Left 4 Dead 2 Catch All

imbiginjapan wrote:

My internet is down again. I am considering changing providers as this has become a regular issue of late.

Take a look at the router; since moving to my new place, I switched from a 2Wire to a Thomson and I've been miserable since. The 2Wire was rock-solid and reliable as [Insert Elysium-like simile here], while the Thomson lags (even with the HTTP interface) forgets some ports, resets occasionally, etc.

I'm just sayin' before you consider providers.

mrwynd wrote:
LobsterMobster wrote:

I found where the awesomete alarm sound got off too. Infinity Ward stole it and put it in MW2, as the "incoming nuke" sound.

Please do not infect our perfectly good thread here with Infinity Ward's game. We're playing a game here that believes in dedicated servers for every 4 to 8 people!

Bravo.

Some of those gauntlets are funny. Peoples first reaction when those alarms to go off are to huddle up in a corner.

FedoraMcQuaid wrote:

You guys are jerks... the whole lot of you.

I agree!

I love dark carnival.

Spoiler:

I wish there were more achievements unlocked via midway games.

InigoMantoya wrote:

It feels like the lazer scopes really only have one good use. Cutting down freindly fire.

That's odd, I would think that the ability to put a little red dot on your teammates faces and butts would make it even more difficult to resist shooting them.

Yonder wrote:
InigoMantoya wrote:

It feels like the lazer scopes really only have one good use. Cutting down freindly fire.

That's odd, I would think that the ability to put a little red dot on your teammates faces and butts would make it even more difficult to resist shooting them.

I thought it was pretty funny when my friend put a laser sight on his sniper rifle. Talk about redundant.

Lucky Wilbury wrote:

I love dark carnival.

Why am I not surprised?

Kerplunk wrote:
Yonder wrote:
InigoMantoya wrote:

It feels like the lazer scopes really only have one good use. Cutting down freindly fire.

That's odd, I would think that the ability to put a little red dot on your teammates faces and butts would make it even more difficult to resist shooting them.

I thought it was pretty funny when my friend put a laser sight on his sniper rifle. Talk about redundant.

I thought it was pretty funny when I put a laser sight on my grenade launcher.

My one wish is that they would let me put a laser sight on the chainsaw.

Switchbreak wrote:
Kerplunk wrote:
Yonder wrote:
InigoMantoya wrote:

It feels like the lazer scopes really only have one good use. Cutting down freindly fire.

That's odd, I would think that the ability to put a little red dot on your teammates faces and butts would make it even more difficult to resist shooting them.

I thought it was pretty funny when my friend put a laser sight on his sniper rifle. Talk about redundant.

I thought it was pretty funny when I put a laser sight on my grenade launcher.

Hey, that's a precision weapon!

Well, first impressions are good, but there are some downsides too.

The new maps are incredible, full of detail with tons to see and explore. This is also a downside, they are huge and the path through them isn't necessarily obvious at first glance like the L4D maps were. We'll all learn the maps eventually, but in the meanwhile there's a decent amount of backtracking and wondering where to go next. Versus games (assuming a team makes it all the way through the map) are going to be incredibly long.

The bot AI hasn't kept up with the advances in the game. In particular, bots will almost totally ignore a Jockey on a human player until said player is incapped. This is a minor issue in the long run, because playing with bots isn't really the point.

The new weapons are tons of fun. The new ammo boosts seem lackluster so far, I'm not seeing many situations that make carrying one of these worth passing on a health kit or defib. The melee weapons are great, but groups using a mix of melee and ranged weaponry are going to take a lot of coordination to avoid friendly fire massacres. I foresee the melee weaponry becoming the new tool of choice for the L4D2 experts.

Overall it looks like L4D2 is going to be a much more "hardcore" competitive game. It's going to be less forgiving to the inexperienced, and friendly fire in particular is a much bigger issue in this sequel.

InigoMantoya wrote:

It feels like the lazer scopes really only have one good use. Cutting down freindly fire.

Laser sights are great. If you're sticking them on a shotgun you might not notice much, but on rifles they tighten up the reticule a lot. When moving with a laser equipped rifle your reticule hardly spreads out at all allowing you to fire with great accuracy without ever stopping.

AK47 + Laser Sight = Crazy Delicious.

Some people have done a bit of versus by now, right?

Any changes to the scoring system? Particularly with finale scores?

