just trolls or griefers incognito. The number of times I've had teammates run right past me (and I do mean right past me; within melee range definitely) while I dangled from a smoker tongue seems more than can be accounted for by mere stupidity; they certainly can't be much dumber, else they wouldn't be able to breathe without thinking, right? Certainly the number of rambos who run off, get pounced, take 50 damage, whine at their teammates, get saved, use the one remaining medkit, shoot Louis in the knee and make a racist joke, run off again to die permanently this time, then proceed to whine beyond the grave cannot be accounted for by mere stupidity, right?
Ugh. I had to get that off my chest. Let me tell you a little story, less blatant than the one above, and then please tell me if I was being stupid or if my actions were justifiable.
Versus mode, finale of Blood Harvest. I was a tank; Francis and Louis were down, Zoey and Bill were in good health. A smoker grabs Bill, and Zoey starts firing to save the old guy. She is far enough away from me that pursuit would be worthless, and seeing how the smoker was going to perish anyway, I smack Bill, killing the smoker in the process but dealing damage to Bill that would not have occurred if I chased (fruitlessly) after Zoey. Naturally, my team then bursts forth with a stream of nigh-indecipherable insults, inconsiderate of the explanation I offered. So, tell me: truly, am I the n00b they say I am? Or were my actions excusable?
glaring oversight in gameplay
design team needs to be fired IMO
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->• New weapon sounds (Most made by Doku but with others grabbed from various soundpacks).
• New weapon scripts - Adjusted accuracy, recoil, rate of fire, clip sizes etc.
• Weapon melee less effective.
• No survivor bots.
• Slower survivors and zombies - to change the pace of the game and make it feel more tense.
• Higher density of zombies on the maps, more frequent hordes/ambushes.
• No special zombies (apart from tweaked tanks for the finales).
• Headshots only to kill zombies (apart from molotovs / pipebombs etc).
• Increased damage when hit from behind - you must always be aware of you surroundings, don't turn you back on that unchecked room
• No in-game music - You have to indentify incoming hordes by the sounds of the zombies.
• All maps tweaked (apart from part 4 of the blood harvest campaign)
• Removed weapon,ammo & health pack spawns from safe rooms. Weapons and health packs are now limited and scattered around the maps, so you have to search for them. There are no ammo points in the map so if your primary gun runs out you'll need to find another. However everyone still has infinate pistol (although with smaller clip and less accuracy).
• HUD completely revised - It now only shows your own health, no crosshair/inventory or teammate statistics (If you equip first aid then you can see your teammates health when you aim at them).
• Added in-game laser dot - Useful for close to medium range. This emphasises the sniper rifle as a profficient long range weapon as its the only gun with an effective long range aiming mechanism.
• Removed flashlight - This adds much more tension to darker areas of the map, especially when you need to search for weapons or first aid... Be careful in the dark...
• Various other smaller tweaks.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds somewhat interesting. Personally I'd never bother with it.
--Scythe--
Sounds somewhat interesting. Personally I'd never bother with it.
--Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds like someone took L4D then made it really boring.
Well, they moved it from it's cinematic approach and made it more pure survive against hordes of zombie style.
Personally, I enjoy the L4D style, but I can see its appeal.
Well that's kind of naff. There are several areas in the game that are 100% pitch black.
It doesn't even make sense from a storyline / theme point of view. If you're in a zombie infested area at night, one of the first things you'd pick up is a flashlight.