MyBrainHz wrote:
stupidhaiku wrote:

Was anyone able to get on the GWJ servers? I had developer console enabled but neither myself nor ranalin could access it in the lobby, only in-game and in the menus.

Yeah, the console seems to be borked in the lobby for some reason, but you can still set the sv_search_key from the main menu, then set up a lobby like you usually would. I tested the Mr. Frying Pan server (GWJ3) this way and it worked. Also, all three GWJ servers show up under your Steam group servers.

Who would have thought Valve screwed something up.

Sourcemod isn't available for L4D2 yet. No snare speak or Lobster 3000 or .... sigh.

Is this game out? I kind of liked the first one. Maybe I should pick this up. It's strange it's out so soon. Wasn't the first one released only last year? /end sarcasm

I actually haven't tried it yet. I had to go to sleep early because I had early hearings. I look forward to killing all of you soon. Especially laars.

Elycion wrote:

Well, first impressions are good, but there are some downsides too.

The new maps are incredible, full of detail with tons to see and explore. This is also a downside, they are huge and the path through them isn't necessarily obvious at first glance like the L4D maps were.

This is a plus in my book. Not only are they huge the director changes pathways on you now too so you cant always plan on going the same way.

After playing some Versus they're very quick now compared to L4D even the longer ones arent as long as some of the normal maps from before.

This decrypting thing is really irking me.

Went home and played some during lunch.

NathanialG wrote:

This decrypting thing is really irking me.

Didn't get chance to play last night, do you have to Decrypt every time you run?

illicit_awakening wrote:

Dont try to crown the witch with the chainsaw.

I didn't crown her but someone else shot her and I just charged her with the chainsaw out and cut her down.

Also, If Prozac get's the grenade launcher and you're inside a hallway make sure he goes first. Just because the grenades hurt you more then the zombie attacking you doesn't mean he wont pull that trigger.

Prozac should go first throughout the first 4/5 of the level. In the last fifth you have to race him to the safe room so he doesn't lock you out.

So I read a review and it made a point of mentioning that all 5 campaigns are available for Versus. I had completely forgotten until that point that L4D1 shipped with only two versus campaigns. It's really weird that this one came out so quickly but feels so much bigger and less rushed than the first one which took something like 4 years between announcement and release.

ranalin wrote:

After playing some Versus they're very quick now compared to L4D even the longer ones arent as long as some of the normal maps from before.

How so?

I just about wet myself when I got to the gun store.

I'll come back and play if people will balance teams before the match starts instead of everyone going random. I know it's not done intentionally, but when some of the really good people get put on the same team when we all go random it's freaking miserable on the other team...especially when you lose like 3000 to 300.

It's *really really* hard to figure out what teams should be to get balance. You can split up the "usual suspects" (damn you, evilseed!), but poor team chemistry or just overall different approaches can still result in one team getting smashed.

I think we need a combination of people being more open to accept "yeah, let's shuffle things up a bit" when you get midway through the map and people being more proactive in *asking* for that. If you're not having fun, you have to say something, or people don't know there's a problem. (I'm often reasonably happy to get smashed a lot and be down 3000 points, for example.)

I try to keep a list in my head of people who are a cut above the rest. Currently Tkyl, Switchbreak, and Evilseed have been there for awhile, Lucky Wilbury is a new addition.

Yonder wrote:

I try to keep a list in my head of people who are a cut above the rest. Currently Tkyl, Switchbreak, and Evilseed have been there for awhile, Lucky Wilbury is a new addition.

Ding ding ding winner!

Seriously, it seems like 9 times out of 10 if evilseed and switcbreak are in the same room the random team generator will put them on the same team. I think it's some kinda sick joke the game is playing on me.

We need a ranking system!

I'm reasonably willing to shuffle teams midway if the scores are well out of whack because the teams are unbalanced. But sometimes the scores don't really reflect how well a team is doing. If team A gets to the saferoom twice, by the slightest margin, while team B dies literally in arms' reach of the saferoom, then the score would claim A is stomping B. Been on both sides of that game, and had a lot of fun with either. Maybe its because I PUG a lot, and have fun despite having horrid scores or getting stomped. Sometimes its the chemistry, its possible for a handful of okay players to sync just right, and suddenly play on a high level than normal. Or lower, for that matter.

But if one team is just having no luck, no fun, ask to shuffle the teams, please. We all play for fun (well, for certain values of fun...).